NatPat

  1. Well, Ludum Dare 23 didn’t go so well.

    Play the game
    View my entry page

    So, I didn’t finish my game this Ludum Dare. I did, however, get a nice prototype, which I will hopefully be adding to. I’m calling it Revolves for now.

    Timelapse:

    Posted at 3:17 pm on the 24th April 2012 in LD23, Ludum Dare with No Comments

  2. Just in case I want to use it…

    I’ve been adding to a bare bones AS3 engine for a while, and as I may want to use it for LD23, I’m making it publicly available.

    You can download it here.

    It’s all pretty self explanatory, and there’s not really much of it.

    On, and you can expect quite a few Ludum Dare update posts over the next two days. :)

    Posted at 10:40 pm on the 20th April 2012 in LD23, Ludum Dare with No Comments

  3. I’ve realised what my problem is.

    In short, it’s most game devs’ problem. Not being able to finish things. But it’s not only that I’m not able to finish a complete game, it’s the fact I’m not able to finish the little parts of the game as well.

    I often find myself charging in to add a feature without really thinking through how I’m going to implement it. Then, it turns out that it doesn’t quite works, but works some of the time. I think “That works well enough, I’ll come back to it later” and leaving it half done. So right now, I basically have a whole load of half finished features, and I have no idea what needs doing.

    Also, I’m far too concerned with optimization and proper coding practises. I worry about whether I should use getters and setters, whether I should rewrite that as a function or have that as a static variable, etc. I need to stop doing that too.

    Oh. And I don’t comment my bloody code. That probably doesn’t help.

    Posted at 10:08 pm on the 1st April 2012 in Uncategorized with 1 Comment

  4. I’m really not inspired at the moment.

    As you may have noticed if you’ve watched any of the videos, in some weeks I tend to get nothing done, and in others I tend to get a lot done. I’m in the former phase at the moment.

    I’m at the stage in development where I’m finishing up the engine so I can add all the content to the game. However, as is the curse of development, my code is turning into a spaghetti-ified mess, and it’s going to take me a while to get everything done. Of course, what I really want to do is start over and make everything better, but that’ll just be a waste of time because it will end up just the same way.

    So, I think I may take a break from DIG. In fact, you could say I’ve already started on the break. I’ve done hardly anything over the last two weeks.
    Of course, I will return to DIG, but I’m going to go quiet for a while. I might try and do a quick game in a month or something, who knows. But I’m not leaving DIG. Promise.

    Posted at 9:01 pm on the 8th March 2012 in Uncategorized with 2 Comments

  5. I’ve been canoeing

    Apologies for the lack of video this week. I was canoeing on saturday and working Sunday, plus I haven’t really done much on DIG recently. However, I’m planning on doing quite a bit of work on the game this week, so hopefully next week’s video will make up for it. :)

    Posted at 4:08 pm on the 6th March 2012 in Uncategorized with No Comments

  6. Woo! Week 6/7/8 video! :D

    Woo! Week 6/7/8 video! :D

    Posted at 5:03 am on the 25th February 2012 in Uncategorized with No Comments

  7. Changing ideas

    When I first started DIG, it was a different game to what it is now. I planned it to be a quick and easy to pick up game, which is why I chose Flash and AS3. When people play online games, they’re not looking for time investment, they’re looking for something to waste a few minutes or hours – but with something simple.

    DIG is not that.

    DIG now is a lot more in depth. I’ve planned a proper story for it, and it’s a game you have to want to invest time into to get the best results.

    So, I reckon I’m now going to market DIG as a normal desktop game… which means I have quite a few less limitations, which is nice. However, I now have quite a few other things to think about. So it’s a trade off I guess.

    Anyway, I have no idea how to attack this. I’m just going to keep coding and going with the flow.

    Also, http://twitter.com/leomckitten is now the official artist for DIG! :D

    Posted at 2:37 pm on the 22nd February 2012 in Uncategorized with No Comments

  8. Sorry, no video this or next week. D:

    I’m off to France for a week’s skiing tomorrow (if we can get there, damn snow) and I didn’t get organised enough to make a video before now, so no video. Sorry! D:

    However! I have added ropes and pulleys!

    Posted at 4:04 pm on the 9th February 2012 in Uncategorized with No Comments

  9. One of my friends did some awesome concept art for DIG, which you may have seen in the last video

    Spooky title

    In Game Concept

    Alternate cover

    Miners

    A munitions expert, maybe?

    Mineralogist

    Your boss, and a zombie worker

    One of my friends did some awesome concept art for DIG, which you may have seen in the last video. They’re awesome.

    His twitter: https://twitter.com/#!/leomckitten

    Posted at 4:03 pm on the 7th February 2012 in Uncategorized with No Comments

  10. Week 5 Video, in which I talk about DIG as an excuse for not having done anything this week. :L

    Week 5 Video, in which I talk about DIG as an excuse for not having done anything this week. :L

    Posted at 5:38 pm on the 3rd February 2012 in Uncategorized with No Comments