Independent Game Dev Woes

April 25, 2012 at 5:28 pm (Art, Computer Science, Games, Graphics, Processing, Programming, Unity) (, )

So I have this massive list of game ideas and designs that I work on from time to time. Lately, I’ve been putting a fair bit of attention to them again, and I even have playable game demos for them. However, I keep hitting bottlenecks; lately a lack of game art. I’ve been using placeholder art for some parts, and I’ve made my own for other parts, but I don’t have licenses for software to generate the amount of art I need for even basic demos, etc. I have experience with Maya for example, but alternative modeling suites are pure trash. In Unity, I’ve had to use cubes, etc. for enemies and geometry, but now that the gameplay works fine, I need better stuff if I’m going to have a chance of pitching it, selling it, or having anybody play it. Plenty of people out there will say that as long as there’s good gameplay, then the graphics don’t matter, but that’s a lie. Everything about human psychology says that first impressions are lasting impressions. I suppose this is a bit of a rant since it is frustrating to get stuck so often because of the same silly bottlenecks. Any suggestions?

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Thesis Defended

March 15, 2012 at 3:31 pm (Computer Science, Games, Graphics, Programming, Unity) (, , , , , , )

So I defended my Master’s thesis last week. Things went very well and it was defended with some minor changes. While the would-be second publication I submitted based on it was not accepted at a conference (although the reviews seemed very silly and confused for the most part), I am more than happy that my master’s degree is almost done for good.
I still have to make the changes, but in the mean time I got to spend some time learning Unity. It is very exciting; in 3 days, I’ve learned plenty of the in’s and out’s of the engine and I’ve built a platformer game similar to the one I build in Processing (P5). I used the same graphics as the last post, and it supports the same actions as the other one, but it is 3D-ish. I wrote a billboard sprite manager so I can do 2D-in-3D stuff very easily. I’ve even added a fireball feature that shoots a projectile with a smoke trail. Here’s a screenshot: ignore the dancing skeleton in the background:

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