Tag Archives: indie

Ivory Caves and Crystal Towers

Academia, amirite? A question asked at Indiecade 2013(sponsored by Sony and Nintendo) seemed to be what role it has for indies in general. Frank Lantz(NYU) and Chris Hecker(Spy Party) debated whether game school is worth it. More directly, Colleen Macklin(New School) hosted an audience discussion “on the indie community and academia” , from which I stole the title. And this is far from the first time I’ve heard these discussions, from both indies and academics. So what are the issues with games academia? Why should indies/academics care?

nightgames party

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STATUS UPDATE XMAS 2012 EDITION

What do real-life game makers do with all those games that never seem to get finished? Do they just release them and hope no one notices? Or are they just so amazing that from the moment they touch the keyboard they produce pure gold? Mine sit on my hard drive, reminding me how unproductive I’ve been recently.

But! But! I have an excuse! A recently started full time job, of which I can hopefully show some results soon. It doesn’t quite take up all my time though, so here’s what else I’m working on: Continue reading STATUS UPDATE XMAS 2012 EDITION

Unity and Replays

Replaying actions in a game is a surprisingly common feature. There are match replays of course, but recorded actions are also used in cutscenes, ‘ghost’ players in racing games, and a variety of puzzles, like those for Clank in Ratchet & Clank:A Crack in Time. Many engines support at least a limited ability to record action in-game, as opposed to recording a movie, the demo command in Source for example. Unity, however, does not.

One of my current projects is heavily reliant on character replays. I’ve written several replay methods in past projects, and knew how much work it ended up being. I never want to have to go through that again, so decided to roll my own, generic, adaptable record/replay system for Unity. It went…OK…

(For anyone interested, but not enough to read about it, the script is on Github)

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The Crying Game #1: A Unity3D Dev Diary

This dreary September,Robert Yang and myself are taking part in the 2nd Super Friendship Club’s pageant. These pageants, open to all, give you a month to make a game surrounding a theme. This time around the theme is Mystism. Stretching that slightly, we are making ‘Cult Tycoon’ (working title), where players must recruit cult members and make as much money before Judgement Day, while keeping the FBI off their backs.

As the ‘programmer’ on this game, this dev diary will go over code techniques and structures I’m using, and some of the lessons and tips I’m learning, in the hope it will help, or at least be of interest, to somebody. It will mostly cover basic practice, but may delve into more advanced stuff if I end up going that way. Also, since this is a somewhat different breed of game than what I usually make, I’m coding it almost entirely from scratch, so I’ll be experimenting as a go along. For more up-to-the minute progress reports, see our thread on the Club’s forums.

Continue reading The Crying Game #1: A Unity3D Dev Diary