White Chocolate Peanut Butter is tasty stuff…
I exercised today! I never exercise.
Also, I :
- responded to a bunch of bizness emails
- repainted the TW star texture
- built star material, wired to button BP
- built BP to show star on level if you perfect it
- built BP to show max coins on button
- built reset file logic
- built reset savefile button and BP
- built quit button and BP
- made, wired sound for door/end
- wired BP to block sfx for spinning if already in a spin
Today’s clock: 5 hours and 8 minutes
Back from Traveling!
So, I’ve been doing some personal traveling this last week, but I’m back and ready to dive into UE4 explorations. As stated before, before I move on to the next major project, I decided it was best to explore some mini-projects to help me familiarize myself with some new tech. So, I’ve been tinkering with a very small scope pixel platformer. Here’s what I did today:
- added mappings for cursor keys to TW
- added check for max score and numcoins
- made high score and perfect images
- added background differentiators to entry and exit sections
- made images, fx, for +1000, +100, and -1000
- wired fx to door, key, coins, and death
- adjusted scoring algorithm
- fix ingameuibackplate to show score icon
- fix grandppa image
- new door sfx
- plugged hole in tumbleentry
- fixed the leading zero in the menu buttons
- added maxnumcoins to buttons
- painted star icon
- I also did a bit of business and legal and tax stuff, but not as much as I should have.
All in all, it was 7 hours and 20 minutes of work today. Not too shabby.
Today was filled with a lot of odds and ends…like most of my days these days: support emails for ToG, business stuff, emails, a productive phone meeting, more emails, MORE emails. I’ve learned a lot about wearing a business-person’s hat in the last few months…just enough to know that I know very very little.
My first day without caffeine wasn’t too bad, though I was helped along with some advil to fight the withdrawal headache. My goal is to make it to one week without calorie rich caffeinated beverages.
Anyway, today’s clock ended up being 5 hours and 15 minutes.
I’m looking forward to the coming days where I can dive full time into development again.
Today! 4 and a half hours, all UE4 tinkering—messing with debugging blueprints!
Yesterday: 5 hours 43 minutes, business emails, UE4, and some ToG management stuff!
Tomorrow—the world! Actually, I’m going to try and stop drinking Starbucks tomorrow..I’ve been drinking gigantic iced caffeinated beverages everyday and it’s not so good for my waistline…so, during withdrawal I will probably feel like rubbish all day. We’ll see how many hours I last before I cave in.
Anonymous asked: i can't seem to use cheats (found a bunch on ToG wiki such as "dummy" and stuff) and they just don't work? what's up widdat?
you have to enable the console first in the options, and all the cheats must be prefaced with ToG_ImLame. So, like “Tog_ImLame dummy”, without the quotes. There are a lot of silly ones in there.
EDIT: OH! I forgot to mention, you have to be IN the game itself, not in the main menu, for the codes to work.
I spent today mostly catching up on a lot of outstanding emails…the kind that take you like…an hour to reply to. Also, I:
- added magnet ++ to hotfoot mode
- fixed gap in l6r4b2
- got perforce up and running on my new machine.. I swear that setup gets more and more complicated every year
- testing cooking and packing ToG build from new machine
- relocated the steam deployment machine out of my den and into its new home, which involved a trip to the hardware store for power cable junk
- tested deployment of a ToG build from the Steam build machine…quite a bit has changed about that machine’s setup that required new drivers, passcodes, steamguard, etc. Fun stuff.
- Tinkered a bit with sculptris
Today, I clocked 6 hours 20 minutes.
My mom-in-law makes dern good brownies.
So looks like I’m just about 50/50 on remembering to log this week.
Yesterday I spent most of the day fussing withe some UE4 stuff, as I did today. I’m trying to get a handle on the cook/build/package UE4 process, which seems greatly streamlined over the UE3 process, however is so new that many people have yet to run into every-little-problem-and-leave-a-forum-trail-of-solutions, like the UE3 community had…so I had to do a bit of poking around to figure out a few basic things…example: dont make crude backups of a level and have a “dash” in the file name, cooked game logs are moved to a “saved” directory, etc.
Also, last night I went to an Epic UE4 indie meetup in Waltham. A lot of friends (both old and new) were there—some from 38, some from Ironlore, some from polycount, some from boston indies. It was a pretty good time.
Anyway, today I had a little 1 year old’s birthday party to go to and enjoy, so I only logged 2 hours.
This week’s total clock: 36 hours and 2 minutes.
I had this entry sitting in a tab for 14 hours. I forgot to hit “post” until just now.
Did about 7 hours and 14 minutes of tinkering in UE4 today (edit: yesterday). I’m building the world’s worst puzzle platformer as a learning exercise. It’s pretty goofy and looks really rudimentary, but having explicit problems to solve helps give context to new information. I’ll post some screenshots or something eventually. Also, Terrible Posture business stuff continues!
Today was filled with more art tests, more tinkering in UE4, more quixel, silo, and nDo. Also business stuff, reading through paperwork and important emails and legal junk. Fun stuff. Today’s clock: 7 hours and 5 minutes
Anonymous asked: What's your philosophy on balancing the game? There have been a few criticisms about the starting guns being imbalanced. Do you think they're balanced as is, or do you plan to balance them, or do you maybe think balance doesn't have to be a feature in ToG?
Well, the starting guns are only imbalanced if you think that they should all give equal chances for survival, which I don’t. Each unlockable gun is designed to either reward the player by making the game a easier when using that gun, or challenge the player by making their play strategy different. That makes getting an uberwin star with each gun a bit different.
In general though, balance is FAR less important in a single player game than in multi player (where you want a player’s skill itself to be the imbalancing factor), far less important in a randomized game than in a scripted game (where curation drives the experience), and far less important in a ‘silly-over-the-top-game’ than in a serious one (where imbalance ruins immersion).
I intentionally de-prioritized a lot of “tried and true” design balance fundamentals with Tower of Guns, while simultaneously graduating other design concepts, as a sort of experiment in game play.
Balancing was not ignored in the game, but, as an example, the “delight of surprise” was a FAR more important pillar. It was crucial to me that the player never quite know what to expect (at least for 8-10 hours or so of gameplay, which is what my duration goal was).
It was an interesting experiment…and while not *always* successful, it was a lot of fun and I learned a heck of a lot.