Sunday, 31 December 2017

2017: The Good and The Bad and Beyond


As you all may know 2017 is coming to it's close, has been a pretty cool year overall. I think it was better and not worse than 2016 - that's a good sign. I feel like a lot happened in this year (especialy the days after June 20th 2017).
Without further ado let's start with the bad - just to get it out of the way.

Bad: 

- In the end of 2016 to early 2017 I had some form of anxeity complex. I don't think I can explain it without sounding utterly confusing. But here it is shortened - my self confidence, hating on the school system and arrogance.

- As well as that I couldn't use my computer due to my crap grades in the December mocks, that means I couldn't work on my games.
This fueled my anxiety because I kept on fantasizing and filling the plate with too much ideas; believe me if you have ambition - filling your plate is going to be the last thing you ever want to do.
It'll fill you up with fat and you won't be able to move anywhere. Well I did have access to my dad's macbook at some point where I could at least work on RedBlue Adventures: Crash n' Brawl and start Bounty Hunter 2, so I suppose this cloud has it's silver lining.

- I didn't really post much art, because I didn't do much digital drawings (excluding pixel art) and I was often too lazy to scan my traditional drawings.
And I don't feel proud of the drawings I do, mainly because they encompass loads of flaws. I rarely use my sketchbook because I'm quite worried that I'll junk it up with crappy drawings, so I just draw on a separate piece of paper and tuck it away when it's full.
I can definitely say that I've improved (which I'll get to later).

- I flopped my history mock, got an E. Worse than my Q1s (almost got a B).
To be honest it was my fault because I didn't bother having past paper questions. Don't get me twisted I definitely studied, I was developing my revision summary which I think will help in the long run.
This wasn't like last year where I just simply didn't care (I know, what an edgy rebel I was back then), glad I've changed since then.

Good:


- I definitely improved in art, I had a better grip of anatomy than I did previously. I also made sure to not draw the characters' eyes too anime, I'm pretty sure that if you looked at the bad art out there that is anime based.
You'll know what I mean.

- My programming abilities have had a major increase in terms of skill, arguably more than my art. I learnt how to write more maintainable code and learned many programming concepts which may aid me in the future. Heck, I even learned some C++ due to this. C++ is a pretty hard language to learn especially with things like pointers (which I do have a basic grasp of and is one of the most difficult things about programming).

- I fulfilled my promise of going to game jams! And I don't regret going to them, making two games because of these jams feels pretty great. These are the games I made from the jam by the way https://prowniebrowniesoft.itch.io/pipe-dreamer and https://prowniebrowniesoft.itch.io/gizard .
One great thing about these jams is seeing many other game devs on the jams' discords (that's how I got a discord in the first place). Do you know the tester I talked about on my update on BHII? He was from the game jam I made Pipe dreamer in.
Another great thing was that my game "Gizard" actually got some amazing criticisms, want to know why?
Not because they were saying the game was good, in fact it was quite broken. But because they gave me things, in the long run that would help me with game design. I even think about their criticism now as I write this and progress on my two current game projects.
I would like to continue joining Game jams next year.

- I learnt the truth about following your passion: It isn't something that can be followed, but rather something you develop. I'm bringing this up because at the begining of the year that's one of the main reasons I've had anxiety.
And perhaps this could help anyone constantly getting anxiety on the meaning of passion, running around to blogs and videos trying to find a true definition to pasison when all they get is arguments around the lines of  "Don't let anyone tell you that you can't follow your passion" or "Your passion won't make you financially secure in the long run" or "You're not talented enough to pursue your passion, find a way to enjoy what you currently do"

Those points are too one sided. Well, the last one is debatable, but I urge you not to side with any of these arguments. Anyway, following your passion is quite unrealistic and especially if it's just a dream - you don't know what this dream truly is or how it might change, it's an unpredictable thing. Instead focus on developing growth and if you ever feel like "Oh goodness... Is this my true calling? Was I ever meant for this? I can't do it" block that away. Bite the bullet and do the hard work. I'll assure you the passion will come back after you learn to overcome this.
Take this from me, I've had points when I developed my games when it was an utter nightmare to solve the bugs and problems. I didn't say "I'm giving up, this isn't for me". I said "This is hard, but I'm sure there's a way out" and guess why I finished 4 games and put out a public alpha this year.
By the end you will feel powered and proud of what you have achieved and lo!
You end up passionate about what you do. And you show it to everybody and they think "Wow this guy can make games!" well, except the experts of Game Development who give constructive criticism. Still getting either is a godsend, especially the last one.

- I started to actually care about maths, maybe because I graduated high school and started to think about it for myself. Recently I've been self-studying maths thanks to an app called Desmos. It's really great if you enjoy making graphs and learning about maths. Let's all be honest here:
The way they teach maths in school is like this - "Okay, a = 3, b = 2.6, c = 6.9 what is 'a' divided by 'b' + 'c'"
To be honest that's freaking lame. I'd rather make up the sums and use a and b as variables to mess with. I learned some A-Level maths like integral calculus using this app. I don't even do A-level maths.
Eat your hearts out A* maths students! This barely-scraped-off-a-7 (A)-in-maths guy is coming along to show you you can study maths without an A level. Heh... I'm jesting (again).
But still, if I ever want to study A-level maths after using desmos for a while - It'll speed up the learning process and higher the chances of me getting the highest grades.

Beyond:

- I really need to improve on my music skills, my real-life freinds were heavily critical of my music ; to be honest they were quite harsh on it, in fact: terribly harsh. In fact their words stung me, they said things like "90% of your muisc is bad sounding", which I disagree with - I'd say the earlier ones do but the more recent ones sound decent at best.
See here, I'm not saying "I suck" or "I'm the best", I'm saying "I can do better, there are things I can fix". It doesn't ignore the problem however it makes me happier as there will always be a solution.
The nicest thing I got was "If you get good enough at [music] I'll have you compose some original soundtrack for an independent film I'm making"
I responded that I was still learning and they said "Learn more, that project ain't for ages"
Jesus christ, I feel like I'm being used...
And Rockman claims that I "insult" other people's art.
But you know what? In a way I'm glad I'm receiving all this hatred, because as much as I don't like to say it: It does encourage me to make better music.
I spent one night watching youtube vids on music theory and I already know what triads, minor and major scales are. I feel like I can conquer the world and prove these chumps wrong.
I jest. It's obviously going to take time to improve,  I'd need to invest some time into learning some more music theory. It'll make my music sound less crappy.
Just keep in mind, I'm still homing my craft so no need to go all gung-ho bashing on my music and making fun of it. I'm pretty sure if it weren't for my crappy early music, I wouldn't have made better stuff. But you know what reaper (Overwatch) says:
"What doesn't kill you makes you stronger."

- Academically I aim to get a high B or a low A by the end of Year 12, as I said - I'm creating a revision summary. This is so that I can be in good shape for Year 13 where I can aim for things like solid A's or an A*. I personally wish I got those kind of grades in my GCSEs...
Well I've got this opportunuitty in 6th form.

- I would honestly like to carry on learning maths because I like it and who knows, It may definitely help me with making games with things like Physics.

- I'm continuously working on BHII and RBA and I want both games finished in 2018. RBA in early 2018 and BHII in late 2018.
Ideally it would be good if I had a month to spare with both projects to polish and fix bugs. Progress is flourishing with both projects - with BHII I've implemented 4 new incomplete levels and 1 incomplete boss. I'm also rewriting some of the Enemy AI, Level-loading and other bits of code, so in the long run it can be easy to modify.
With RBA I've been mainly devoting my time to play-testing and adding moves to characters. I'd say around this point it's 85% complete (that's an estimate, the only thing missing is the music, polish, remaining moves, a small number of animations and backgrounds). I hope to get the game done by Febuary 2018 and released by mid-march 2018. It's coming soon.

Summing Up

2017 was overall a better year than 2016 for me. It gave me foundations on many areas and I'd like to continue this into 2018. There was one thing I said last year:

"I don't want to set a checklist of what I will plan to do in 2017 because it just feels structured and stagnating to say the least.
It's better to go with the flow, because you never know,
You may do something great you never even envisioned."

I still agree with this, the stuff in the Beyond section are only generic ideas of what I want to achieve next year. The rest feels like an unknown journey I have to take myself. And you never know, you might achieve something you never thought you would.

In closing, I wish you all a fantastic new 2018!
well... uh... maybe.

That's all from me!

Thursday, 14 December 2017

Bounty Hunter II Public Alpha



The alpha of the game is out and available in the hands of fellow gamers!
Keep in mind this is not final and is subject to change.
Let me know what you think of the game!

Monday, 11 December 2017

Game development stories: God playing gamers.

Hello there!
Game developers are the ones behind all the mechanics in the game. They know all the power-ups, moves, combinations, levels and every little bit of the game that tickles.

So you think that when they start to test their games, they'll be the almighty gods of their own creations? Will they conquer any game they make and turn everyone's euphoric expressions into expressions of utter terror and misery?


Well, I believe you are terribly mistaken.
Because you see, when a game is in it's early stages of testing, developers have little experience with actually testing the game.
Obviously they have that edge of knowing how to play the game but they don't know how to experience the game. You see, it's like the developer is like a child making buildings out of Lego and the gamers are the people in the world.

The developer obviously knows every train station and building off by heart but they don't have the experience of living in the town, hence they don't know whether players are struggling finding what to do or where to go.
Developers like myself play testing their game is like the child shrinking themselves into their own little Lego world, to see that their world is actually living and breathing; they take the position of the gamer.

The incredibly strange thing about this, is the fact that the developer (at first) is just like the newbie players. They get their faces handed to them by the monsters that reside within the game world. Next thing they see is a load of dead corpses from many players - failing to get across the first boss (or even enemy).

The developer gets killed quite quickly.
They realize that the boss is way too difficult.

The developer reverts back to their former role and makes the monsters slightly easier to beat. The developer realizes that the players become stronger as they fight the bosses with confidence. The developer fights the boss, and quite easily too. Because they know the game well.
Well not exactly easily, but they do defeat the boss relatively quickly (much like the other gamers).

The developer understands both sides and now he has mastered one of the most greatest aspect of Game development.

This story is strikingly similar to the development of Bounty Hunter II, Catwalk and RedBlue Adventures.

I'm pretty sure you can see why Catwalk is probably better than most of my games. Because I was that developer who inserted themselves into the role of the gamer. With other games before it, it often felt like I was adding features until the deadline and wouldn't have enough time to play-test it.
Now with more time, I often focus a lot more on play-testing and getting into the worlds and fleshing them out.

Similarly with RedBlue, when I first play-tested it, it was incredibly boring - and using that knowledge I decided to make it a much more fun game.
I put in things like showing the amount of damage or even-out the difficulty a bit. Now, it's more fun to play.

And that's what developers never tell you about playtesting.
That's all from me!