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Search - "!dev but maybe gamedev"
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I am amazed. I witnessed (mostly heard) a 14 year old girl calm down a young adult female suffering an anxiety attack before I managed to push through people on the tram. She told her to close her eyes, breath, tell her what she smells, then open her eyes, name first thing that she sees, then look left, name first thing, etc.
This is called sensory grounding and it works. And yeah, what she did was pretty awesome but this isn't what amazed me the most. I asked where she learned that and she said "from a game about apes". And I knew exactly which game she meant. There's a title called Ancestors: The Humankind Odyssey and among many interesting mechanics there's one that puts the player in a state of anxiety when they venture into an unknown territory. The way to win that part is by analyzing surroundings by vision, hearing and the sense of smell before a panic countdown goes to zero. It's called "conquering your fear". Holly fuck, I played that and I didn't connect the dots. Are games nowadays teaching kids how to handle real life crisis? Where were those games when I was a kid??4 -
Some time ago I went for a job interview (Unity3D Dev). I have little experience in this field and never thought that I would get this job but wanted to gain some and thought that it would be a great opportunity.
So after the interview, which was great and I really enjoyed it, I've been tasked with making a simple minigame. Only requirements were that there have to be player controls, character must avoid obstacles and camera must be moving with player's progress. I've made a little spin on those. In 2d minigame I've created you are piloting simple (made out of 3d primitives) rocket. You have to avoid randomly spawned platforms. If you hit one, you explode. You also die, if you hit a wall or fall out of camera and hit Destroyer. Camera is constantly moving as long as you are moving. The spin is that you have very limited fuel. To regain it you have to land on said platforms with your thrusters. It took me around 12h to make this game. The only reason I know it is because they wanted this info. I've learned a bit while working on this minigame and had a lot of fun. It was a great impuls to start learning gamedev again and stop stagnation I fell in when I started my studies and work.
Today I've got response. Obviously I didn't get the job. They took more experienced person and I totally understand that. But there's more. They were so great to give me pretty extensive review of what was done good, what could be done better and how to gather more experience. They said that the game met their expectations and was written well. That's great, because I was worried that it would be bad since I haven't worked on graphics at all.
So, at least I got an impulse to start learning and maybe I'll even go for some game jam!4 -
#!/usr/bin/env python
# -*- coding: utf-8 -*-
from rant import depression as fuck
from WhiskeyBottle import *
import time
while bottle.contents > 0.0 and time.datetime():
fuck.rant()
Yeah ok, this will be one of a few, but I'll try to keep it short. Damn, whiskey is not helping. Nor various smokables.
So yeah, have you ever had a dream? I consider myself a gamer the whole life, always loved creative worlds, dynamics, mechanics, plots, stuff you could and couldn't do. To the point I promised myself I'd make a game - NAH - I'll be making games in the future. You know, good games, that you come back to. Like Doom. Or those porn games.
Never went to Uni or nothing. Was born in a poor European country with Internet more broken than my soul right now. Years later, after acquiring some good hardware, learning a bunch of languages, Unity, Unreal Engine 4 and experimenting for about 10 years now with small scripts, apps and mini-games I've come to this realization.
I only made one "full" "game" in my life, and that was when I was like 16 in Klik & Play (early Game Maker). And it was shit. It was horrible, horrible shit. It literally makes you want to cry when you play it. It's 16-bit brain cancer. And it's the best I've ever published.
Now I've been through countless prototypes, none of which I've developed any further. I had ideas, plans, even made some more advanced roadmaps and dev cycles. Estimated costs, time, mechanics, gameplay hooks.
I never finish anything.
I get bored. Frustrated sometimes. There's always an improvement, something that "if I'd finish that it would be it! Screw this thing I was working on now, THAT will be worth sacrificing it." It's tiresome. I'm getting old.
And honestly, I don't know how people do it anymore. Trying to compromise those side-projects (they take all my free time which is not much) and work is just... draining. I'm losing hope. Maybe I shouldn't be allowed into the gamedev world after all. Maybe I'll just pump half-assed pieces of crap everybody will hate.
Or worse, nobody will care.7