Livestreaming and Level Editing


I’ve recently discovered I have an affinity for level design. I love the idea of crafting a space that you can then run around in and explore. I also love Doom. So naturally, it seems to make sense that I’d like to make spaces you can run around and explore, with the added bonus of shooting demons in the face.

I just started playing with the tools for creating levels in Doom in the last month or so, so I’m still relatively new to the subject. However, I feel that I’ve reached a point of comfort where I can livestream myself trudging along in GZDoom Builder. The first of these went live last night at around 9:45 or so, and you can watch the whole thing on YouTube if that’s your cup of tea/coffee/kool-aid.

I’m aiming to livestream every night or two for at least an hour. It helps keep me focused, and scheduling it makes sure I actually work on stuff and get something accomplished. I’ll probably write something more in-depth on my thinking and process at some point, but for the time being you can catch my livestreams to see what I’m making and chat with me about level design/games/Doom/whatever.


So day 2 was not quite as awesome as day 1. I’ll do the good stuff first.

My priorities for the day were to get weapons systems and items systems set and in place, and for the most part I did. I managed to work out how to do proper raycasting for any variety of bullet-based weapons, so now with just a few changes in the editor I can make a pistol into a shotgun or a machine gun, each with varying levels of accuracy/spread. I also managed to get rockets working, and explosives that do varying levels of damage to objects depending on how near the center of the explosion they are. So all in all, pretty solid. Items I didn’t do yet, but the implementation is super easy with how I’ve got the weapon class done up.

I discovered when testing the explosions that I had no way to actually make objects react in accordance to the explosion. Enemies would get hit by rockets and just stand there like statues, and that’s no good. To top it off, I realized I wouldn’t be able to implement rocket jumps, and I reaaaaaaaaaally want rocket jumps. So after a fair amount of digging I came to the conclusion that I’ll have to build a new interface for moving all the characters around, both the player and the enemies. And that’s pretty much where I called it a day. I’ve spent the last couple hours trying to implement a basic physics set-up, something I’ve done before pretty easily, but for some reason or another I just couldn’t get it working. I think I’m a little burnt out; getting those rockets and explosions to work was no easy feat, so after that I think I just can’t math anymore today.

So that’s where we’re at at the moment. I livestreamed most all of it again today, so you can watch what you like over on Twitch. I’m hoping with a good night’s sleep and a fresh pair of eyes I’ll be able to get that character movement fixed in the morning, and then I should be damn near finished with the hardcore code. And from then on out it’s level design and visuals/audio. Who knows, if I’m lucky I might have a playable prototype I feel’s worth sharing tomorrow night. Fingers crossed!

On Livestreaming my 7DFPS Week: The What and the Why

While I’ve toyed with it a bit before, this is the first time I’m going to be (as far as I’m concerned) legitimately livestreaming me working on stuff. And I think that’s kinda scary. It’s a sensation comparable to stage fright, except instead of just worrying about your performance, you’ve also got to deal with showing everything that went into crafting said performance.

Now, that’s not to say I’m going to be out on stage leading a chorus line or something, but it’s still a little nerve-wracking to think about. I haven’t completed a game in well over a year, and I’m still learning the basics of Unity. With all that in mind, the stream is probably going to be a lot of me just trying, breaking, re-trying, and doing lots of very dumb things. Which isn’t exactly something a lot of people would probably want to watch.

So why am I streaming it in the first place? Well, because I think it’ll help me focus. If there are people watching what I’m doing, I’ll be more inclined to work harder towards both focusing on what I’m working and on things I need to learn in order to accomplish whatever it is I decide to make. If it’s just me by myself, odds are good I’ll get distracted and end up spending hours just surfing Twitter and Tumblr. If there’s someone watching though, they’re probably a tad more interested in my tinkering with interactive 3D stuff than animated gifs. Plus, the more I work on something and the better I get at it, the more fun I have with it. And I think that could be fun to watch too.

I guess what I’m trying to say is that I hope you get a chance to check out my livestreamed progress for 7DFPS, and while it’s probably not going to be pretty, it should at least be kinda interesting and cool. You’ll be able to get in on the action this Saturday by hitting up my Twitch channel; no idea what time I’ll be starting, but I’d say it’s a safe bet it’ll be before noon, and it’ll run till the next Saturday, with repeat broadcasts running while I sleep (yes, I do sleep).

Watch CLD on Twitch