вторник, 29 августа 2017 г.

Looking for Cosmoteer motivates

When I look at cosmoteer I wish to bring shine to my project Boomtrix. After I find job for full time (to feed family and pay mortgage and debts) then I can work on Boomtrix further.
Now I make small prototypes and games for learning purposes and bring back joy of game dev

четверг, 25 мая 2017 г.

Tired of it and must release

After some challenges in life I have decided to move from it project. Too much hurdle with jumping from gig to gig I found too hard to develop so difficult game in two languages.

I bring my working prototype - call it a level (all towers works (I hope so)) and push it.

Nothing more I wish to make to it. Maybe later I return with new knowledge and make it happens. But now I has no knowledge in puzzle/3-in a row mechanics and learning Unity/AGK with overhead of complex game mechanics too much for me now.

Taking medicine for 5 months now I wish to free myself from it. It works basically.

And it placed here: http://gamejolt.com/games/boomtrix/65677

Thank you for reading and supporting me with yours attention.

I wish make smaller scope games faster. I read this advice from many sources and now understand it.

Good luck and meet you in next games.

четверг, 11 мая 2017 г.

Console helps a lot, but complexity grows again

After console introduced I use it to display debug messages. It helps find source of error and remove it.

But internal complexity grows again. I have modules list and weapons/defense list each has link to module. By some bad reason I have trouble to position module. It moves towards removed one.

And hitting wall constantly removes motivation bit by bit. Maybe I should look into more cohesive design of code - all code without links in one structure.

Will see it. Git can help with experimenting.

понедельник, 24 апреля 2017 г.

Basic commands and interpreter core ready

Debugging without seeing contents is very hard. Code review does not show full picture of issue.

Console with interpreter now help view the contents of data structures in real time.

When I saw that weapons created twice - after short looking at code found source of bug.

AppGameKit is framework. And it good at their job - hiding underlying complexity from, but untying my hands to do application architecture as it needed to be.

Memory management and game engine core is on me, but this get you in control. All errors, that arose from code will be yours (maximally). And this helps move forward.

Yes, it has quirks - working with shaders not so transparent, and creation/deletion does not well written in documentation. But it works.

Every engine/framework suks - in their unique way. Unity faster for development than AppGameKit, but when you have game engine ready - all things fit together nicely and speed equalises.

For me AppGameKit is good because I do not bump into engine frequently (2d physics in unity very frustrated me), and you have maximum control.

My games is very small and using big engine is not good at all. Big metafiles and meta db is quirk of unity.

Now I work on AppGameKit, but looking to Defold. Maybe, when I get tools ready for debugging and ingame editor working - game development will be moving faster.

But now I use AppGameKit and happy with it.

Adventure of learning new engines took two trophy: Defold and Godot. Good game engines with editor. Playing with them is fun, but I will know their quirks when work on big project for year or more.

воскресенье, 23 апреля 2017 г.

Debug console is helpful tool.

After making console live with few commands I found bug and removed it faster.

So strange feeling when you look at your code and do not understand, why here duplicated code?

One thing bothers me bigger than others - growing difficulty of code not always as manageable as it should be.

Sometime looking at code and nothing comes to head - what to do next or other questions arise?

Feedback and visual progress is a must. When all tasks seen and subtasks written goal is seen clearer.

When you work on many projects - memory is bad assistant. Trello/HaknPlan boards help support it.

вторник, 18 апреля 2017 г.

Difficulty in life and gamedev

When life strike you in face it's hard to stay determined and motivated. I write game every day and now console works as needed (and some basic commands).

But when I has bad sleep difficulties will grow enormous and unavoidable. I drop Unity for this reason 6 months ago, and now I wish to return back. But why?

Game development is good thing and it helps stay motivated to do my daily job. When hard times comes - easy way out is looking preferable, but I still moving.

Maybe Unity will be used for next projects. But I shall stay determined and finish game. Current version 2.0 in development for half of year, 1.0 - 1.5 years and failed.

I have bad feeling, that it's needed to scrap 2-3 versions of game to get feeling and game play as I wish it to be. Only motivation is Phil Fish and John Blow - they stay determined and move forward because they love game dev and life can not stop them.

среда, 12 апреля 2017 г.

Enter text to debug console with shift

After tinkering with debug console text input and shifting of old text is introduced

Now I can make small interpreter of test commands for interaction with internal game engine.
In near future I'd like to implement console scrolling, command history and consistence between game sessions.

Debug language will be very simple and close to english. Basic commands: show, set, spawn, delete - will make me happy enough to be work on game faster.

Maybe some visual layers as seen in minecraft for debugging purposes can be created.

Short language is needed to introduce interpreter faster. Fast feedback is main cornerstone to be productive.