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Showing posts from May, 2017

Adapting the 2D PlaySpace

One of the first hurdles to overcome when I was converting the 2D tutorial over to 3D, was how in the hell was I going to convert the code. Well my solution may not be the most efficient way, but it seemed to work. By placing individual build points which react to the Players click, I now able to build in specific locations, ensuring that I align the defenders with the attackers as before. I now have 2 complete characters in the game. The Archer, a low hp, high dps warrior, as well as a drummer, which will generate spirit for you to spend on additional orc warriors. If you have been following my development so far, I'm sure you can notice I have completely retextured the scene, as well as adding some "DooDads" (nostalgia from the blizzard editor days). Be sure to subscribe and not miss when I release an Alpha version of this Orc Defense game. If anyone is interested in the code I used for this please drop me an email at BedShadows@gmail.com.

The Birth of a character

Hello all, An update on what I am currently working on, which is inspired by a great tutorial on Udemy to make a glitch garden clone. I have taken it upon myself to adapt it and give it my own spin. The overall concept for the game was created in 2D, but in my adaptation I am working on transforming it into 3d. A medium I am much more comfortable in, which is odd, as 2D games can be considered easier to make. If you are looking to create your own assets in 3d I can't recommend enough the use of Blender. A free 3d modelling package, which when you get past the learning curve can be a very powerful tool. Saving you hundreds of pounds. https://www.blender.org/ My first character for the game is going to be the Archer. With a generic low health, high damage output makeup. First I build the 3D model working off many reference images, which when creating any form of visual art, is essential! Seriously from something as little as a background rock to a full 3d scene. Before Text

The Power of A Goal

In my many months of messing around with Unity, I have started numerous projects, few of them to completion. I never seemed to understand why? I tried many approaches to the development of a game, some I "just winged it", others I planned everything down to how many hairs a character would have, but they all turned out the same, they all failed. Why? Lack of goals. The only games I have officially released have all been game Jams, and they all had a deadline to meet. A quantifiable goal to work towards. This is key. For without a goal, we are a homing missile that has no target. As a creative person, freedom is something that we require in order to be at our best, but without bite sized goals, it is easy to get overwhelmed by larger scale projects. How do we combat it? By using a tool that can enhance our productivity ten fold. A tool that can provide clarity through the mish mash of ideas being generated within our heads. A tool that can be used by everyone. A goal.

Soultitans

Soul Titans was a game I created for the GDC Metal Monstrosity game jam. We had just 72 hours to create the best game that we possibly could inspired by a common theme. The theme for this Game Jam was machinery. There were over 50 other game devs involved in this jam, but only 19 actually made the deadline. To any aspiring game developers, one of the most powerful exercises you can undertake, is a game jam. Not only does it push you to actually finish a game, but it helps you grow so much as a developer. After completing it, all I can say is my idea of scope has grown so much. My Game is a 3rd person shooter, where you play as the last living Soul Titan. A race of living machines that have been brought to the brink of extinction from the Hybris menace. Using nothing but the mouse to control your machine of death, can you claim vengeance and please the metal gods? Behind The Scenes 3d Models and Animations I used Blender to 3d model my main character and animate it. One of t

Humble Hello

Well Hello Everyone, I have been creating so much recently that I thought it was about time I continued my internet journey with a blog. On here you will find development updates on my most recent creations, as well as a behind the scenes look at what it takes to actually create a game. Naturally I will try to answer any questions and queries to the best of my ability, should you have any. So without further ado... On with the content!