4:23am - Well I'm down at the McDonalds again, since I'm pretty well rested and sort-of got up really late. I was working earlier as you might have noticed, and I guess I'm going to work some more, but I'm a bit troubled. The call ended around 2:30am and I tried to have some fun playing games instead of working, and I just couldn't. I'm not sure what's wrong but none of my games were appealing to me, except remotely, and when I went to play something all interest in it would dissipate immediately.
I guess I'm in kind of a strange place right now; introspective and thoughtfilled. I'm not sure what I really want to do with myself. I mean, I'm probably going to open up Unity and make some games, and that's great, but I guess I'm feeling a bit lost in the larger scheme. Now that I'm talking about it, it's flooding back a bit. My obligations. I'm waiting to hear back from the Job Developer about my interview reschedule, so there's that, and I haven't heard from Zax so I'm still kind of up in the air on the game we were supposedly making together. Right now I'm getting ready for Ludum Dare 40.
But what else? Mmm... Mostly I've been dealing with getting ready for Christmas. Buying and organizing presents for some of my friends. It's my brother's Birthday today; Happy Birthday if you're reading this! I expect to visit for dinner on Tuesday. I was dealing with the emotional fallout of the negative reaction to that post I made a week ago, the non-work-post one. I'm mostly over that now, and I made a new friend, so that's good.
I guess that's everything.
The video games I've been playing lately are Disgaea 3, Final Fantasy 15, and Sonic Forces. I worked myself into a grindy hole in Disgaea 3 and I have to grind my way out of it so I'm a bit 'not wanting to play' there, but I'll probably get back to it. I finished Disgaea 1 and 2 after all. Final Fantasy 15 is okay, it hasn't really blown me away yet but I've only been playing for around 20 hours. Sonic Forces was pretty good until the last few levels, which are really long and complex. I got to what I think is the second last level of the main story, and then my interest kind of fell off. I really enjoyed the game up to that point but those last three levels were so long and difficult it was frustrating. It's kind of weird in that it's not that I'm failing the levels exactly, I'm giving up because I didn't get a good enough score. That's the only game I've played like that, even back when games were meant to be played like that.
4:52am - I finally went and got something to eat to justify my presence at the McDonalds. Their computers were down for a bit, thankfully their internet wasn't! It's nice to eat. I guess I should get started?
5:04am - Yes I should definately get started, and stop reading Twitter too. ;)
Now the only things remaining in the base code for this game are the main 'menu'/splash screen and the enemy brains. Hmm... Interestingly, I'm not sure I'm even going to make the player take damage/get killed by the enemies. The specifics of that will depend on the game I make from the base code. I just want to write the code to have them walk around. Maybe I'll even make a third one that jumps? Maybe not. We'll see.
6:59am - Well that was an interesting two hours. I made the title screen with a button that, when pressed, switches the scene to the next. It's a bit awkward though. There's no class for the Scene so you can't drag a scene into the inspector, you have to refer to it by name or path, and it has to be registered in the build. Very perculiar. Anyways I overcomplicated it and did a lot of research into the SceneManager class only to make a very basic SceneLoader component.
Now I'm going to make the brains for my enemies.
7:19am - Alright the sun is rising and I'm getting very tired, I might go home soon. Also I've run into a problem with my enemy brain. Well, a few problems really.
Problem 1: Unless I make the brain divorced from the Enemy's state, I'll have to create a brain instance for each enemy, it won't go with the prefab.
Problem 2: I'm not sure how to get collision data from the Enemy to the Brain's Think function.
Hmm... Maybe I can do it after all. Now that I've written down my problems, the gears are a turning.
I have access to the mobileController in the brain, and through it, everything on the gameobject where the brain is injected. So I should be able to do raycasts and shapecasts from the mobile. Or I could make more components for checking like my GroundCheck.
I think I'll do that. I'll start with a wallcheck.
Oh but the facing becomes a concern! I could check both sides for a wall collision, I suppose, but at some point I have to face the problem of finding forward on my mobiles. Hmm...
7:35am - I'll think on the problem of facing for now. I'm getting very tired and also thinking about doing other things. I'm getting really dissatisfied with the Unity physics based movement for my player and enemies and thinking of switching to a non-physics solution. There is a really good non-physics based solution I downloaded a while back. But I'm too tired to start that now.
The other thing on my mind is that I want to make a wider variety of game base code!
I want to make an Adventure Game, a Beat-em-Up, a 2D Space Shooter, a Top Down Action-Adventure Game, and perhaps to crown it all a JRPG, and a 3D Space Game.
But I was already working on a JRPG! And that was going slow. And I don't think I could make all those games in base code form in the time before Ludum Dare. It's a bit funny since I said two Ludum Dares ago that I wanted to make Base Code for a bunch of different genres and publish them for others to use, but I haven't done that at all.
So we'll see how it goes.
For now I think I'm going to pack up, and head home.
I guess I'm in kind of a strange place right now; introspective and thoughtfilled. I'm not sure what I really want to do with myself. I mean, I'm probably going to open up Unity and make some games, and that's great, but I guess I'm feeling a bit lost in the larger scheme. Now that I'm talking about it, it's flooding back a bit. My obligations. I'm waiting to hear back from the Job Developer about my interview reschedule, so there's that, and I haven't heard from Zax so I'm still kind of up in the air on the game we were supposedly making together. Right now I'm getting ready for Ludum Dare 40.
But what else? Mmm... Mostly I've been dealing with getting ready for Christmas. Buying and organizing presents for some of my friends. It's my brother's Birthday today; Happy Birthday if you're reading this! I expect to visit for dinner on Tuesday. I was dealing with the emotional fallout of the negative reaction to that post I made a week ago, the non-work-post one. I'm mostly over that now, and I made a new friend, so that's good.
I guess that's everything.
The video games I've been playing lately are Disgaea 3, Final Fantasy 15, and Sonic Forces. I worked myself into a grindy hole in Disgaea 3 and I have to grind my way out of it so I'm a bit 'not wanting to play' there, but I'll probably get back to it. I finished Disgaea 1 and 2 after all. Final Fantasy 15 is okay, it hasn't really blown me away yet but I've only been playing for around 20 hours. Sonic Forces was pretty good until the last few levels, which are really long and complex. I got to what I think is the second last level of the main story, and then my interest kind of fell off. I really enjoyed the game up to that point but those last three levels were so long and difficult it was frustrating. It's kind of weird in that it's not that I'm failing the levels exactly, I'm giving up because I didn't get a good enough score. That's the only game I've played like that, even back when games were meant to be played like that.
4:52am - I finally went and got something to eat to justify my presence at the McDonalds. Their computers were down for a bit, thankfully their internet wasn't! It's nice to eat. I guess I should get started?
5:04am - Yes I should definately get started, and stop reading Twitter too. ;)
Now the only things remaining in the base code for this game are the main 'menu'/splash screen and the enemy brains. Hmm... Interestingly, I'm not sure I'm even going to make the player take damage/get killed by the enemies. The specifics of that will depend on the game I make from the base code. I just want to write the code to have them walk around. Maybe I'll even make a third one that jumps? Maybe not. We'll see.
6:59am - Well that was an interesting two hours. I made the title screen with a button that, when pressed, switches the scene to the next. It's a bit awkward though. There's no class for the Scene so you can't drag a scene into the inspector, you have to refer to it by name or path, and it has to be registered in the build. Very perculiar. Anyways I overcomplicated it and did a lot of research into the SceneManager class only to make a very basic SceneLoader component.
Now I'm going to make the brains for my enemies.
7:19am - Alright the sun is rising and I'm getting very tired, I might go home soon. Also I've run into a problem with my enemy brain. Well, a few problems really.
Problem 1: Unless I make the brain divorced from the Enemy's state, I'll have to create a brain instance for each enemy, it won't go with the prefab.
Problem 2: I'm not sure how to get collision data from the Enemy to the Brain's Think function.
Hmm... Maybe I can do it after all. Now that I've written down my problems, the gears are a turning.
I have access to the mobileController in the brain, and through it, everything on the gameobject where the brain is injected. So I should be able to do raycasts and shapecasts from the mobile. Or I could make more components for checking like my GroundCheck.
I think I'll do that. I'll start with a wallcheck.
Oh but the facing becomes a concern! I could check both sides for a wall collision, I suppose, but at some point I have to face the problem of finding forward on my mobiles. Hmm...
7:35am - I'll think on the problem of facing for now. I'm getting very tired and also thinking about doing other things. I'm getting really dissatisfied with the Unity physics based movement for my player and enemies and thinking of switching to a non-physics solution. There is a really good non-physics based solution I downloaded a while back. But I'm too tired to start that now.
The other thing on my mind is that I want to make a wider variety of game base code!
I want to make an Adventure Game, a Beat-em-Up, a 2D Space Shooter, a Top Down Action-Adventure Game, and perhaps to crown it all a JRPG, and a 3D Space Game.
But I was already working on a JRPG! And that was going slow. And I don't think I could make all those games in base code form in the time before Ludum Dare. It's a bit funny since I said two Ludum Dares ago that I wanted to make Base Code for a bunch of different genres and publish them for others to use, but I haven't done that at all.
So we'll see how it goes.
For now I think I'm going to pack up, and head home.