I’ve been stuck on character art for my new game for months, and after finally just doing it myself, I now have some really good game dev momentum going. I really hate to talk about stuff I’m still working on, but since I’ve been so lazy, both in the dev and blogging departments, I’ll post a screenshot from the unfinished game:
It’s an adventure game hybrid, set in the same universe as my previous game. Now that I’ve cleared a major hurdle in development, I’ve been making the few remaining game assets in blender. The shot above is one of a few scenes of debris that will be encountered in the game. You basically collect spare parts from these. (more…)
This is a sliver from an early version of a room in my new AGS game. It mostly takes place on a desert planet, and this room will contain the core of the gameplay.
It doesn’t have a name yet.
I recently started replaying the GTAV story missions from the start, having already finished the campaign twice. Before I did this, I took advantage of another perk that comes with using the pirated version of the game rather than the one you paid for: Practically unlimited modding.
Apart from the story being cut short for the benefit of GTAO, the only criticism I have of the game itself is that the tires are slightly too sticky. The game boasts a fantastic handling physics engine, and to have it nerfed is a shame. The same goes for the game’s analogue of the Veyron being merely a supercar. So I applied a mod to improve that.
This mod is better than the others I’ve tried, almost perfect, but modders seem to share a love of exaggerated deformation. Knowing I’m not going to be causing much mayhem on the streets of Los Santos if my wheel locks up after the second hit, I set about doing a little XML hacking. Soon I had all the benefits of the adjusted handling, while preserving the deformation of the original. And it was good.
See above, me biting off a bit more than I could chew, taking on four pirate ships. I still have to stop myself from playing this game, otherwise I’d get nothing done, except wandering to the fridge every now and then in a screen stupor.
See below, the game’s many picturesque settings: (more…)
Apparently some people have been having trouble running NMS, but I’m not one of them. It’s very close to what I expected it would be, and for now at least it has me completely riveted. A space exploration game with combat pushes all my buttons but, though I love the idea of it, I’ve never been able to get into something like EVE Online, because of the huge commitment of time that it requires.
I don’t expect to be riveted to NMS for the next two years, although there are changes they could make that would certainly cause that. What I want from it, after the initial shine has worn off, is a game I can pick up and play any time I have a spare half hour for some warping space exploration. So far it seems that it will deliver in this regard.
Right now I still put every spare moment into it, but in the meantime here are some screenshots. (more…)
Over the last few months I’ve been putting every spare night I could manage into developing the client for the AGS Awards ceremony 2015. Being that all these chunks of dev time didn’t add up to that many, it took me a fair few missed deadlines to complete the client, but this week I finally went from alpha to RC, and about five minutes after that we held the ceremony. There were quite a few features I had in mind but no time for, and even some that the older client had that I didn’t get around to, but the ceremony itself went very well, especially considering the political strife surrounding the awards this year. There is a recording of the event here, incidentally made by one of the award winners.
So now that I’ve been so diligently working in my spare time, I’m hoping some of that motivational momentum can continue at least until I release my next game. I apologise for being a bad blogger. Truth is that I don’t like to talk about my games very much while I’m making them, but since I brought it up I’ll say one word: Space. I think I might call it ████████ ███, but that might be only a working title.
In terms of blog content, I have also been working on a post about Star Wars (the late Star Wars?), but I don’t want to post it until I have the correct imagery to describe how much of a hack Abrams is. Maybe a black hole that sucks in the best franchises and spews out nothing but half-digested action films? No. Maybe a drunk who is mistaken for an editor because he fell asleep on wet newspaper.
Being the tale of conceptionising a game, possibly centred around such things as robots and illicit affairs, to be found here.
Well, not long after the mission in my previous post, I finished the main story. I’ll formulate my thoughts and provide a review at some point, but until then I’ll put some more work in scrounging for X-01 armour and adhesive in the Commonwealth.
I’m milling about Sanctuary, counting companions, because I’ve misplaced Piper. Somewhere from the white noise of the settlers’ babbling, the information that The Castle is being attacked percolates onto my screen as a note. I’m lucky to notice this because, like too many notes of the same kind, it’s only there for three seconds and then lost forever.
The bell has gathered the residents of Sanctuary into such an impressive gathering that I feel a little guilty for having nothing important to say. I’ve simply mislaid my lover again. I’m in no mood to hear Paladin Danse having a boner every time I do an impact landing, so Strong and I sprint over to the Red Rocket, where I store my power armour. All I’m missing now to have a complete set of X-01 armour is a right leg, and I’d never used it before. So while it was risking overkill, this seemed like a good opportunity to test it. I get into the X-01. “Human look like robot,” Strong ruminates. It’s satisfying turning on the eye lights.1 2 Next »