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Showing posts with label Personal. Show all posts
Showing posts with label Personal. Show all posts

Friday, 6 May 2016

It's the 5th Annivesary!

There has been a negligence on this blog for the past few months I admit. Not for the first time too I think. I was too caught up with other stuff. I've been keeping myself busy since the January to do some major update to all my AssetStore packs. TDTK, TBTK and TDSTK has all becoming a massive framework to maintain in each of their own right. Then I've took a much needed break to binge on some games. Before I know it, April had come and gone. Some game just kill time like not one else business. I'm looking at you, dragon age inquisition.

Anyway, I was just reminded that today is the 5 years old birthday for this little blog of mine. It also means that it has been 5 years I've been trying working as independent game developer. Well I should clarify that there are 2 things that are not true in the previous sentence. First, technically I've been working, not just trying. Second, I'm not really an independent game developer, am I? Well not until I release my own game anyway. Software/toolkit (as comprehensive as they are) doesn't count, even all of them are game related.

Truth is, I'm been trying to concentrate on getting a game done. It's very hard. But not for the usual reason why making game is hard as many other source would have you believe. This is going to make me sound a bit like an a** but bear with me. I want a game that any core gamer look at and go, 'well that is something I would gladly play'. Not some casual mobile or web game. I want to make something that I myself would be enjoy playing. Something someone would happily sit down in front of a pc and spend some quality hours with it. 

For that reason, it's been very hard to actually come out with something that I myself would approve. It's not secret that I've been working on MechCorp. I have come up with countless iteration of build, and scrap the lot of them because they doesn't make it past my own play test. In a nutshell, it's very difficult to come out with a fun, balance design that full fill all the criteria I'm looking for. With that said, I've gone back to the drawing board with the general design of MechCorp and currently rebuild it again, for the N-th time. At least I have a good feeling about this one, more so than all the previous iteration. I like to think this is the culmination of all the previous effort so they are not in vain. I've given myself two months (that end of June) to bring it up to an early alpha state. Then hopefully this time next year, I would have a playable game on my hand. Finger cross...

Now I should say that I've been very lucky to been the position I've been. Not many people have the luxury to do what I'm trying to do, with the way I'm doing it. Not to undermine the work I've put into it but I've been very fortunate to have stumble on UnityAssetStore when I do. Along with some freelance work, they has given me the most of the funding I require to do what I do. If you are wondering, no they not making me millions. Just enough for me to live on moderate life style. On that note, I'm not rich by any mean and I make laughable amount of money compare to many. But I'm just glad to do things I enjoy so I'm quite content with that. After all, I'm my own boss, I'm free to work however I like, and I'll take that freedom over any high paid job.

I suppose this is the time where I reflect on my experience and spur out some advise for being an indie game-dev or some deep philosophical stuff about life and universe. Unfortunately I'm not going to do that, as much as I enjoy lecturing people on life and universe like the old man I'm. I have a game to work on and that's exactly what I'm going to do.

Until next time. (Probably months later at the rate I'm updating this blog)

Friday, 2 May 2014

3rd Annivesary of SongGameDev!!

Apparently today is the third anniversary since I started this blog. Whoa and whoa indeed! I wasn't paying any attention to it so I'm quite surprise to got an email saying it's been 3 years. It means that it's 3 years since I started this with the hope of making it as a full-time job. It also means that it has been more than 3 years since I first come across Unity and start using it.

It shouldn't really come as a total surprise since I made it past the first two years I should be able to make it past the third, considering the fact that I'm quite cautious and wouldn't have done this if I don't think it's viable. Still given the unpredictable nature of the industry, the fact that I manage to survive for 3 years has to count for something, right?

Well, I'm pretty pleased that compare to this time last year I've taken the big leap of making a full blown game with my own Asset. I'm speaking about MechCorp of course. What gives me the most satisfaction out of the project so far is that I've learned quite a lot trying to make all the asset myself. Hopefully I would be able to bring it to beta state within the next few months.

Then I'm very grateful that the my packages on AssetStore has been doing reasonably well. If you are one of those who has purchased and used my package and you are reading this, a huge thanks to you. You made it possible for me to concentrate on project like MechCorp. I do hope that I can make  framework like TDTK and TBTK. It's lots of fun trying to prototype different ideas on various genre without having to worry about the assets and making it into a end-user product. And seeing what people can do with them is really satisfying. But I've set myself quite a high standard to match with TDTK and TBTK. Despite my many experiments, anything that I deem not hitting that same standard will not get developed into a full framework to be put on AssetStore.

It's nice looking back at all the thing I've done to think how much I've progressed and all. But I really hope I can get MechCorp complete by this time next year. I mean, finally getting my own full game completed and released is surely a better cause to celebrate than some anniversary, right? So the resolution for the next 12 months, keep working I guess.

With that said, back to Work!

Thursday, 5 December 2013

Status Update (Civ5 is addictive as hell!!)

So I've been working on a new project on my spare time. Correction, so I've been playing civilization5 all the time. I have no idea how on earth I still manage to find time to do some work each day. I'm pretty sure I've spend way more time than I should have on it. The problem is the game is so darn additive. I started on Friday evening. 'Just one evening', I said. Before I know it, it's Monday morning and I cant feel anything below my waist, I have to pick one of my eyes up from my desk...  Now, I'm terrified just at the thought of booting it up.

It's a strange feeling. In the game, I raise civilisation span thousands of years, shape history, build wonders. I feel like I have contribute so much for the humanity. But in real life, I'm actually wasting a lot of time, doing the most worthless thing I can do with my time. Still, it's hands down one of the most entertaining and educational game of all time.

Anyway, I'm indeed working on a new project. It's sort of a XCom, FTL hybrid turn based game. Yes, TBTK will be the core component. And yes, this is what TBTK is intended for all long. AssetStore is just an after thought. Well, a very early after thought. If you have been following this blog, you will remember that I've been posting image about some mech model. And so you might have guess this new project will have mech. You are absolutely right. I'm building an army of mech. Normally at this point, people will show a bunch of concept art about the mech design. But I'm going to skip that and show the actual model instead. So this is a taste of what to come:


  

These are not all of course. But the rest will have to wait. I'd love to show some game screen, or even a playable prototype. Unfortunately none of that is ready. But if I manage to stay off civ5 long enough, I should be able to put something together. Hopefully I 'll get to talk about that soon.

Friday, 8 November 2013

Status Update

It's been a hectic time for the past few weeks. Many thing happens. Not necessarily bad things. But professionally speaking, they are chores that disrupt productivity. I end up feeling like I could have done a lot more in that particular period of time. Buy hey, you got to have some life outside work right?

Anyway, the perk system of TBTK is certainly taking shape. I'm still not very sure of it. Wondering if I could do more. For now, it's just some optional upgradeable that modify the unit stats. But in that respect, it's pretty decent. Almost every stats of the unit can be altered via perk. Of course there are also some other ideas that I'm playing with and hope I could make it work for future update. But to prevent false hope, I'm not going to say what are they.

Also something that has been coming, I've started working on a full game of my own. I'm slowly building the prototype, testing with various design idea as I go. Hopefully it turns out to be fun. Let just say that it is sci-fi theme and it has got mechs. While I wont show anything about the prototype, I've got a few models that I've been working on from time to time. Figure I could finally use them in the project. These are what I do when I don't feel like coding. It's a nice change of pace. Like the turret set and tank set I've done, these made to be a set and modular in nature so the pieces of mesh can be interchanged.



Now, if only uv mapping and texturing isn't such a pain...

Friday, 2 August 2013

Status Update (Pacific Rim is beyond awesome!)

Status update again. I generally don't like to post a generic "Status Update" post. It just mean I didn't quite do enough in any specific project to warrant a single meaningful post.

It hasn't really been a good week. The project which I work part time on is at it's finishing phase. So in an effort to make the most of it, the team has been asked to put in extra hour. As a result, the so called 'part-time job' has taken up most of my time. At least it's all going to end in 2 weeks time and then I can focus on my own project full time again.

Anyhow, all this has set my plan back. I was planning to wrap up and submit the TurnBased-Tactic framework this week. Because of the set back, I'm currently still working on the documentation and packaging. It's partly my fault to be honest, I've been constantly reworking and polishing certain aspect of the framework that I'm not very happy with. But I suppose that is a good thing, the framework now feel much more better designed and organized than before. It's my principal anyway to make things as best as I can. It's worth the wait I think.

Finally, I got to say I watched Pacific Rim (two weeks ago), it's frinkin' AWESOME!! Although I have to temporarily forget about how physics work while watching it, I still can't get over how awesome it's after two weeks. A single fight scene in Pacific Rim is better than all the transformer film combined, period! If only I can make something that awesome.

Thursday, 23 May 2013

Two years in business. Awesome!!

A relatively small but significant milestone. Well two years and a month to be exact. Yea, this post comes almost a month late because I forgot about it. The anniversary I mean, not the post. Thing is I've been too busy recently to actually pay any attention to such details, not that it matters anyway. Details in my work tho, not so much. I believe attention to details is what makes a good game and give it character and soul.

Anyway, it's been another year. I wouldn't say it's an extremely productive year. Well looking back I might have took too much time off and slacking too much. I would blame the many happening of life events related to family and friends but honestly, it's an excuse. Also, it doesn't help that I have been in a string of bad luck finding myself in other people project that doesn't really go anywhere. cough *the fraud TD project* cough. I spent at least 3-4 months on that. But it was a good experience though. I wont complain, the money is good, but would I do that again? hell no! 

But I must say again it's really is a very good experience. It's the first time I have the chance to really go on and develop a game with minimum compromise. Also it has put me in an interesting position. It sure make me question myself about the dilemma of professionalism, ethic, and money. I'm glad to say I kept my integrity rejecting further offers. Yes I was offered to carry on on two ocassion when the company in question some how manage to secure more budget from more investor. To this day, I'm still not sure what exactly happen, but the whole thing just seems too dodgy and I decide it's better not to get myself involve any further. If you have no idea what I've been mumbling about in the few sentences, dont bother yourself with it. It's nothing really. :)

So, it's not the best year in term of productivity. But I've been extremely lucky. My stuff on AssetStore has been doing well and I'm not exactly short of work. I was offered freelance job from time to time. So financially I'm in a far better position than I was same time last year. I've certainly feel like I'm slowly starting to reap the reward of all the hard work I've put in to make this work. But in this volatile career, nothing is certain. I do wonder all the time is this all a bubble that will collapse at any moment. The pressure is always there, you can be sure of that.

I'm certainly very glad and grateful that I'm still here, manage to survive and make a living out of this little career I carved for myself. It's really great being able to do things you are passionate about. It can be tough at time but honestly I wouldn't have it other way. My recent part-time job which require me to work 16-hours a week in a research lab has just reinforce my view on this subject. I guess it's all thanks to the people who supported my product by purchasing them. As well as a few clients of mine who kind enough to give me a chance to work with them. It's your support and positive feedback keeps me going.

Contary, I've also made a very interesting discovery. It's complimenting and discouraging at the same time. Turns out TDTK and possibly InputTouches has been pirated. I tried not to talk about this. It's a touchy subject and I don't want to give people's idea (but I'm giving people idea am I not?). It feels good that my work is recognised but it's depressing at the same time many people can just take my hard work for granted. This is not surprising at all consider many of the popular packages on AssetStore has been pirated.

Despite that, I'm still going to keep on working on improving TDTK. The current plan is to make a demo worthy of full game. So I'll be adding a lot of art-asset to it. So far I've added lots of icon for perk and ability, and all the towers had been updated as well. The creeps will be updated pretty soon. I'm working on it but I'm extremely busy these few days (no I didn't spend a lot of time writing this, most of this has been sitting in my unpublished post). Anyway I've made a post about the sci-fi freighter, so take that as a sneak peak. After finishing the creep I will try to work on the environment props. Still a long way to go it seems. I imagine this long process will take a few months going at current rate. I might as well use all these assets to make a mini game or two while I'm at it. It should be fun.

Speaking of art asset, I'm extremely thrilled that now I can finally make my own 3D model and 2D art. I have said this many time on this many earlier post I know. I'm still pretty limited in this department though. For a start, I still don't know how to rig and animate a model. Also I imagine UV map and texturing a more complicated model than my current work will be a tough challenge for me. But it's a decent start and frankly, I never thought I would see the coming of this day! Honest!

I sincerely hope that this time next year I could finally write about a finished game of my own vision that worthy of a retail release. A tall order from any point of view that's for sure, but I'm going for it if the circumstance is right. This is after all, why I'm doing all these in the first place.

Excellent, now I can conclude this anniversary post with a goal for the next 12 months. No I wouldn't hold my breath for this one. :)  It's funny, I started out trying to make an end user game. Not to be a freelancer, or middle-ware developer. It does feels like the further I'm in it, the further away I'm from that ultimate goal. I guess the more I learn about game developing, the more I know how far I'm actually from being able to pull that goal off successfully. I'm not giving up of course, I'm just buying my time, getting the resources I need and wait for the right time and that big idea. It will come, I'm sure. Maybe after a few more post like this. If you are still reading at this point, sorry for the wall of text that isnt really that informative.

Btw this is the 103th post I made. Yay!

Sunday, 14 April 2013

Status Update (TDTK update is coming soon edition)

I've been busy as hell recently, hence the lack of posting. Have to admit I haven't been this busy for some time. The reason is I've got myself a part-time job back at my old research lab. So I'm now spending 20 hours or so working on some robotic project. It's interesting that's for sure but combine with my existing contract project, it has taken almost all, if not beyond what time I have. Honestly it's not really my idea, it's more like a favour to old friends from my academic years. The need some extra boost during the last 2-3 months of the research project.

Anyhow, I manage to squeeze out enough time to work on TDTK. The next update is almost done. I'm just trying to setup example scene to the new added feature and then some play test then it's good to go. Some of the new feature is still a bit lacking in my opinion, but until I get more feedback I'm running out of idea. And it has been long enough since the last update.

I mentioned this before, I've been exploring with art asset creation. My plan after next TDTK update would be shifting my focus a bit on that aspect. I want to create some basic and generic asset that can be applied on various game. Then I could incorporate these with TDTK as well as my own future project.

Another idea is to finally get back to making end user game, picking up the old projects like this and this again. After all, TDTK is now mature enough to support all elements in those games. It will be really interesting to see what I can pull off with experience and skill I pick up since the last 2 years Consider if I can finally make some decent asset, as good as these turrets, I recon there's a lot of possibility.  Probably a long shot but it's exciting!

Also for the record, since new year. I've played Farcry3. It's pretty awesome! Perhaps the next thing I should play is dishonoured, or crysis2. Actually I wanted to play some strategy game so much. By strategy game I actually mean SimCity. But I'll to stand by my own principal that I will not buy/play anything that advocates terrible anti-consumer practise. So damn you EA for putting me in such situation.

Sunday, 6 January 2013

Status Update (New Year and a Fresh Start!)

It's a new year and whoa, it's really been a while since I post anything. I blame the holiday season and my break away from home. Actually come to think of it yes I've pretty much done nothing ground breaking for the whole of December.

That's not entirely true of course. I've been working on various stuff of course, just nothing significant. Also I've been engage myself quite a lot in a particular activity I would like to call 'research'. Well in regards to what I do that is of course play various games. In fact thanks to the steam sales and humble indie bundle I've been able to acquire quite a handful of great titles which has been keep me entertained enlightened throughout the holiday season. Xcom, FTL, SaintRow, AirMech just to name a few. This of course, gives me lots of new interesting idea and consumed a huge chunk of my time.

Also a bad news, the long term project that I've been working on is now dead. I should have see this coming but turns out the company that commission is running some sort of scam and they never intended to have the game finished. Still, at least I was getting paid for most of the effort I put in so it's not all bad. I guess that means it's ok for me to showcase some of the stuff I've produced as of now. I shall make a post about it later.

That also means I now have time on my hand to try some of my own idea. Probably start a new project of my own or something, which is always fun. Or I'll just take on some new contract, if there's any. Either way, cant be bad.

New year resolution, keep working and have fun! And play some game too. Xcom is awesome!

Thursday, 29 November 2012

Status Update (Mini Break Edition)

In case you haven't been reading any of my unity forum support thread. I'm currently away from office on a semi vacation which involves a lot traveling and chaotic, spontaneous schedule. Personally, it has been pretty good fun and refreshing, to break from the normal routine. Unfortunately my work load has take a huge hit.

Despite my best effort to work using whatever time I have got left. A MacBook-Pro is simply no substitute for a PC with 25 inch screen, where I can work better and faster without the need to shuffling the all the windows on screen every 5 seconds. As good as the MacBook-Pro is, it's simple a tool for me to build and test my stuff on iOS.

Still, I did just most of the new update for TDTK on it. And yes, TDTK v2.1.3f1 has just been submitted to AssetStore. No major addition yet, but I'm playing with quite a few ideas that might just make it to the next update, v2.1.4, which I think wont be ready at least until new year, if all the idea does make it to release.

Also, Unity4, why you no have new GUI system yet?!

Monday, 5 November 2012

Status Update (NSS is awesome edition)

Just Submitted an update for PathFinder v1.0. I have put substantial amount into this update, almost everything has been rework. But I'll talk about it in later post, probably when the update is approved by Unity. But if you have been following the blog, it's basically about a more optimised and efficient graph type, as well as path-smoothing and addition of C# version of the code.

It's a bit worrying to be honest. My submission of last InputTouches update has been pending for more than 2 weeks. It normally take only a day or two, makes me wondering what has gone wrong. It's also frustrating at the same time that there are people who surely could use the update (which I promised) and I can't get it out. If you are wondering what's the InputTouches update is about, it contains some requested minor change by user as well as a whole set of examples in JS.

I'm looking forward to the approval of these two package. Also I have some plan for AssetStore, possibly a shocker, so stay tuned. :)

Apart from these, I've been working on a new but quite interesting free-lance work. It's still in early prototype and the game won't be available anytime soon. Still, it's always exciting to work on new stuff/mechanic that I haven't try before.

Finally, I should explain the title. What the hell is NSS? It's short for New Star Soccer. A ridiculously addicting and fun iOS game. It's rather terrifying, I find myself play it on my phone all the time, whenever I can, even when I can play stuff like guildwars2 and PES on my PC. However I suppose only those who have interest in football could really relate to it. The fact that it's so simple and yet it manage to capture some of the essence a whole a player contribution in a football match thing successfully is really impressive. Well not all of it is brilliant, certain aspect of it is quite arcady and gamey. Still credit where credit's due, it's really good. Consider that fact that it cost only $1 and it's free to try out. But if you plan to try it out, be warned that it's addicting as hell, so try at your own risk.



Wednesday, 3 October 2012

Status Update (GuildWars2 is Awesome edition)

Once again, I am going to start this post with a typical it has been a while. Properly this time, because it has almost been a month weeks since I last post anything. A very good reason for this, I blame GuildWars2. 

Allow me to explain, I used to spend time working on pay job and then more time working on stuff like TDTK and InputTouches and then the rest of the time do work related stuff (such as posting my work or reading information/ideas). Now, I spend minimum time working, then the rest of time roaming around in Tyria. Kudos to ArenaNet, I havent been this mad about a game since Wrath of the Lich King of WoW. Witcher2 doesn't count, I only spent 4-5 days on it and that's about it. This GuildWars2 here, oh my, I have a feeling I'm going to lost many of my precious hours to it. My apologise here if you have any project, work, request, waiting for me to work on. Surely you understand I'm a gamer.

Enough about GuildWars2, I think it's a topic for another post. This should be a regular announcement of what I'm working on for the past weeks. Needless to say, there's the paid contract that I've been working on for months. Unfortunately I cant shed any light yet although I really wish to. There's some complication with the planning and the progress has been held back a bit. But I think at least a trailer is coming soon.

Then there's another mobile mini game that has just been finished up and pending for release. The game will be released for iOS, Android and WebPlayer. It's a paid job again so it's out of my hand at this moment. But I'm really looking forward to it. I shall make a post about it when the time is right.

Finally, I did manage to put down my addiction of gaming and make some update to the packages on AssetStore. I've done some work to the PathFinder, which I hope to make an update very soon. I'll make a post about my WIP on that later. I've also been doing bug fix here and there on TDTK following various bug report. That's about it.... seems like it's more than I have thought, not bad.

Anyway, I cant resist this.

Look at him. Aint that a bad ass.

Monday, 27 August 2012

WIP and other stuff

Feels like I have been taking a very long break. Truth is I've been moving house. Good news is I have a more proper work place now which is good. Bad news is The internet connection at the new place is not brilliant. Slow is what it's. The area has no fibre optic coverage so there's no chance of upgrading. Very unfortunate. 

Despite me having a chaotic and busy schedule and what not. I've manage to find sometime to work on TDTK. It's mostly bug fixes following the last release. But that's not all. I have been working on a add on to enable multiple custom armor and damage type. Each damage type will have different impact on each armor type. For example, you can have small fire arms that is effective against infantry but no so much against vehicle. Or elemental shield that can effectively block a certain type of elemental damage. It's basically a damage multiplier table. Check this sneak preview image to get the idea.


You can have as many armor/damage type as you need. Each new armor/damage type will create a new column/row in the table which the modifier can be modified. I really like to make this system as flexible as possible so it can be a stand-alone component ready to be used in any game where a damage table might be needed, say a fps or hack and slash. However it will definitely be part of TDTK when it's ready. I say when it's ready because it's still a WIP at this stage so it might not be in the next update.



Saturday, 4 August 2012

Status Update

I promised to make more regular post about what I'm doing, despite the fact that most of the thing I'm doing are still classed as "private and confidential" at this point. So I'm wondering how much stuff I can disclose here before I run out of progress to report. I think it's what I should do anyway, looking at my own progress posted on blog used to motivate and drives me to work harder. There's a top tip right there, trust me.  :)

One thing for sure is, you will see plenty stuff concerning TDTK. If you are a regular visitor of this blog anyway. I've been enjoying myself working on TDTK. It's my rightful pride and joy really. And the fact that it's actually useful to users out there is been the real treat. What's better reward for a developer to have his work enjoy and appreciated by the users? Anyway, the reason I see myself working on TDTK for a long time to come is that I still have tons of stuff to do/fix/add on the list. Honestly some might never get done and some might just happen suddenly when I have a eureka moment. Truth is, some of them are quite tricky to do in an open framework like this one. I've been trying to avoid doing some very niche feature which can only be used in some very specific context.

Also something I hope that would happen is that I finally find time to get back the the platformer and finish it. I've stop trying to be ambitious at this point. Just trying to make 20-30 shorts level and make it a very good showcase, or a little bit more, who knows. But that is only I can finally find some time. Maybe I'll put TDTK on hold after v2.1.1 (next update) so that I can actually finish this off and get on with it.

Finally, I really need to take a break sometime to just sit down and play games. I have got this 'urge' to play game recently. I'm actually quite glad about this. I've actually lost all my appetite for games ever since I leaned unity. Got quite a few good games waiting for me. Got them all recently from various sales. Bastion, DeusEx, Portal series.... Not to mention witcher2 demand another play through or two with the release of enchanced edition. Got to say, after sneaky quick play, I find that Bastion and DeusEx is very very good indeed

Wednesday, 25 July 2012

A Summary of July

It's been a fairly quiet month for me, at least on the blog. I really like to post more regularly and I should have. I have make a habit of only posting updates of anything when they are official when I should have make post about the development along the way. 

For instance I've spent lots of time working on version2.1 of TDTK. Never mind the documentation which took me an awful lot of time, the addition of some of the new features is not exactly a walk in the park either in term of the thinking process. In the past, all the elements has been fairly well established or straight-forward concept in a TD game, such as splitting creeps, multi-pathing etc... However when it comes to creep to tower attack, there hasn't been a solid example that I can compared against and work towards that particular model, except Plant vs Zombies. I'm sure there are more but somehow that's the only game I think think of. As a result there are a lot of experimenting going on. To be brutally honest, I don't expect all the new addition will be very well thought out for the release. I'm counting on the community to provide me feedback and ideas to make it better in future update.

Back to the topic, most of my time has been occupied by little trivial things in life so I haven't been quite productive as I used to be. Still I'm glad that I'm still able to make updates to Input.Touches and TDTK, while working on a contract. I really hope I can shed more lights about the contract work but I'm afraid it's not the right time yet. The only thing I can say is, it's a lot of work and it's a pain in the ass at time. But still, it's a much appreciated opportunity.

Also the company that I was working on with a friend has completely fall flat on its face, having only release one game on AppStore. Turn out it's extremely hard to outsource any development work at on a small budget. We have been through some horror story doing that. And it really broke my heart with some of the attitude I've seen by some of the individuals calling themselves game developer. But that's a story for another time. So yea so one of the stuff that occupied me this month is to cleaning up the mess following this aftermath.

At least both Input.Touches and TDTK has been doing reasonably well on AssetStore following the madness sales. The positive feedback I got is really the key for me to keep working on and improve them. I really want to express my gratitude to those who has been actively helping me on these package, as well as all those who has supported the work by making a purchase.

All in all, a fairly decent month. Consider the fact that I'm still here and got a contract to keep my ass covered for at least a few months to come. Perhaps I should take this opportunity and just accept the fact that it's summer and I should relax a bit and have some down time.




Sunday, 24 June 2012

Catching a little breather

Been busy as hell lately. And very eventful as well. Let me list down the thing that have been on my to-do-list.
  • contract work
  • temporary teaching at uni
  • overseeing 2 iOS projects, courtesy of joint investment with friends.
  • support work for AssetStore's customers.
  • update for Input.Touches
  • update for TDTK
  • personal projects, remember the platfomer?
Did I mention I have a internet breakdown last week for a whole 2 days? Terribly inconvenient, it's like having my keyboard taken away to be honest.

Well, don't feel sorry for me, apart from the internet breakdown bit. The work has been fun. Loving the challenge and the pressure. I don't choose this line of work so I can have many days off. But I certainly wish I'm a time-lord at time like this so I can somehow grant myself more time. Suffice to say I didn't manage to complete all the tasks need doing at this point. But I guess it's ok for me to be here, having just submitted both updates of TDTK and Input.Touches to AssetStore. So expect me to make a post about these two very soon. It feels good to break from the normal routine, not working but just talk about the things I've done. Phew...

I've actually spend a great deal of time reworking almost all aspect of Input.Touches. It's now a much more comprehensive and advance framework. I'll make a post about it when it's finally live. But I hope it lives up to expectation of many of its current user. Yes it's quite well received and it's only fair that I make it as best as it can be.

I've also spent a lot of effort on a contract work. It's a TD game based on TDTK. I'm rather fond of what I've made but unfortunately I can show it just yet. It would nice to showcase what TDTK is capable of, without using colored cubes.

Anyway, it's 4am in the morning. Time to bed. I have a feeling that I will be dreaming of me working on multi-concurrent-touch gesture... whatever that means.  It's all I can think of now, despite my best effort to clear my thoughts.  Thanks work, thanks(!)  >.<


Thursday, 14 June 2012

Alive and Kicking! Sort of...

It's been a while since I've post anything. This is just to say that I'm still alive and more importantly, working. Ya I know this might not excite many people. I'm not really working on a game which many people are anticipating. I certainly hope I do though. But at least I'm working on getting there. It's about full filling an obligation to myself, as well as paying the bills of course.

I have some good news and bad news to both TDTK and Input.Touches users. The good news is I'm working on new updates for both package. Input.Touches in particular would have some major tweak to fix some of its current short-coming. Bad news is the update might not come that soon. The reason being I'm extremely busy with recent personal related event and a series of other stuff. I sincerely apologise for that, it's not my habit to keep things hanging, especially when it concern benefit and welfare of others. 

Also I've also notice that both package has received some decent review recently. I like to thank all the users for supporting and using the packages.

Thursday, 10 May 2012

I are game developer. Can I haz cake?

I have been busy as hell recently. And I expect things will stay the same in the coming months. Blame myself for being too greedy, always want to try out interesting concept and take on new challenge. I never thought myself could be such workaholic until I start using Unity.

But complaining about how busy I'm is not the reason I'm here writing this post. Hell I'll be better off working rather than spent the precious time complaining. Or indeed play some games, which I'm ashamed to say that I haven't done so for quite sometime. I mean really sit down and play for a few hours. I've always believe that a game developer that doesn't play game will never make great game. It's just like a cook that doesn't like eating couldn't possibly be a great cook.

The reason I'm writing this, is that it's fast approaching one anniversary of me starting to work as a freelance game developer officially. Yes I got my first job around this day last year, for $100. I feel like I should really share my story. Who knows it maybe an inspiration for any eager young blood. Or at the very least it will serve as a warning.

So my story as a game developer in a nutshell. Tough! It's certainly not easy at all. I work almost non stop and that's the easy bit. The harder part is to endure the financial difficulty. And trust me I have been through some very stressing financial situation. I was earning $500 or so during the first few months. That was like £300. Trust me, it's a very puny amount when you are living in UK. How my parent always say study hard so you can get a job with good prospect. A year ago this time, I've just past my PhD viva. To others, I might have just earn my passport to any job I want. But the truth is no where near. Anyway that's another story. The point is I've op for a career path that is frankly not very promising and a millions miles away from what I've been doing academically.
 
I really appreciate those who have gave me the opportunity to prove myself when I was a newbie, unproven and with no experience. Of course I did work very hard to impress. I often work 3 hours for the pay of one, at my own will. I will go the extra mile whenever I can, without being told. All this regardless of the pay. Still, there are time where there is simply no work available. I filled the hours, in fact I filled every hour that I can spare, including my gaming time to work on my own project. Some of them you seen on this blog, some... I hope that one day I will be picking them up again. The problem is I'm simply not adept at 3D modelling, something those project of mine desperately need. It doesn't help that I don't have artist that I could work with. Despite my regular visiting to unity forum. I have yet to meet a decent artist and willing commit their precious time. I know this is largly because I'm very fussy but I simply refuse to let my work turn into some mix quality product.

I should make clear here that I hold one principal for my work, do my best, and it should be driven by heart and soul, not financial gain. I consider game developing an art-form, as such they should be a work of passion. Every game is a piece of art work, a brain child of a game designer. No less than a movie to a director, a piece of music to an composer. The highest reward you can get from game developing should be the enjoyment of playing the game. Of course money is a factor and no doubt a good game will most probably sell, even it it's not better than some soulless junk out there. Yes I'm quite upset at the current state of the gaming industry both as a gamer and developer. The only decent studio whose sole objective is not to milk their consumer seems to be CDProjekt. I have maximum respect for them and I absolutely adore Witcher2, a true RPG for pc. unlike some others... Skyrim interface *cough*

Gone slightly off topic there. But a word of advise to anyone intend to start making games. Get a friend or two who can do things that you cant, and learn to do things that they cant, a little help from each other can help you go far. Alternatively you can learn to do everything yourself and forever be alone. Yes it's quite lonely doing this. Especially when no one shares your ideal.

So I've started off as a freelancer, coding for others, slowly crawling my way up to become a game developer. Thanks to a year long of determination and some luck, my situation has improved. Partly due to the relatively success of TDTK. And partly due to the fact that I now have a much more convincing port-folio. Also well done job with satisfied customer goes along way.  I'm still doing freelance work though, whenever I think I can manage it. Just because it's interesting to help others and I love a new challenge. Ok, the money helps too. I wont consider myself a game developer yet, not until I have a pc title under my name. Yes I'm not a fan of console. If you ask me they are the reason why the industry is in it's current state. And it's no secret I'm not a fan for mobile platform either.

Off topic again. So the long term plan is to gather enough resource, gather the right people and get myself into a right position where I can really start making games that I love. With no compromise to financial restriction, no worries about financial returns, just games that I can truly be proud of. The road is still very very long. And just in case you are wandering where am I, I would say I've just taken the first step. Annoyingly financial status is again the key factor for me to say that. Despite being better than when I first started, I'm definitely not loaded yet. My average income is just about enough to cover my basic living expenses, and I do mean "basic", probably more basic than average people. So go figure.

So here I'm, I could be working as an engineer or hell even a lecturer in a university and lead an luxurious life, with plenty to spare in pocket. But I've choose this over anything else. For one very simple reason. I love it! I love the challenge, I love being able to create something enjoyable, and it's damn satisfying watching something you work really hard slowly coming together. Also, coding is just so much fun. I can make cool stuff happen with a few lines of code. It's so simple it's magic! It's quite simply, perfection.

That pretty much sums up the reason why I'm doing this, the seeking of perfection, in the form of gaming.