Hi All,
Just a quick update on what I’ve been upto on GDS —- Well, in the interim weeks, I’ve been bashing my head learning new Unity plugins, practicing some more Blender modeling, watching the excellent Unite 2012 and Rezzed 2013 developer talks, and switched day jobs (still not game dev-related like i wish tho huhuhu).
The good stuff: learnt a lot of stuff that makes me a teensy bit better at this game dev thing.
The bad stuff: quickly growing realization of how horribly coded GDS was. Event handling, modularity, optimizations, ease of adding features, etc…
Actually I was working on my 2nd game, something with a combo of zombies + guns + a strong female protagonist (title undecided yet). However, it just isn’t coming together (couldn’t capture the ‘fun’ in that project) so I’m putting it on the back burner for now. I’m taking on the task of updating GDS code (and other assets) up to snuff, and hopefully once done I’ll also get the bonus modularity of being able to easily port over game system code assets to the zombie game thing.
As an aside, if working on this gets my creative side going and I get more ideas, this might turn into GDS2. No promises tho, I want a sequel to be substantially better than the first, by a metric ton better. So the present target is an ultra-polished GDS Plus for keeps :)
PS: Jury’s still out on the suffix. “Plus”, “Remix”, “Director’s Cut”, all in the running. Not quite drunk enough to name it “Game Of The Year Edition” tho :)
Thanks thanks,
Jon
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