Even more real struggling

On my last post I mentioned that I’d set up a schedule and post regular updates… and I’m proud and ashamed to announce that I royally fucked up in that regard.

A two month delay should be enough proof.

The thing is – and this will sound like a looping cassette – making progress on a side project is hard when work eats up more than 40 hours a week when it should, and when you have even more side projects to carry.

Alas, I haven’t given up!

I’m in a stage of making concepts and writing down ideas. The whole goal I’ve set up for myself is to not let the game grow too much right at the start – because that’s where ideas go to die.

As it’s usual in concept and prototyping stages, there isn’t a lot to show. Most of it because it ends up in the bin, along with the manly tears of promisses unkept, and some of it because I’d like to keep most of it close to the chest for now, lest I change my mind again. Then again, not everything should be kept a secret, and as I’ve found recently, sharing is – sometimes – a good thing for productivity.

The plan right now is to build a functional prototype in Unity: to use and reuse some concepts and code from the old version of the game, but simplify all of that in order to have, well, kind of a mini-game. One with the basic gameplay elements in place.

Then, I’ll clean up that codebase and add the new stuff in.

At the start of this post, you saw a gif. It represents a prototype I’m working on, using Unity, and getting myself familiar with the “new” Networking tools. On my previous Unity prototypes, I had to either build on top of Unity’s previous implementation (which kinda sucks if you want to have full control over your packets) or use an alternative such as Photon (which I cannot afford) or actually implementing my own network layer (even using Lidgren like in XNA, which I won’t do again because it’s a pain to manage).

Next objective in that prototype is to have each player shooting bullets (and finding the best method to do object pooling so the game doesn’t run like shit), and then figuring out if I should do the old (but very reliable) hybrid hit detection, or investigate new ways of detecting collision. This time I actually have a full-blown physics engine, and I don’t have to code the freaking rectangle collision by myself.

Stay safe. And if you have asthma, take your meds when you catch a cold.

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