Game Dev Monthly 6 - The first video one
4 years ago
Video version of this post- https://youtu.be/by1HB5stheY
This month, I've mostly been doing a tutorial on how to do turn based grid movement for turn based strategy.
The tutorial itself was okay. I can't really complain for free. I did learn some things, like certain naming conventions, and the basics of how to structure a turn based strategy game, but some of the specifics were lost on me. Part of this is my fault, but others fell on the tutorial itself.
eg. It has a lot of similar variable names.
unit, Unit, _unit, units
On another note, the PS1 style fixed camera survival horror game Alisa released. I've not played it yet, I only played the demo ages ago, but I'm looking forward to it. It seems to be well liked too which is good.
There are loads of indie survival horror throwbacks out there, but they never caught on. Nay sayers repeatedly told me fixed camera horror games wouldn't work any more, that tank controls, fixed camera angles, and PS1 style graphics were flaws that gaming has moved past. My position was that those games never caught on because they missed the point, thinking that copying superficial elements was enough.
The success of Alisa shows that the genre does have potential.
I predicted that people would complain about tank controls in my game, and sure enough people are complaining about that in Alisa. People used to complain about duel analogue controls for shooters too, but that argument was settled long ago.
Anyway, how does this tie into me working on the Leanna game? It doesn't really, other than they're both fixed camera survival horror throwbacks, and Alisa proves it can work.
Speaking of Leanna game, I do have a proper name for it. I'll not reveal it just yet as I have to check if the name is available. I've done a quick google search and nothing came up, but I'll search indie games and the like just to be sure.
I've also been thinking about the plot. I keep coming back to one of the earlier concepts as my favourite, but it has some serious flaws that I need to address. Again, I can go into details if people care.
As for progress. I started over, making a simplified version with stock assets. I only got a couple hours work on it so far but I hope to work on it more in the coming months.
Finally, I've been thinking about VR games. I don't have a headset so I can't make anything VR, but it's been on my mind.
Anyway, that's all the game development stuff I've been doing this month.
This month, I've mostly been doing a tutorial on how to do turn based grid movement for turn based strategy.
The tutorial itself was okay. I can't really complain for free. I did learn some things, like certain naming conventions, and the basics of how to structure a turn based strategy game, but some of the specifics were lost on me. Part of this is my fault, but others fell on the tutorial itself.
eg. It has a lot of similar variable names.
unit, Unit, _unit, units
On another note, the PS1 style fixed camera survival horror game Alisa released. I've not played it yet, I only played the demo ages ago, but I'm looking forward to it. It seems to be well liked too which is good.
There are loads of indie survival horror throwbacks out there, but they never caught on. Nay sayers repeatedly told me fixed camera horror games wouldn't work any more, that tank controls, fixed camera angles, and PS1 style graphics were flaws that gaming has moved past. My position was that those games never caught on because they missed the point, thinking that copying superficial elements was enough.
The success of Alisa shows that the genre does have potential.
I predicted that people would complain about tank controls in my game, and sure enough people are complaining about that in Alisa. People used to complain about duel analogue controls for shooters too, but that argument was settled long ago.
Anyway, how does this tie into me working on the Leanna game? It doesn't really, other than they're both fixed camera survival horror throwbacks, and Alisa proves it can work.
Speaking of Leanna game, I do have a proper name for it. I'll not reveal it just yet as I have to check if the name is available. I've done a quick google search and nothing came up, but I'll search indie games and the like just to be sure.
I've also been thinking about the plot. I keep coming back to one of the earlier concepts as my favourite, but it has some serious flaws that I need to address. Again, I can go into details if people care.
As for progress. I started over, making a simplified version with stock assets. I only got a couple hours work on it so far but I hope to work on it more in the coming months.
Finally, I've been thinking about VR games. I don't have a headset so I can't make anything VR, but it's been on my mind.
Anyway, that's all the game development stuff I've been doing this month.