Posts

New Project with Team

 The team is working on something again. It's pretty loose and basically a giant joke, but I'm excited. Brainstorming and Project Kickoff Approach: We're trying something new this time being a small time development team.  We brainstormed the major idea, and by doing so realized we all had different visions for what the game could be.  To deal with this, we set a ~2 week deadline for prototyping solo to see what everyone comes up with.  At the end of the 2 weeks we will see which prototype works with the game style better and which style everyone wants to work on.   I chose to work on a 2D platformer while DePurr wants to work on a top down - stickRPG inspired pseudo RPG.  I think it's a great idea that could work with both types.  Our third partner randy wants to develop a paper mario style gameworld, I'm not sure what functionality he wants to put into the project after that.  Maybe nothing. I don't exactly know what further to put into my 2D platformer aside

Adventures in Godot

 I'm not really sure what's going on, but I find Godot to be exceptional for prototyping.   In maybe 6 man hours of half attentive work I have something pretty cool, simple and unoriginal, but a full and simple game. Pretty sweet stuff godot, keep doing you.  I'll be here.

Switching to Godot

  Switching to godot and having a good time with the learning curve.  Shit is fun and pretty powerful.  It also seems less bloated than Unity.   Since starting I've made simple space shooters and a snake game.  The documentation for gdscript is also pretty excellent IMO.  Not to mention the application is lightweight.  I don't feel my computer start to lift off the ground from opening up a project.  More to come and maybe can release some of the games I'm making to the site.   I'll come back when I have something really interesting.   JP

Barony: The Roguelike We All Should Love

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 Barony is kick-ass I have been playing this game a ton recently.  Just about 8 hours in the last 2 weeks.  Which is a lot of time for someone who works full time.  Dude the game is so complex and gives you that dungeon runner feeling every time.  As a kid who played diablo and TES games growing up, this shit just hits right. I don't have a formal review or anything for the game to put out as of now, but maybe I can deliberate and write more as I get further into the game.  I'm just not good enough yet to make it to the end. I'll include some images taken from the game.  If graphics are part of reasons that you play video games, then I would argue you should try to look past it and give it a try.  It's really pretty damn good. Speaking of being "good" at the game, this is truly a game that requires you to "get gud" in order to be even halfway effective.  I also think that this is a game where the developers thought about what kind of game they wanted

Solo Game Development + Travel

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I return at last      For those of you who know me, (which at this point is the majority of people who would stop to read this) then you know that I have been out of the country for approximately 3 months.  In this post I wish to share my experience of trying to upkeep a solo-run hobby game dev studio from abroad.  These days, I think that most young creatives have desires to travel and pursue their art, so I will share my experience to those who may be concerned about the possibilities and difficulties. The Premise, and What Happened..     So, I was travelling for work moving various locations with various amounts of Wi-Fi available to me.  This is due to a constant change of location and the nature of my day job.  I also neglected to pack my computer which has all of my projects and Unity installed on it (stupid I know).  This first point is a mistake that I know I will not make again, as I purchased a smaller, more lightweight, "drifter" laptop from which I was able to do

My First Game Release

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The Release of SlingStar It has been a long year and I have learned a ton about Game Development in the process.  First and foremost I finished a project that released onto multiple platforms. SlingStar started as an idea from the Ask Gamedev 100 beginner indie dev tips video.  Someone said something like: [I couldn't find the exact source here]     "For your first game, come up with an idea you think you can bring to completion in a week, it will take you two months." This in conjunction Hugh Monahan of Stellar Jockeys' advice of:     "Finish something first, even if it's the tiniest thing, make something and bring it all the way through.  Meaning something that is; distributed, other people are playing it, and if you're gonna sell it, sell it." Brought me to begin development on SlingStar and attempt to (now, successfully), bring it to market on a mobile platform (Google Play Store) and the Steam marketplace, the game is also totally free to play i

Post Ludum Dare BlogPost

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  SO.... What happened? Well, I successfully achieved what I was after with this Ludum Dare event.  I went in with the little bit of base code for a trpg and ended up with a product that I was pretty proud of.  I spent almost the entire first 2 days programming the complex turn based systems and the geometry challenges of working in a 2d isometric game scene.  It was difficult to be honest, but the programming challenge encompassed the first two days of the competition entirely.  Working until late at night usually around 3-4 am.  I would then get up early the next mornings, around 8 or 9 to begin working again.  I will be outlining everything that happened in this blog post so strap in it may be a long one.  I will try to provide pictures and documentation from that night as best as I can.  1OCT2021 - The Kickoff I began the competition by setting myself up at my fathers house on his farm to begin working promptly at 6:00pm.  I wanted to work outside so I set myself up on the patio wi