What's Everyone Up To? (Dec 2012 Edition)
by David Wyand · in General Discussion · 12/06/2012 (3:48 pm) · 8 replies
Greetings!
2012 is coming to a close. What have you been up to? What do you hope to accomplish this month?
Previous Entries:
Oct 2012 Edition
Sept 2012 Edition
Nov 2012 Edition
- Dave
2012 is coming to a close. What have you been up to? What do you hope to accomplish this month?
Previous Entries:
Oct 2012 Edition
Sept 2012 Edition
Nov 2012 Edition
- Dave
About the author
A long time Associate of the GarageGames' community and author of the Torque 3D Game Development Cookbook. Buy it today from Packt Publishing!
#2
12/06/2012 (8:33 pm)
buy and read lots of comic books,that is all~~
#3
Adding a load of artwork to 2D GUI HUD Creator
Creating mission objectives for my game.
12/07/2012 (2:30 pm)
Ironing bugs out of a Weapon System, linked to an online in-game shop and inventory system - pretty much there.Adding a load of artwork to 2D GUI HUD Creator
Creating mission objectives for my game.
#4
PGD Survival
* Some more TS/C++ coding
* Map Making
* GUI Making
Lots of fun stuff.... and don't get me started on my UIUC Final Exams :x
12/09/2012 (6:21 pm)
Finishing up and releasing my first project:PGD Survival
* Some more TS/C++ coding
* Map Making
* GUI Making
Lots of fun stuff.... and don't get me started on my UIUC Final Exams :x
#5
Also on December 21st our Torque X project "Dungeons the Eye of Draconus" production will resume, with a fresh (but small) infusion of cash, we're hiring our new sprite artist and planning on having our public demo out and be in beta no later than July.
Hoping our Greenlight approval will go up after the demo is out.
steamcommunity.com/sharedfiles/filedetails/?id=93222958
We submitted back when it was free to do so and they had very little requirements on how far along you had to be to submit. The video was pre-alpha, things have come a long way, but we haven't had time to edit together a new video. We'll make a new video update when production resumes.
That's about it in a nutshell.
12/10/2012 (4:01 am)
Getting my All in One 3D Programing 3rd edition, so I can learn Torque Script and start work on a prototype game, that I've been designing and making test models for during my free time.Also on December 21st our Torque X project "Dungeons the Eye of Draconus" production will resume, with a fresh (but small) infusion of cash, we're hiring our new sprite artist and planning on having our public demo out and be in beta no later than July.
Hoping our Greenlight approval will go up after the demo is out.
steamcommunity.com/sharedfiles/filedetails/?id=93222958
We submitted back when it was free to do so and they had very little requirements on how far along you had to be to submit. The video was pre-alpha, things have come a long way, but we haven't had time to edit together a new video. We'll make a new video update when production resumes.
That's about it in a nutshell.
#6
12/27/2012 (5:30 am)
It's still December! Just. A few things I have been doing:- Porting the Recast Resource to T3D. This has included me realising that the Recast Resource as released was vaguely terrible, and deciding to scale it back a bit to make way for improvements. I've learned a lot in making Walkabout, and will be applying that savvy to open-source stuff when I can!
- Designing a language to describe electronic circuits. Any electronic engineers out there?
- Finally, finally hitting on a game design for a small project that is actually feasible for a one-man team, and that I can get behind on principle. I don't want to say too much for now... but think Pokemon Snap crossed with Crysis.
- Writing an in-browser editor for Motorola 68HC11 assembly language. It's my first attempt to really provide a learning programming environment. For those of you not familiar with Bret Victor, I suggest you have a read of his article on learnable programming. He makes excellent points about how programming is taught, and how language design and IDE design should assist learning. He really influenced how I am designing netlang for readability and clarity.
- Blogging.
Quote:
Alan Perlis wrote, "To understand a program, you must become both the machine and the program." This view is a mistake, and it is this widespread and virulent mistake that keeps programming a difficult and obscure art. A person is not a machine, and should not be forced to think like one.
#7
Fiddling with a small adventure game idea using AFX, UAISK, Walkabout and some old reskinned assets from TGEA in T3D 1.2 (commercial - haven't fiddled with MIT yet). Figure one day I'll get some use out of all of these toys I bought....
Still working to bring Three Step Studio to the people.
12/27/2012 (11:23 am)
But Daniel - people are machines. Just horribly flawed and inefficient ones. Someone shoot the guy who authorized that project....Fiddling with a small adventure game idea using AFX, UAISK, Walkabout and some old reskinned assets from TGEA in T3D 1.2 (commercial - haven't fiddled with MIT yet). Figure one day I'll get some use out of all of these toys I bought....
Still working to bring Three Step Studio to the people.
#8
12/27/2012 (12:26 pm)
Lounging around thinking that my body is not used to consuming large quantities of fatty and rich foods ...Quote:
*burrrrrrp*
Torque Owner Demolishun
DemolishunConsulting Rocks!