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Slight Change of Plans

  I got to thinking about games that I like to play. There are times that I want to be totally immersed in the game play, and other times where I just want to spend an hour of two just running around shooting stuff without a thought going though my mind. I ran into an old friend not long ago and we started reminiscing about the the days of playing BF2 online and just how many hours we spent simply shooting things. After we said our good bye's, I was suddenly in the mood to play a simple shoot 'em up. And couldn't find anything I wanted to play. So I started to think about what game would keep me occupied for a few hours, what would keep my happy, not take too long, not need long grinds to improve etc. And then I sat down and wrote it all down.  It;s too soon to go into detail now, but I think I have a concept for a game that ticks all the boxes. I'll be spending the rest of the week hashing out the details, and I'll run the idea past a few folk and if there's so
Recent posts

Some inspiration for the staff apartments

 The are areas of the ship that are for staff, so apartments can be a little more modest, but since this is a vessel staff stay on for years, the staff quarters can't be too basic. I found a few ideas on home-designing.com that will be worth book marking.

Blocking out the levels in Sketchup

 I have started designing this game many times over the last year or so and have gotten pretty much nowhere. I usually started with pen and paper trying to sketch a layout and then headed into Blender to start the modelling. Then after a few days I get frustrated and dump it all, shut it all down and forget about it for the next few months until I decide I'm ready to try it all again, with the same predictable results. I was watching a YouTube video a few days ago where they were showing shorts showing work during the game production and and I realised that all the levels were simply blocked out, there were no materials or UV wraps, just shades rectangles all over the place. That makes so much sense. Block out everything first, get some semblance of a game up and running, refine game play, and then start adding assets. Why the hell was I working backwards!? I guess like many things in life, if no one tells you, how do you know? So I've started over yet again (for the absolute f