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Homer3
Treehouse of Horror VI - The Simpsons (1995)
Simpsons Saturdays #3 - Treehouse of Horror VI (S7 E6)
Simpsons Saturdays #3 – Treehouse of Horror VI (S7 E6)
This week marks a different direction for Simpsons Saturdays – both previous episodes, ‘Homer’s Enemy’ and ‘Simpsons Roasting on an Open Fire’ have rightfully gone down as classics, but the Treehouse of Horror episodes often don’t receive as much plaudits – yet ‘Treehouse of Horror VI’ deserves its place as one of the best SimpsonsHalloween specials. Even from the outset, it goes for a distinctly…
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The Simpsons
Game #8- Take That, Ya Lousy Dimension!
Take That, Ya Lousy Dimension! is done. You can play it here. You can watch some gameplay here. This will just be a wrap-up post to reflect on the project, and see if I can’t pick out some lessons going forward. First though, some good news! I posted the game on itch.io roughly 24 hours ago, and and as of writing it’s been viewed 790 times, downloaded 266 times, and 11 kindly folks have donated, which is great! This is largely thanks to the fan website Four Finger Discount, who posted an article about it overnight. I know these figures are exclusively because I remade a scene from an enormously popular TV show, but it’s still nice to see those kind of numbers on something you created. It’s certainly much bigger than anything I’ve done in the past; here’s some comparisons: Sai’s Quest Views: 138 Downloads: 0 Broken Space Views: 71 Downloads: 3 Looking Back Views: 94 Downloads: 8 This also shows how much word-of-mouth and promotion can affect the amount of attention receive. Itch.io keeps track of where the traffic is coming from, and right now 647 of the visits are from Four Finger Discount, with the remaining figures a mixture of general browsing on itch, my website, and a reddit post I made. I’ll do a proper social media sweep (Facebook, Twitter, my main Tumblr, Instagram) after posting this, but I think I’ll also send it to a few other Simpsons fansites, given how effective just one article has been. Anyway, onto the project itself! I originally wanted to spend a few weeks on it, and it ended up taking roughly two and a half months. Not too bad, but still over time. This included a brief period where I lost interest in the project and drifted around between a few other works. I think this is a key event that I should learn from going forward. Whether it was because it wasn’t a super original project, or because I simply can’t stay focused on one idea for too long, I did get sick of this project about halfway through. Working on my own stuff, I’ve found that I tend to get excited by an idea and work on it solidly for a month or so, then my enthusiasm kind of dips down as the work becomes more about grunt work such as producing models, textures, and sounds. This has always been a weakness of mine (and I think, a lot of creators), which is part of the reason I started this blog, just to finish stuff, no matter how awful it is. As I’ll lay out in my next post though, I think there’s a way, or at least a possible way, to both finish projects without having to dig down and just grind through weeks of boredom. On a more technical level, there’s plenty I learned about Unity and environment design itself through this project. As well as recognizing the value of keeping asset file sizes low during production, I also discovered plenty of neat, cheap effects which added some much-needed polish to the scene, including Global Fog, water effects, and Glow.
A lot of these effects were extremely simple to implement and edit, which meant you could get the effect you were looking for quickly and easily. Most also had an ‘optimised’ version, so they didn’t take up too much processing power either. Compared to Looking Back, adding the final details to this project was pretty painless. I also learned a few simple tricks that ended up being quite effective, like rotating the skydome to give the illusion of drifting clouds, and adding the small sparkle to appear periodically on certain objects. Overall, it’s these little details that I think were the most important take-away from this project. Just adding such simple little details to a virtual environment- the lasers shooting across the floor, the clouds drifting, the sound of the water, the bouncing cone -all these incidental animations and sound add so much to the scene, and make it so much livelier. There’s such a culture in game development and in particular at University to add only what is absolutely necessary, not to exceed poly counts or textures sizes, but it’s these additions that don’t technically have to be there that really bring a game to life.
And that’s about it! I’ll see if I can tag these posts and try to organise them a bit so people can view the development of each project under different categories. It is pretty interesting going from the first post to the last and seeing how the game has developed and changed over time. In a way, those posts together are more valuable than this one in terms of reflection. I’ll be back tomorrow with another post detailing the other projects I’m working on, and how I’ll handling this blog moving forward. Until then, thanks for following!
BEST TREEHOUSE OF HORROR SEGMENT EVER 💘🎃💘🎃💘 #homer3