Getting ready for Ludum Dare. Testing all effects (almost) in one Unity scene.
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Stranger Things
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Today's Document
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@local-minimum-blog
Getting ready for Ludum Dare. Testing all effects (almost) in one Unity scene.
It’s currently way too hard, especially in the beginnig, but today was focusing on getting some more assets in the game to get a feel for how it could look and working on player feedback for when player is straying off the path towards summoning a monster.
First play shows unknown bug where you fail directly sometimes. Second play I deliberately die to show the color of the magic pointer changes when you are off the correct path (more effects to come). Third play I play through casting the silly monster spell (effects for completing not done yet).
First iteration of path creation for player to stay on.
Added particle emitter and demoing how nicely one interacts with the beziers...
Testing my new splines with a trail renderer
The two scales in Blender.
This is probably mentioned 1000 times all over the place but I saw this question on twitter and thought I might know the answer, so I wanted to test it and write my first tutorial-thing.
The question was really, why in some cases a rectangle side of what started out as a cube, when unwrapped became a square:
The side selected should not be a square one could think, it should be a rectangle.
The image was above was done by pressing [S] + [Z] + [2] in Object Mode.
So switching back to object mode and pressing [Alt] + [S] to return the shape to its original cube size, the pressing [Tab] to enter Edit Mode and with everything selected pressing [S] + [Z] + [2] again and unwrapping after having selected everything gives me:
Which is exactly what was wanted.
So the answer is that in the first case, the object is actually still a cube, but with a kind of a scaling modifier added to its visual representation while in the latter case I got away from it being a cube and into the shape I wanted.
You in this [Box], Day 3
I tend to make games that are hard because they are confusing. Not intentionally, but they are. Or rather, I wan't my games to do things differently and or unexpected things most of the time. But I want that confusion to be of a good kind, not the "I don't get this - what is the point - next!".
So, it scares me that it took me three days to realize that this game will be confusing by design since there will be a ton of non-sense text as a core feature of the game. It scares me that it took me three days to realize that if the point is to show a feeling of alienation in a world where you are forced to act within a stereotypical box, then all the people around you SHOULD look similar and stereotypical. While you must look apart from them.
This is to not distract the player. It would of course have been even nicer to show that even the evil stereotypical normals have nuances, but it is a dubious way to go.
So third game dev day was only thought, but much needed thought.
You in this [Box], Day 2
Today I got an HTML parser with xpath and some basic language understanding cooking. It was easy enough to grab the written texts from deviever's blog and put the words and sentences in nice little lists and dictionaries.
Still I've got nothing worth showing since I spent about 2h fighting Unity3D until I surrendered and put a workaround in place. It seems impossible to have 3rd party dll:s in the project (and they work just fine) AND then try to make a custom editor/inspector for scripts using said dlls. *Sigh*
I left of mid-ways through my simple, trusted and quite well producing language splicers bot strategy:
while (!goodJoinWord && !safeBreak) { safeBreak = !UpdateCurrentSources(); HashSet<string> availableWords = _joinWords[_currentSources]; //If not getting any sentence remove word. }
I keep doing many conversions between HashSets and Lists, but figuring out where I go wrong there will be fore a later data when I actually have something to show.
In a day or two I promise there will at least be the first signs of life.
You in this [Box], Day 1 progress
int DEV_DAY = 1
I could hardly wait to get off from work and start dev. Then as the bell told the GAME_JAM news hit my radar and it all fell. The ironic coincidence is the perfect drum roll to introduce and remind us of the need for taking the current state seriously and join in Devi Ever's genderjam. Equally ironically but more predictably, I instead lost all coding joy and resorted into reading books and staying away for the horrible internet thing.
I did managed to commenting out some lines of code:
/* public static Dictionary<string, List<List<string>>> BigramLookups(Dictionary<string[], int> bigramFrequencies) { } */
Just as well. I need better structure to handle the model(s) that the language bots are going to use. And besides, I don't even know if I will use bigrams.
Hopes for day 2:
Code something
Extract sentences from a blog
Start a useful unity editor interface for the web+text thing in (2)
Stay somewhat focued.
You in this [Box]
I'm putting the current Untitled Horror Puzzle Project on the shelf for the benefit of Devi Ever's Gender Jam 2014. Actually also for my own sake since I totally lost speed on the development.
I have not decided on how the contents of my game for gender jam will be visualized, but the layout of the contents is pretty clear. I plan to use web-scrapers to collect texts from selected blogs on the internet. These will be parsed, scrambled and treated in strange ways to create a handful of bots with varying personalities.
In game terms, they are both your enemies and the playing field.
I will call on my fellow operators of unkownincubator.com (have a look at this to see how crazy that can turn out) who are experts at finding The Fruits of the Web -- who I've already made code for their facebook oracles Pythia & Theobald Rackle once -- to find suitable blogs by bigots, asholes, crazy folks and people with very peculiar interests.
This will be my textbase for the bots. I will have no control over what they say and the contents and play experience will be more or less unique each play through.
I might record the conversations so they can be shared afterwards somehow. There will have to be trigger warnings too so people don't put hate on me.
The bots will mindlessly blurp out stupidies and un-interesting shit if everything works well and you will be left with two options. Either you ignore them and get abandoned and feel sad or you interact with them saying equally stupid things and thus feel empty, hollow and again sad. The two outcomes won't have clear healthbars, instead I'm thinking of fading their visual representations out when you become boring and add reverb when you feel hollow.
How long do you survive before you collapse, give up, and just...?
And comments, suggestions, ideas?
Very early work in progress of "Somebody Else's Problem"-cloaking (The Hitchhiker's Guide to the Galaxy).
The middle block goes transparent if you look at it and/or stand still. So you need to jump and run around with the object in your visual periphery to see it well.
This is first effect of many to come in what I plan to make into a horrifying psychotic alien world FPS puzzle game.
Our physics consultant feels we took too much liberties so out of respect, we censored his name.
The footage in this video is unfortunately damage by the high rate of alpha radiation emitted during the safe detonation inside our Bomb Shelter (TM).
We take pride in putting safety first. Therefore we've installed hundreds of Bomb Shelters (TM) across the city, should the need arise for one of our units to self destruct. They are seamlessly integrated into the urban landscape as a slightly larger manhole. No robot has yet needed destruction and no human has ever been harmed.
This is not supposed to happen. In fact is it so improbable -- a robot would never cause the termination of a human -- that it probably never happened. However, as a safety measure, this unit will be disposed of at the closest Bomb Shelter (TM) -- our safe destruction chamber.
Robots are built to withstand most types of insults. Humans are not designed. They are easily damaged. So remember to aim away.