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The Spiral of life

Sorry for not being active for some time. Life has an interesting way of pulling you away from your loved hobbies and makes you struggle harder and harder in order to cherish even more the moments when you have time for it. At least this is my case, probably I should not engage anymore in anything that is Game Industry related, but actually, it makes me want it even more. Shortly the winter holidays and minor work breaks will give me enough time to showcase my new project. In its current state, it is so ugly and unrewarding that I have to polish a ton of things, or even more. The project that I buried myself into deeply is a Base Building Game, but it took so much time with so many interruptions from it, that I no longer feel the continuity of it. Anyway, I want to finish what I started in a form that can be the basis of anything to come. Feel free to poke my blog. See you soon! I promise.
Recent posts

If opportunity doesn't knock, build a door - Milton Berle

How many of you have opportunities knocking on your door day by day? For the last few weeks opportunities started knocking on my door too, and I have been asked to provide more details on my work on my blog. That was a nice surprise. I'll better start putting my work availeble to the public eye. - Where to start? Where to begin ? - Step by step, one by one! here it is

Chess Mate in 2

Probably some of you know that move,  it is called kids under age of 3. Well I got 2 of them and they keep me pinned down. This is the worst excuse possible, I know. Meanwhile, while not working on my own assets I tried to help others with their projects. This is the path I will be walking enjoying time with my kids; very soon they start kinder garden they grow up fast and I will not miss on the best moments of their lives.  That being said, I can't promise anything new until my life offers the opportunity to work on individual projects (need to make time and space, office space that is, you can't write any code while your kids are pulling your sleeve) Probably I will not have to much to show you until this winter. If you have any supporting advice, I'm all years and eyes!  As a good friend of mine would say: "We'll get on that bus when it gets here" May the digital ether keep you smiling and check back on this blog.

Innovation or Flawless execution?

Innovation or Flawless execution? why not both! Innovation is what keep me rolling, because I can engage it with passion and dedication since it makes my brain cells work and multiply, not fall asleep in this zombie like world. With my space shooter racer I wanted speed and lots of guns. Unfortunately they don't go well together in a top down view. Perhaps in my future project I will find a better solution to squeeze those two in the project. As you may know I have not abandoned hope, this is not the gate of hell, this is the land of digital crafted art. So I picked another thing I like, procedural building. Making a procedural dungeon, piece of cake (BIG CAKE), polishing it... that takes time and lots of work. Done that, at least as much for a prototype to be tested. Well that is not much to look at. Now you would probably think "lets add a character and a handful of monsters" and job done! That is my idea too, I could be great, but where is the fun in that, I wou

"Every new beginning comes from some other beginning’s end." – Seneca

I don't want to be philosophical but this one suits my case. So the last few months have been extremely hard. I tried my best on testing and tweaking the space racer/shooter, but it turns out that shooting in top-down games while traveling with speed is not an enjoining experience. Not even with auto targeting systems, or heat seeking missiles, laser weapons or turret guns are 90% missing their target, and the game experience is quite frustrating! So before I turn this game into something I do not want (a big pile of mess) I decided to give it a rest, maybe come back to it later. In the last few weeks I tried to learn more about what makes a great failure a good place to begin something else. As youtubers of "Extra Credits" said "Fail Faster"  So I will try to fail even faster, So I tried to read as much as possible, Special thanks to "  youtubers of " Extra Credits "  and to BlackShellMedia  who provide awesome indie tips and

"Time is of the essence"

  Time is exactly what I do not have! I try my best, I really do, but all I have left is one hour in the morning from 5 to 6 AM. I decided to start building some custom tools to help out any of my future projects. I started with full audio-video settings, without any specific graphical design. here it is : The next big thing would be a full multiplayer support prefab which will be combined with my sound and video tool, to provide a good start for any project. Thanks for reading this. leave any comments if you like!

Game Design Update and Unity Custom Shader Experience

Hey Ladies and Gentleman! Sorry for being quiet for a few weeks, I'we been working thrust me! First of all I had a few issues to sort out, First thing was video quality which was not too hard to do. Second was visual effects & workflow. I managed to learn and develop some particle systems, (engine, and laser beam), and my most precious one "The Shield Shader". Believe it or not but I'm proud of myself for that. It took me 3 days of hard work at midnight to make it this good, or bad, it's for you to decide. The third big issue is the ship control. It is pretty smart and it handles nice for a flying run, but shoot and aiming is ridiculous, I think I have to change most of it, but I'm afraid changing it will not deliver a good racing adrenaline rush impression.  I still cant decide on a decent UI (User Interface) design that goes along smoothly with the game design itself, and to not do it badly. There are big issues in games regarding the UI design I