Posts Tagged ‘bed time’
I didn’t do as much work as I hoped I would do. I struggled with Unity’s annoying physics for a few hours, then a few hours more.
I also didn’t know how to do things in Blender (the way I usually do them in 3DSMax), but I was not tempted to go to the dark side (they have cookies, you know). So I guess that’s a good thing.
On the bright side, modifying a shader wasn’t as hard as I expected, even though I have never really done that before.
Then I did some more struggling with Unity’s physics.
But that’s probably the price for making a 2D game in a 3D engine, without any real support for upside down physics.
Oh, wait, somewhere in between I watched the news, apparently our government officially failed today, well who didn’t see that coming, from the start. Bad thing is, it will (continue to) cost the Dutch society a few million euro per day. But this is not the place to discuss political matters, is it? My apologies.
Tomorrow I will have to do all the art: graphics, music and sound effects. Design some additional levels, including some storytelling and finish the game. I should also add a nice license, probably a GPL for the code an some Creative Commons lisence for the art.
If there is some time left I will also do a post about the design choices I made.
Sorry, no teasing screenshot for you. There is not really anything to see yet.
Well, I’ll go to bed now, probably for 6 hours, and then do the more relaxed part of making a game tomorrow.
Good Luck in finishing your entries, dear opponents!
Well it looks like the only advancing wall of doom in my case was the deadline which, unfortunately, has caught up with me. I’ve not managed to finish anything even resembling a complete game this time
My idea this time round was definately too ambitious for the timescale. I was trying to make a simulator game, which because of the nature of the thing, just isn’t playable until all the components of the game are in place.
What I was trying to do was create a rolling-wall-of-death-fortress simulator with an ecosystem of employees to keep happy in order to drive the fortress forward and crush larger and larger settlements under its treads as the game goes on. What I’ve actually ended up with is a system where you can place rooms and people and watch the people die very quickly due to the lack of food. You must place tracks to support additional rooms.
Here’s the zip with source, screenshot and windows executable:
Note: python 2.6 and pygame are required to compile the source.
I’d really like to go back to the game and finish it some time – I felt that I managed to keep on top of the code quite well, in terms of keeping it managable and not like a big ball of mud. I guess clean code doesn’t get the job done on time Hopefully I’ll be able to find the time to work on this some more at a later date.
That is, after I’ve finished playing all the awesome-looking entries that have caught my eye over the last 2 days