Wednesday, June 19, 2019

Tumbleweed - Winds of Change

On April 5th 2018, I registered due to a project we started for an ARG related to No Man's Sky, called Waking Titan. The ARG tasked us with a contest, creating a fictional development studio, which we did. We got together on the Atlas Citizen Science Division (ETARC) forum and started work with about 40 members total. I soon got the website up and running with lots of creative content from our group. However, what is a development team with an actual product? Well, that's where I decided to launch Unity and give it a try...

The Unity project, Tumbleweed - Winds of Change, was born on April 15th 2018. I decided to try a 'roll-a-ball' game in a procedurally generated world. I was already somewhat familiar with Unity due to messing around in it for a personal hobby project. I had however never really developed a full game, not much coding experience with C# specifically. It amazed me how quickly I learned and got really attached to this project.

Of course the ARG never truly expected us to actually develop a full blown game. It was just a contest to pretend and at least create something to show off. We actually ended up placing third, most likely due to our intriguing website content and creativity from our group of forum users. We were all very proud of this accomplishment of course, and it was likely supposed to end there.

But nope, I was by now not planning to give up on Tumbleweed and decided to continue work. Even though interest in CSD Games and our work had diminished after the contest. I wanted to finish what I started! Of course I would never have been able to, without at least some support from those who remained active in our private group discussions.

So now it's June 2019 and I am still working on the game. A lot of progress has been made, up to a point where I feel it is in its final stages. Several scenes have been added, which are fully playable, but still lacking story to accompany gameplay. Story is what I find to be the toughest part, as all I have is bits and pieces of lore created by some of us. I am trying hard to piece this all together to make sense for the game and be told by your actions in-game. Most of it makes sense in my head, although still lacking an actual 'grande finale'. This is basically what I am currently trying to finish up, and I am struggling ...

I do feel pressured to release soon, because the Waking Titan ARG has long ended and even No Man's Sky is likely to release their final update(s) soon. Once that happens, interest and attention to what I am working on is likely going to die down even further. I try not to worry about it, but I somewhat do, even though this is just a hobby project without ever having had any expectations to begin with. I feel there is still quite a bit of work to do, before I consider it finished enough for release.

I have learned so much working on Tumbleweed and even though I am sure it's full of flaws, I am proud of what I have accomplished thus far. My code is likely a mess, aka spaghetti code. Performance could certainly be a whole lot better. Organisation and structure in my project could be improved. Models I created are certainly not always done right. There never was a road map, or a drawn out plan to begin with. This project started with just a quick attempt at something, whatever it was. It soon started to grow, with more and more being added, changes to be made. I am sure it is far from 'perfect', but at least it works, being reasonably playable, on my computer at least 😊

When released, I don't expect anything other than feedback and an honest opinion on the result. I have so far really enjoyed working on it, but it wouldn't really mean much without others actually playing it and telling me how they liked it or not. This is what I mostly want out of Tumbleweed, whether it takes me another month or a year to be able to say, "I am done!".

Back to work ... 😉

It's been a while ...

I know, I know ... It has been ages since I last wrote anything on here. I have been busy with lots of other things and not been bothered to post. I am still planning to move away from Blogger, to get a proper website up instead. However, I have been thinking about doing so for a long time and have yet to do so. Might as well post again then, right?

Will post about a project I have been working on for well over a year now. I could and maybe should have done so earlier, but oh well. When having a place like this, where it feels it is way outdated, I am not really interested. No point in updating the source either, which has likely broken here and there. What is the point when planning to get a new site up instead? So yeah, my next post is about a Unity game in the works. Once that project is finished I plan to start work on a new website. In the meantime, posts on here will be rare I guess.

Thursday, August 10, 2017

Waking Titan/No Man's Sky - Random Creative Stuff

Just some random creative things I created during the Waking Titan ARG, leading up to the No Man's Sky update 1.3. In no particular order:

Waking Titan

Sigil & Glyph solutions Phase #1

Shaking Titan (Ms Noodles Edit)

GTA V - Random Creative Stuff

Just a list of creative works I created for GTA V. In no particular order:

6th Star

Another day at the office

Grand Theft Apple


Saturday, June 4, 2016

A peek in my Rabbit Hole ...

From seemingly silly garden ornaments to downtown City Hall

Flamingo = Ra, the Sun god, who ruled the sky, earth and underworld and could fly like a falcon/hawk. He had two kids, Wind and Rain. He worked his ass off (blood), sweat and tears, only to find out that simple humans turned against him. So he decided to poke his eye out (ring), put it on the BBQ and send this flaming hot help in the form of a goddess called Sekhmet to punish the simpletons (no, this is not a Dark Souls reference).

Sunday, January 24, 2016

Savage Lands - ParKur (Beta

Interactive map for Savage Lands

Working on a little project for an interactive map for Savage Lands. I am preparing this map for the official Savage Lands Wiki. The new Unity 5 builds, which are currently in beta (opt-in) will contain 3 islands instead of just the one Sundered Isle in the previous Unity 4 builds, currently still available in the public branch. Each island in Tarvhas which are 'Snowmere' (starter island), 'Freydalyn' (main island) and a third island which has not been named yet, will get there own page on the wiki with an interactive map.

These maps will be made with SVGs (Scalable Vector Graphics) and some needed JavaScript (jQuery) and custom CSS. They will have some pretty cool features:

  • Auto-resize depending on monitor resolution and window size to prevent scroll bars on the page.
  • Zoom and Pan capability with mouse scroll wheel and click drag as well as buttons to accomplish the same.
  • Custom toggle buttons for several settings.
  • Settings are saved through Local Storage to keep last known state.
  • The settings allow showing a variety of things on the map.
  • Some settings may only show depending on Steam API or possibly wiki achievements to prevent spoilers for newer players. They will have to be unlocked first.
  • Things shown on the map will be clickable to link to appropriate pages elsewhere on the wiki.
Here are some screenshots:

Will give it some time for all three of the islands to finalize and may make some additional changes before implementing them on the wiki. The main features are all in place now, so I am all prepared. Keep an eye out, they'll be up hopefully some time soon™.