Posted by Parthon on 25th May 2009
It’s been a long time since my last post, a lot has happened in my life.
This post is really just to say that I’ve started making games stuff again. I started with a Left 4 Dead map of Perth, my home city, and will be continuing on with it for the next week. I’m excited to see how much I can get done.
I’m also looking at starting work again, this time not on a specific engine, or even a type of engine, but on a game. I’m not sure which one yet.
As for the thousander club update. From the 20 hours I worked on my python engine in February and the 60 hours I’ve working on my map this week, that puts me at 80 hours total. So only 920 left.
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Posted by Parthon on 17th October 2008
So I worked hard on Beyond Earth and hit a few problems with the user interface. The game design was straight forward, but the user interface was turning into a nightmare. I really have to strip it down and redesign a version that works. In the meanwhile I found the original design notes for Randor and Trodlins, my first two game ideas. I really want to recreate them again, not as they’ve changed into, but for what they were in the beginning. I still need to get better at my artwork for that though.
So that’s where it’s at. Projects are either on the backburner or in concept stage. I’m still not sure where to take my games making. I love to do it, but it’s long hours and a lot of work, and I’m not the most dedicated kind of person around. But I do know that I’ll keep coming back to making games for the rest of my life. It’s just whether or not I finish them is the question.
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Posted by Parthon on 15th August 2008
I’ve been working hard on the game but have reached a bit of a roadblock, and that is time. I’ve got two days left to finish it off, and that’s only about 8 hours of free time at most. I’m going to do my best, but it’s cutting it fine.
The main parts left are the world map system which includes missions and bases, along with research, engineering and exploration. On top of that I have to invent more level generation algorithms and bind that into a win/lose structure. Lastly, I need some good art. Either way, however this game pans out I’ve learnt a lot. The main two would be: it’s easy to get burnt out and distracted while coding a lot if you lose sight of why you are doing it all in the first place, and that my skills are good, but they need to be way better to go indy, but all that takes is practice.
I’m looking at a few different things over the next 5 years, different goal setups so to speak, and I’ll spend this sunday doing a planning session. Expect a long post from me then. After that I’m working on a demake of sim city, which I’m retitling to Town Planner Tycoon. It’s not a hard challenge, but it will be fun. That’s due at the end of August. Then after that it’s back to work on the RPG.
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