Thursday, May 1, 2014

Game Club: Year One

There's a new post up on TSU Game Club blog about the games we've been working on over our first school year.
Check it out! [Link]


Monday, April 28, 2014

It's My Birthday, I Won't Post If I Want To

So another month has gone by, things have happened and not happened.
Such is Life...

This post will carry on mainly as a series of updates on what's happened since my last post and tangible upcoming plans. Dev work happens sometimes in my life, but school isn't conducive to that... Good thing I have a job waiting for me as a .Net Developer in VA this June!

Well my chief announcement is that I've completed my 23 trip around Sol!

Outside of that, my life has settled into an anxious waiting stage where I don't have too much productivity in my day to day, but I'm trying to relish and enjoy experiences in life as my time as an undergraduate finally comes to an end.  Finally being able to think, comprehend, and plan a bit further in advance than I was earlier in the semester due to a myriad of brain failures and an overall inability to can or even anymore. (It's ok if that didn't make sense to you because the internet is a terrible place to be)
 
Gambino's latest video because of reasons

^ Quoting the ashy Leroy Brown
"It's been a long time coming.. " < Yo Gotti
I take quotes from SUCH good role models, right?!
Continuing with announcements, I'm going to be attending HackNashville5 this weekend with no plan, only the intention of meeting cool people, getting some swag and maybe producing something of quality. (Where is my current direction in life?  - Good Question.. I'm working on that... <dark ages>)

Expect a more serious, work related update this weekend during (likely after) Hack Nashville and hopefully a bit more after the infamous May 10.

Life is happening. The waves are turbulent. I'll turn up somewhere.

Sunday, March 30, 2014

Game Design of The Key

Hey everybody!


I've noticed that the game I made at this year's Global Game Jam, The Key has been getting quite a number of views and since I haven't had much IRL or online feedback from it, I figured I'd try to leave these series of thoughts that I'd hope to make a regular posting a bit after the release of projects that aren't simple arcade clones with some hype music thrown in...

As another reiteration, the theme of the Jam was "We see things not as they are, but as we are". With that in mind, I took a introspective look at who we ( I ) are.  And what I found was that we are many things, but what we largely identify as who we are as individuals is due to our encounters, experiences, and memories. We're all different, but so similar on this journey of life and self understanding.

The motif of a journey, and life at large, led me to form the game into a maze. Life is very much so a maze and we have to keep moving forward hoping to find our path towards the end.  The choices we have available aren't always clear cut nor do they reveal all of the pros and cons. Another idea that contributed to the overall design of the "correct" maze path is to always jump on a new path (opportunity) that comes your way. The further you get into it, it's more than likely a good decision to turn onto this new path if it takes you to a new level (color).

The minimum aesthetics that I did implement in those 10-12? hours was a color scheme that takes you from this area of gray, through all the different chakras more simply, all the colors of the rainbow!
From the tooter to the slightly above your head region...
So the maze has 7 different color regions each with 2 different key objects. I never came up with a name for these metaphorical objects, but they can either help you by giving you more time or halt your progress of self discovery.  Each of the good keys, has a meaning attached to it in the form of a short sentence that should elicit some thought/emotion/memory of your own life that is related to the chakra of whichever color region that you're in (Red = Life, etc.).

The bad keys, conversely, are the hidden evils or setbacks of life. Instead of the thought provoking messages with the good keys, the bad keys include funny (to me) references and messages to hopefully make your mis-steps not as punishing.  A few even offer things to consider in life: "All that glitters is not gold."

Beyond the maze of self-discovery and enlightenment, there is also The Darkness, another realm inside your mind in which you find yourself isolated and possibly lost. Besides yourself, the floor, and what little bit of light that you have left within yourself, there is the slightly ominous sound of The Darkness. It beckons for you to show you the way out and get you back on your journey. Or you can stay and endlessly respawn into the darkness.

That about wraps up the higher level designs for the game, the game has an intentionally small view port so that you can't see the too much of the rest of the maze beyond your immediate area. It also is controlled via keyboard arrow keys, that's transferable to a controller also, but I've wondered if I should toy with a touch guided control scheme if this project gets revitalized and ported to mobile. 

Overlaying the mechanic of searching for the end and finding the correct key, is a time mechanic. It could be metaphorically linked to the notion of our limited time in life to do the very same act, but I added it in as more out of a "need" for a sense of urgency for the player. After observing the one actual real life playtest that I was able to have and getting his feedback, the time mechanic could be lightened somewhat, but I'm not sure to what extent I would do that (more fun tweaking and testing!)

That's all that I think that I can go on about right now about the game. It may or may not be revitalized, fine-tuned and prettified, but for now it's on ice.  If you haven't actually played it, try it out. Otherwise, share the game with others if you're a fan!
And as always, feel free to let me know what you think about the game or my design behind in the section below or on Twitter.

Wednesday, March 26, 2014

GDC Blew My Mind

Last week was my first time attending the Game Developers Conference (GDC)!


It was my third time out in San Francisco, CA and it was quite a jolly good show. I had made the last minute decision to attend after seeing how cheap the Expo Passes were. I still hurt my bank a bit on the flight out there...
Thanks be to the most amaze sensei ever, John Garcia, 3D Artist at Kixeye and SCAD alum, for his supreme level of hospitality: blessed me with an air mattress, tours around the city, and some of the best advice for a young whippersnapper like me! :3

Tiny Excel version of my schedule (click to read)

My favorite batch of sessions was the 3 Day Indie Minority RoundTable. It was very enlightening and encouraging to see other other minority indie devs from around the world (Still need to go through my list of business cards to connect with everyone I met).
Speaking of business cards, they are the new swag, apparently. I had to get some from VistaPrint last minute to make sure I could commune with my fellow devs



I actually have a card design from last semester that I forgot about, so I think I'll get this printed out after doing some slight redesigns.

Bonus Points if you know the acronyms
 My next favorite talks were the Ask The Expert Programmers Panel featuring Mike Acton of Insomniac Games, Sven Bergstrom of Celsius Game Studios/underscorediscovery, Brett Douville: Indie, Anna Kipnis of Double Fine Productions, and Jeff Ward of Willowtree Apps. They had a balance of Indie, 2 Engine Programmers and 2 Gameplay Programmers and I really enjoyed all the wisdom they had for the largely student crowd.
I also gained more confidence in my future aspirations and had many questions about my present-future career choices answered for me. I don't believe I want anything to do with AAA, except maybe Bungie if I could be so fortunate; I want to go Indie (work with a team/studio or later start my own) eventually; I can get a tech related job ( Entry Level Developer or QA) and still develop my games/skills on the side; Atlanta may very well be my destination since I'm not too sure about life in CA; and lastly "Keep Calm and Make Games".

Now to shout out the Amaze exhibits/demos: Sulon Technologies "Cortex" is my favorite from the lineup of VR tech. It incorporates AR tech so it allows you to bring your games to you and seems like a more viable path to immersion than a fully VR system since your whole body is involved, sans smell.

Pretty Headset
Group Play
One of my favorite announcements came from Unreal with UE4. I'm already working on improving my skills with C++ so I'm definitely interested in possibly catching up with the new stuff in Unreal; haven't really messed with it or learned it beyond UT3 Editor and the more basic differences in UDK.


I think that about wraps up my experiences and feels from last week. Hopefully, I'll be able to go next year, meet more people and have more lasting connections!

Check out this album for more pictures from the trip: XD

Wednesday, March 12, 2014

Have You Been Round the Block?

My small game is now available for play on Android through Google Play and on the Windows Phone Store!

For those of you without Android, but you have a computer, check it out here on the blog.

All social media accounts (sans G+) can be found with the username @TSU_TheBlock
Twitter
Instagram

This has been an exciting and eventful morning for me. I burnt my bacon (resulted in greasy pork rinds essentially... kinda yum but not that great to ingest).  I hastily went to all my media platforms to share the news of the release of the game, and so far, it's all been positive vibes! Unfortunately, I don't have any stats on downloads or reviews yet... but soon... soon...

Now, I think I'll try to update my social media for about the next couple of weeks, but I think I might be able to transfer this project onto some of the Game Club members to run as an ongoing and evolving project that continues to hold the essence of TSU and its students. : D

My new game focus is going to be on Project Dreamer, so stay tuned!

Wednesday, March 5, 2014

WILT: HTML & CSS

Yesterday in "What I Learned Today"



We got to CSS in my Intro to Web Development class. I love this new (to me) concept, because it moves web dev a step closer to actual programming languages I'm used to by being able to create a class style sheet that contains the attributes for the rest of your pages.

Neat!

I have all that stuff up on my GitHub for anyone into that. Hit the link above! (or here)
[or on the previous line]



{It's here too}

Saturday, March 1, 2014

What I Learned Today

Today, I spent a good deal of the day conquering the mysteries of HttpWebRequests, HttpWebResponses, WebClients, and the evil dark space of Windows Phone App Development....

I emerged Victorious! (With the help of the mostly powerful Juacall)

I also implemented some threading with the async methods, but Juacall soon helped me find a simpler way that would eliminate the need for all those extra methods and threading through the System.Net.Http class library. I weeped because after FINALLY, it's been a few weeks of trying to learn and figure this out on my own free time, I've finally been able to POST variables to our server, and use the response it gave back!

Progress (and Programming) are very cruel mistresses indeed.

We're going places with Qwest, where exactly is TBD...

What have you learned today?! (Or this week??)