Unity is spaghetti

I’ve been avoiding Unity for years now, mostly because every time I use it I have to lower my programming standards and that makes my hands feel dirty, very very dirty.

But this time, I said fuck it I’ll do something quick and fancy.
Reason behind that due to my poordom, I’m currently poor and living in a cardboard box with my laptop is hard, especially during the rainy days. Costs of cardboard boxes are increasing every month, and those free boxes that people throw out are constantly taken away by the more popular hobos around me. My goal is to get some money and hire some people to steal those people’s boxes, it’s a flawless plan and they’ll never know who did it, the only thing they’ll see will be my badass box fort - which I’ll later transform into a box city.

Anyhow, the only way to achieve my goals would be to use Unity, the poor dev’s friend.

You thought that I would never make stupid puzzle games? Well, guess what the following image is?

Damn right, a motherfucking brain-teasing super-hardcore puzzle game.

Read More

Crappy last year's projects

Finally I have the freedom I’ve always craved for and my thirst for game dev will be eventually quenched. There were some – well, actually a huge 2 month delay because I had to finish documenting certain things at my previous job, but that’s now done and finished.

There were few games over the last year that I tried to work on, some were great ideas, others were just silly stuff. Anyhow, here they are :

Project 1 : Improper Ways

I’ve been a quite fan of Commando series and Desperados back when games used more about strategy and tactics than silly stories and fancy graphics. It’s clear that nowadays we don’t see many games in this style, so I thought why not try to make one? The twist to my idea is that you play with bad guys rather than some good-hearted heroes ( who doesn’t love anti-heroes ? =D ). I’ve had plenty of interesting things planned for this game but once again due to lack of time and energy I’ve had to put this one to sleep.

Project 2 : RageSouls ( aka RageFX remake )

Well, this game, which started mostly everything, had to be remade.
I made it first in XNA, then in my own engine ( the one used for my strategy game ) and then in Java ( thought it would be interesting to have it cross-platform ) but in the end I didn’t get anywhere because once again, no time.

Project 3 : Moderator

Wouldn’t it be interesting to play a forum thread and fight all the people who posted in that thread? I thought it would. Also postponed.

Project 4 : Intoxication simulator

This one is kind of self explanatory heh.

Read More

Making this page slightly more useful

You may have realized that there’s a new link in the menu bar called “Useful GameDev links”.


But I’m pretty sure you didn’t, so this is why I’m making this post showing off that there is actually something different about this blog !

I’ll prepare next time some screenshots of some of my half-arsed projects from last year, at least that’ll fill up a bit for the lack of last year’s updates.

Read More

That image represents last year and that wonderful new year !

Luckily I didn’t have to take a photo of me walking on a shit because I knew that somewhere on the internet, there had to be a picture of some guy walking on a turd. And there it was, the perfect photograph for this post.

Anyhow, what shitty lessons have we learned these last 2 years?

Boredom + Game Dev Work = Great Progress
Studies + Game Dev Work = Good Progress & Failed Exams
Real Paying Job + Game Dev Work = No Progress & Lots of Money Real Paying Job + Exaggerated Complex Long Term Game Project = Knowledge & Burnout & Less money

Clearly there was a problem in my maths, “Real Paying Job” variable was slowing down my progress and it was causing some other negative side effects, like making money. It wasn’t about hard work, challenges or finished projects anymore, it was all about working on same things every day and getting paid fixed amount of money ( with small bonuses here and there of course, but that doesn’t matter much ).

There is no fun, no challenge and no satisfaction in doing repetitive work.

So I did what any normal unlicensed doctor would do, I removed that parasite without knowing what might happen next. Because after all, there is no success without failure, and there is no failure unless you’re completely broke and live your life off eating noodles and other unhealthy stuff !

Now here I am, with 3 weeks of work left, twiddling my thumbs and waiting until I can start my new life as a hobo game developer.

Read More

Coming back in 2014 !

Damn right I am !

Read More

After spending weeks playing games ( such as Metro 2033 LL ) and doing some gaming-unrelated projects I stumbled upon this fancy animation...

Read More

Maybe it wasn't a good idea

Instead of working on building placement and things like that, I thought what if I dived into multi-threading. So I re-installed SupCom series and Spring RTS and checked some of their internal functions out, then I read more boring ( and sometimes interesting ) stuff about mutlithreading and finally thought to myself “I should probable keep it single threaded to begin with”.

Anyhow, knowledge was gained and time was wasted without any real gameplay progress, only one thing changed : I can now regulate the game speed and have this sweet slow motion effect, guess that’s something =P

Read More

Some small video of the pathfinding.Blank update post it is today =P

Read More

Working pathfinding ! This time better it’s than the previous version. I still decided to stick to my half-arsed flow field implementation because apparently it seems that even StarCraft 2 uses it ( maybe it has a mix of different techniques )

Either way, it seems to be working fine and units seem to get around anywhere without too much problems.

Time to work on building placement =)

Read More

Finally, deterministic movement finished !
Life sucks when NET doesn’t offer the possibility to set a IEEE 754 standard which makes most of your determinism problems disappear. You have to struggle implementing some retarded fixed point math and do some ugly stuff all over your clean project. Anyhow, this time my game won’t suffer from desync issues as it did previously in my legacy version.

Read More