Working on something completely different now.
Mike Driver
The Stonewall Inn
★
The Bowery Presents

izzy's playlists!
Misplaced Lens Cap
2025 on Tumblr: Trends That Defined the Year
noise dept.

No title available
$LAYYYTER
Claire Keane
No title available

#extradirty
Aqua Utopia|海の底で記憶を紡ぐ
Show & Tell
No title available

No title available
macklin celebrini has autism

shark vs the universe

Game Changer & Make Some Noise

seen from Azerbaijan

seen from Indonesia

seen from Philippines
seen from Malaysia
seen from United States

seen from Austria
seen from Pakistan
seen from United States
seen from United States

seen from United States
seen from United States
seen from Indonesia

seen from T1

seen from Türkiye
seen from France

seen from Malaysia
seen from United States

seen from Italy
seen from T1
seen from United States
@biggestboss-gamedev
Working on something completely different now.
12-26-2017
Hi all,
Please try out a Pre-Alpha of a game I’m working on, Untitled 2 [ссыльный]/[Exile]. I’m looking for any and all feedback in order to improve the game.
12-24-2017
Happy holidays. I’ve been hard at work on my latest game project which I hope to unveil soon. I just wanted to chime in real quick about the things I’ve learned in my latest efforts in game development.
When I started developing games, I didn’t care much for optimization of my code insofar as it didn’t affect my framerate. The extent to which my understanding in this area really just included object culling and pooling and not much else.
In my latest project, I have started to get into coding AI for NPCs and enemies and have run into and (hopefully) fixed a variety of issues and errors. Here is a flowchart of what I tried and ended up with:
Constantly updating a list of game objects and running AI code based on whether or not the game object being checked in the list was close enough to the AI-controlled game object. (Bad)
Removing the above and relying entirely on OnTriggerStay(). (Bad, possibly worse than 1.)
Maintaining a List of game objects that the AI code would ever want to interact with by adding to said List with OnTriggerEnter() and removing with OnTriggerExit(). If a new object enters the list, call a method that would determine if something should be done based on the new information. (Good)
Going through this process helped me learn a lot about optimization, and as the games I develop start to become more and more complex, I’m pretty sure I will be needing to delve further into optimization with respect to scripting and to the engine I am using.
In other news, I have also created a Twitter account (biggestboss__) 5 years too late. Feel free to follow me.
12-14-2017
I’ve started developing a project in Unity 2017 and as a result have fallen in love with Cinemachine for 2D. It does so many things just by existing that I used to spend way too much time to figure out how to script myself.
That being said, I wanted to share a “Screenshake”/Camera Shake functionality that I developed for my project that should plug and play into any scene that has a Cinemachine Virtual Camera in it.
Pastebin for code: https://pastebin.com/wQpEpBZt
Attach this script to an object in your scene (I just put it on the Cinemachine Virtual Camera itself), and drag the appropriate object to the vcam reference in the inspector. Then you can call the static method ShakeCamera() wherever you want in any other script whenever you want to trigger the screenshake effect (ex: CameraShake.ShakeCamera(5.0f, 5.0f, 1.0f); right after damage is dealt or something).
I’m really excited with this new project that I am working on, and I hope to be able to share more about it once it’s built up a bit more. To conclude, I hope you all have a wonderful holiday.
Discover the fate of two lovers and help lay them to rest.
A flight sim that leans a little too heavily on cynicism.
11-24-2017
I plan on eventually making a game using card/board game mechanics, so I figure I should start now. I just finished this great tutorial on Drag N’ Drop functionality in Unity by quill18creates, which upon completion results in a prototype that somewhat emulates how Hearthstone’s interface works with dragging cards around the screen.
However, I wanted to add functionality on top of the basic functions shown in his tutorial to begin creating a foundation for actual game mechanics such as applying card effects on valid targets, etc. I have begun working on this functionality by adding code functionality to the OnEndDrag() event in quill18creates’ Dragabble C# script.
Quill18creates suggested using raycasts to detect whatever is under the mouse cursor in order to create more meaningful events than just moving cards from zone to zone, so I used that logic in order to determine whether a card is dragged into a game zone (Hand, Mana, or In Play) or if it was dragged on top of another card instead (for the cases where you would want to cast a Fireball on a creature, for example).
More fiddling needs to be done in order to make it work intuitively, like not moving the placeholder into zones where you would want the target(s) to stay still, but the basic functionality is there and ready to be further built upon.
(click here to view the source code)
(Not shown, which goes wherever you choose to declare all your properties in the script: List<RaycastResult> results = new List<RaycastResult>();)
Here is the code in action:
And here is the resulting console log showing that the raycasts are finding the correct targets:
After fixing this part up a bit, I plan on working towards instantiating a deck and drawing cards from it as well as implementing a discard pile. It may wait until the holidays since I still have quite a bit of schoolwork to plow through in the coming weeks, but I’m glad to finally be tackling this subject matter since there is so much I would like to do with it in the future.
You can download and run my current progress on this particular project here (Requires Unity 2017.2.0f3 or higher).
A quick & free game developed by students at IUPUI Fall Game Jam 2017
Earlier this fall, I programmed a game as part of a Game Jam being done at my university. You can download and play it for free from its itch.io page.
10-17-2017
I started using Unreal Engine about two months ago in order to diversify my skillset as a game developer, and I just wanted to show what I’ve come up with so far. The game is called Untitled, a Day in the Life of a Lowly Paid Security Guard, and plays like a simple flight sim game where your job is to shoot space rocks.
The gameplay is basically just Asteroids in 3D, but I chose to make this game simple for two reasons: I didn’t want to bite off more than I could chew on my very first foray into Unreal Engine, and I wanted to be able to focus on things like presentation and design instead of sinking a lot of time learning how to program state-based AI (which I will definitely want to do in the future).
Using Unreal Engine was actually pretty refreshing as someone who has only used Unity in the past. I was surprised at how quickly I could create a working prototype of actual gameplay from scratch. It definitely helped that I knew in a general sense what types of solutions to search for from my prior experience with Unity, like how to do something similar to Unity’s OnTrigger events which turned out to be Event Actor Overlap, etc.
There were a couple of takeaways and things that I learned about Unreal Engine specifically that I would like to share just in case someone reading this is also trying to get into Unreal development and would like to save themselves a couple of headaches:
- If you import your own models into Unreal, learn how to unwrap UV’s. If you build your game or lighting, you’ll probably get an overlapping UV error and your model will look really stupid. Luckily, Unreal Engine can automatically build correct UV maps when you import your model. You still have to manually set the UV map to the newly generated one by going into your model’s static mesh editor and setting its Light Map Coordinate Index to 1 - 1 being the one that UE generated and 0 being the original that you brought in from Maya/Blender/etc.
- Trying to get UI widgets to display values passed from a variable was a nightmare at fight, but I found a janky workaround. The Event Graph in UI Widgets can directly retrieve variables and values from the Player Pawn, so I pass the health of the ship I am escorting to the Player Pawn as part of an Event Tick and then I use an Event Tick node in the UI widget itself to print the value grabbed from the Player Pawn. There’s probably a more efficient way to do this that doesn’t require code to run on every update, but it works for now given the low complexity of my game. I’ll definitely look into using better methods in the future though.
- Getting used to casting in blueprints definitely had a big learning curve associated with it. The first issue of casting that I ran into involved trying to use trigger volumes in order to make gameplay events occur, which resulted in really messy looking blueprints. After experimentation and online research, I learned that you could set a variable in a blueprint and make its type ‘Object Types/Actor’ (making sure to check the Editable box). This exposes it to the Details panel and lets you pass in a reference to an Actor in your level, which works a lot like the way you would expect it to in Unity with GameObjects by passing stuff to it through the Inspector. This made my resulting blueprints look much cleaner and more efficient.
- If you have dialogue in your game, you should use Unreal Engine’s built-in concurrency system to make sure that they don’t play over each other.
There were a bunch more things that I picked up from working on this game, but those were the ones that I could think of from the top of my head. Anyway, that’s all I have for now and it’s time for some sleep. Good night.
10-13-2017
Hi, my name is Ben Nguyen, and I’ve decided to start documenting my process of learning how to develop video games. I’ve made a couple of games in Unity prior to this, but most of them were nothing worth noting and heavily based on tutorials (in other words, nothing that I could truly call my own original content). I’ve also started learning how to build in Unreal Engine and hopefully I will be able to show what I am doing there as well.
In any case, I just wanted to talk about this game that I am making for a game development course at IUPUI for now. This game is in an extremely early WIP state (about 2-3 weeks intermittently between work and other courses):
The video above gives you a general sense of the gameplay: it’s top-down/isometric, and the player’s visibility is very limited as he is wandering around in a sandstorm. There’s not much to look at, as this is just a staging area where I’m developing all of the individual building blocks that I will be able to cobble together real levels with later.
The gameplay makes more sense when you introduce a second player:
This video displays the game from a second player’s perspective and shows off the asynchronous nature of the multiplayer. This player controls a spirit of sorts that guides the first player through the world and helps him figure out where to go, avoid traps, etc.
In the couple of weeks I’ve worked on this game, I’ve learned a lot about what I call “smoke and mirrors” tricks, like how to size and position colliders to give the illusion of depth even though it’s a completely 2D game, akin to something like Hyper Light Drifter. I also learned a lot about how to write network code, and I have a feeling it will take me quite some time to fully grasp how to use Commands, Rpc, etc.
I’m very excited for this particular project, as I will be teaming up with a couple of classmates in order to complete it as a final project for my university course. They will be helping out with art assets, narrative, level design, and whatever else we can complete in the next eight weeks before the semester is over.
Anyway, thanks for reading this and I hope to have more content up as I move further into the process of developing games.