Get some #gamedev below the break!
|My proud feat of the week:|
I made a small game!
|I went to Times Square and had all kinds of fun this weekend.|
It really makes me want to do something that impacts the world.
If I could see my influence reach stores and billboards in New York...
- Uploaded Game Jam Game, Bored to Death
- Looked Into Playmaker to Fix Battle System (Weighed PROs and CONs)
- Planning to use CryptoPlayerPrefs to Prevent Cheating
- Kinect Missile Dodging Game (School Project)
- Placed Ad Labels on Old Google Play Apps
- Learned About Google Plays Quest Service (Useful for a BGP Feature)
- Fixed Download Links for Yotes PC Games
- why didn't anyone tell me they were broken? :'(
- Researched Visual Studio vs Monodevelop Based on Recommendations
- Changed Blog Videos Link, Edited the About Me Page, & Updated Contact Info
- Wrote Ideas for New Project After BGP
- Wrote Ideas For Unicorn Quest's Battle System and Story
- Overwhelmed With Creative Ambition After visiting New York
- Researched Game Developer Crowdfunding
- Moved Donation Button to Top of Blog Side Panel
|Playmaker seems like it could really simplify some game logic, but I'm also hearing it can set you up for confusion.|
A $65 investment isn't something I can shrug off at the moment.
- I'm going to try organizing my code even better to tackle problems I'm having with debugging. If I get it as clean as possible and still find things too hard to follow, I'll seriously consider sacrificing three months pay to Playmaker. But that's only after making sure it works the way it sounds like it does for complex projects like this.
- Cutting up coding tasks into even tinier bits and testing each of those as soon as they're written should shorten debug time.
- Post game jam, ideas are coming to me at random. Always good to write them down.
- Playmaker may be just what I need to get my battle system sorted out. It may the the only way to get it working properly at all.
- I should randomly browse Unity's Asset Store more often. There are some must-have tools and tutorials in there.
- Having a Patreon could help me cover costs like assets while allowing me to host more convention panels.
- Considering making BGP free, then having one in-app purchase of $5 to get the full game. This may be more difficult than having a demo and full version though.
- I wonder if Battle Gem Ponies would sell better if it had a January 1st 2017 release...
|That school trip to New York was very inspiring|
and has me all pumped up for game development.
If I keep BGP quiet from mainstream games press like IGN until release, they may not even notice me until January, which will be a perfect time to tell my story and get some articles out there with direct links to the game. I'll have to see if I can make it to beta by September.
|Good God. Nearly $400 just like that? Maybe I should start a Patreon.|
I'll look into it once the next BGP demo is ready.
Things should get more streamlined now that my project-based classes are over. Next semester I'll face a course where I have to deeply research Pokemon's competitive scene, but that's useful to me anyway. As long as teachers are reasonable, homework shouldn't take up too much of my time. I want to get another playable demo out there for you guys as soon as possible.