Friday, May 30, 2014

June is GameDev Month (Apparently)

  I'm getting mad at Cytomight due to physics and PanzerGemini for not being clever enough to make fun puzzles.  I could get back on Flippin' Hell, but I don't really have the guts for it.

So, I'm debating on what project to touch - and honestly, I think Point of No Return might be the best bet.

Not sure though.  But I definitely want to work hard this month.

Saturday, May 24, 2014

Catering

  I made a grad cake, jelly roll diploma, lasagna and beef wellington (well, from a Baseball Steak) yesterday.  They were all conceptually sound and theoretically well made, but they all had post-production problems:  The icing on the cake melted, the jelly roll cracked, the lasagna ... was perfect, and the beef wellington was hard as a rock as leftovers (I think you're not supposed to use them as leftovers)

  The point?  I produced imperfect products and was still happy with it,  so why am I still procrastinating?  I outright have design documents (on scrap paper), enemy and stage designs, flow charts for stage progress and AI, art style and visuals already picked out... but I just can't make myself do it.

Tuesday, May 13, 2014

A little more paperwork

  Solved a minor control issue for PanzerGemini, favouring direct directionality rather than some sort of car driving controls.  Also came up with a new puzzle type, in addition I solved how to get large quantities of switches to link to each other correctly without manually flagging/pairing each one via invisible wires! ... oh wait, that's what Minecraft does doesn't it... arg, I thought I was being creative.

In any case - Time is divided about evenly between Cytomight and PanzerGemini.  I'm still not in good health, I'm cold every day.

Saturday, May 3, 2014

Bleh

I got heavily side tracked by Tales of Maj'eyal.

I'm having hard time working.  For one, I wanna do music but I'm no good at composition - like, layers and stuff.  Which is related to my visuals which are hand drawn on a single layer... I don't do composition.

But a game needs all its elements to mesh together into a cohesive feel... and I don't know how that's done.