I know, I know. I’m lazy. But still working on stuff! If you go to 7dfps.hellocld.com, you’ll see.

So I’ve been slacking on the blog a bit, and that’s because I’ve been getting a little burnt out working on this project for the last few days. Surprisingly enough my vacation time started seeming much more appealing as vacation time than project time, but I powered through and still got a little bit more done. I really shouldn’t be surprised, but most everything in this project has taken longer than I expected. Granted, I went into it thinking I could make something comparable to a smaller scale version of Quake, so that’s probably part of it. So what took lots more time?

My goodness, the code. Realistically there isn’t a whole lot of it going on, but still. Instead of just following some standard cookie-cutter tutorials on how to do this or that I wanted to come up with some magical stuff from scratch. And I gotta say, I’m pretty pleased with what little I wrote. A fairly flexible weapons system, some decent enemy AI (that ended up getting scrapped, but still), projectile shenanigans, and even rocket jumping and explosions and stuff. All things I wanted to do when I started, and so I guess I succeeded. It was still exasperating though, because naturally the problems I spent hours trying to solve ended up getting worked out in minutes. But hey, those are hours I won’t have to spend again next time.

Okay, here’s where I feel I really dropped the ball. I tend to think I’ve got a decent visual eye as a designer during the day, and though the stuff I like isn’t for everyone, I still think it’s easily described as “good”. So to say I’m disappointed by the visuals I cranked out would be a mild understatement. It looks like shit. I know I only had so much time to work on it and I spent more time working on code and mechanics because they’re important, but even with that I could’ve put more time into at least making it kinda visually appealing. Fortunately, I think I’m going to keep working on it weekends to make it more into an actual game, but I’ll get to that in a minute.

This isn’t really THE big lesson, just A big lesson. And that lesson is: plan better. The things I left out of that horrid design doc are embarrassing. Who leaves a “win condition” out of a design document for a shooter? Menus? Scope? Influential materials? Kinda important stuff there. So yeah, I need to up my game in the planning department. Also, more pen and paper stuff. All this doodling on the computer crap seems to result in nothing but garbage. I should draw more.

A lot of this probably makes it sound like this was a miserable experience for me, but I don’t actually feel that way. On the contrary, I though the whole thing was ridiculously educational. I learned more about Unity in the last week than I have the previous three months. And I think I got a little bit of my creative spark back, which is something I’m going to have to try to keep lit. With what I started on here for 7DFPS, I think I can keep at it and make it into a full-fledged game of some kind. It’s still got a long, long, long, long, long way to go, but it’s still a start. And with a good deal more planning, designing, and pen-and-paper shenanigans, it’ll turn into a complete game someday. And that’s pretty damn exciting. At the very least I’ll put a few hours into it every weekend until it’s done, so at the latest expect a shiny new post on the 24th.

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