Friday, June 10, 2016

TOE week 1: Picture = 1000 words, 1000 miles - 1 step to go









                This is the production Blog for my TOE game. TOE is an acronym for something that I’m not quite ready to reveal yet. That being said I have been wanting to make this game since at least 2009. I am literally doing everything on this project. Art, Design and Code. (Yeah it isn’t correct to capitalize those words but I did it for emphasis. Also if you want to read a blog without spelling or grammar errors you should probably look elsewhere.)

                A journey of a thousand miles BLAH BLAH BLAH! I am not a programmer and that is fine. I have some rudimentary coding skills. I can make a program that will find every prime number between one and any specified large number. I fooled around with project euler and solved some of the problems on the front page in C++. At my best I am a Software Engineer in my sophomore year of college. (If this means nothing to you the take away is that I’m not very good at telling computers what to do but I might be better than you.) 

                I can kind of program, and currently that is enough. Right now I am making the whole thing in Unity. I have a 2D character in a 3D space who can move and jump and teleport in the Z direction. This took me a week to do. I know that to some people who don’t work on video games or various other creative endeavors this might seem like a long time but I assure you that this is amazing. Unity is stupid easy. Oh and there are slopes! I have a 2D platform game with slopes! If that is not impressive then you don’t understand the work required to use a raycast to tell the player cube to move up an incline. 

                I can actually draw. You wouldn’t know it by looking at the game as it is now. The entire affair is currently represented by 3D cubes and rectangles of varying colors rendered orthographically so what is the point? Making the art at this point would be pointless as so much is subject to change at the beginning of the project. The control needs to be hammered out first. Then getting the code to fall in line. The game looking great and playing poorly is a sure fire recipe for failure.

I am a Game Designer. I have been a Level Designer on various game for the past ten years. If I told you the names then you would probably stop reading this right now. When making a game and the player specifically you want the player pawn to control well in a white room. Think about any Mario game and remove all of the enemies and all of the bricks and put Mario in a blank box would Mario still be interesting to make run around? Mechanically controlling Mario in a white box would still be interesting. This is the most often overlooked part of game making. Often this is the thing that makes a bad player pawn. If you really think about it what are you doing for the vast majority of any game? You’re steering a hit box through a world of obstacles to reach some kind of goal. If your player pawn handles like a pinto you might as well leave the game in your garage. I am not all that far in the design portion but like the art portion design isn’t what is important right now. I need to get it working with code before I can make it feel good and be pretty. 

            Well that is week one of Project TOE. Next week my wife is going to be done with teaching and it is the start of her summer vacation. So I can get even more work done on this project.

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