Day 99: Today it’s Monday. My roommate thought it would be funny to hide my wi-fi dongle. So I worked all morning without internet. That was annoying. Thankfully I knew what I had to do. As retaliation, I hid a all the his stuff that I could find. Towels, toothbrush, coffee, etc…
Daily interesting stuff:
Article on Assassin’s creed brotherhood. I think it kinda nails why this game was good. It’s not the features themselves, it’s not the renaissance, it’s not Ezio. It’s the fact that it wants you to feel like rebuilding Rome and it does it damn well. It’s like Deus Ex Human Revolution. It has a lot of flaws but the main thing it wants you to feel works well.
Reddit post, what do you need to work in AAA. This has a lot of good advices. Especially what to put in a portfolio. It’s funny how for me “finished games” always meant “commercial worthy games”. Turns out it’s mostly “something with a main menu, some UI, some gameplay and a game over”.
Reddit post, “does the gamedev community needs more positivity?”. It compares the author community to the gamedev and says that authors are much nicer. But I think it’s just people in gamedev are more realist. When a first timer wants to make a MMORPG, maybe it’s best to warn him nicely, than encourage a project with 99.99% chances of failure (and not the best kind of failure).
Tasks done:
“Finished” the weapons. I had some stuff left to do, that I couldn’t finish before the weekend. So I tired all the weapons and tuned them. While testing, I got carried away and played until I died a few times. That’s a good sign right? Anyway, after having tuned the weapon, I added them to the data list so they’re available for purchase.
Implemented the upgrades. I already have the tools to do them. But all I had was examples. So I create real upgrades. In itself it’s easy to create upgrades. But the implementation feels over-complicated. There’s four types of upgrades, stats upgrades, research upgrades (unlock other upgrades), ship upgrades (unlock ships), and weapons upgrades (select weapons). To create a new upgrade, I need to create a prefab for it. Each type of upgrade has it’s script that needs to be attached to the prefab. Then I can specify the data of the upgrade. This involves stuff like name and description (which take a lot of time to find), and stuff like the stats it raises or the upgrades it unlocks. Actually I should say that I started implementing them since I didn’t have time to create the icons, and that I still have some bugs. I’ll finish it tomorrow. Before working on rooms (boss or special).
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