суббота, 11 ноября 2017 г.

Hope revived, simplifying game and moving to publish it

When I start game, I presume to make it small with basic mechanics like fill the glass and combine them to bigger one.

But when I tried to experiment with new mechanics and hit by feature creep. Adding cards to spawn entities (bigger cannons and support modules) was an mistake.

Game tempo is dropped down (you need to search card and where you can place it, no more twitchy gameplay). And code complexity grows enormous.

I tried to figure out errors and find game unpleasant to test anymore, so I broke my passion and bored with it.

Now I decided to cut the crap out and return to basic twitchy mechanics. No more deep strategic thinking (I'm not so fast thinker also). Only action and fun.

Looking for platform to publish. Steam now accessible (one year and half in greenlight and nothing), but I presume to begin from another one. Itch.io or Humble store maybe. Gog or Origin?

Found new interesting game in space - Cosmoteer. Very thankfull for him. His primer give me hope to return back on rails.

Now I know to be humble and simple. Only basic mechanics and fast pased gameplay.
I remember that steam users said (toxic one):"You have mobile game and small content". And I listened to them, added lot of content and lose my spirit to move one.

Read Notch (Markus Persson) advice: "Do not listen for advices". Will use it now and take any mention with grain of salt.

Good to go again. Many small games in development at laboratory: Great Syphon series (idle, arena, tactics, shmup) and Tree of Life (management, with pc movement on ship) and some in plan.

Returning to BoomTris not to make it profitable. I understands "Sunken Cost Fallacy" and all time spend on it is very fun (at least first year before cards and content creep). But I want to bring it to as many people as I can.

I wish to make it free. Unfortunately I owe my 3d artist months of work and can not sell it as free. Maybe 3-4 dollars is good for price.

And all other stuff (cards, visual novell story multiplayer) goes to next releases.

четверг, 5 октября 2017 г.

Job resumed. Searching for publisher

Times is pretty interesting now. And self publishing is hard. I like to make a game and give others to push it on market and control sales.

Now I will find publisher for my game. And maybe it will ends good.
For publisher I should fix some bugs and show game in interesting state.

Code for nanolathe is broken and this is main feature of my game. Maybe I should figure out this.

Some awkward bugs is crawling through AI code. Cockpit is not under attack. So strange

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.