Funemployment Week Four
The fourth week of this tumultuous time comes to an end, and just as before, this post is a bit late. But this week I have a reason. It's not a good reason, but it's a reason. I decided at the eleventh hour to choose Sunday as the day that I wouldn't turn on my computer. I'm on it for like ten hours a day every day and I think my eyes are about ready to hand in their notice. So one day a week I will not use my PC or laptop. Phones, tablets, giant TV's are all ok though.
This past week went slightly better than week three. With there being more productivity and less US Election nail biting. I'm still not up to what I would consider 100% productivity. I feel like my days seem to end much quicker than I want and my figurative "Done" pile is always smaller than I would like. Nevertheless, progress has been made.
First up is Blueprints. As mentioned last week, I've started looking at the One-Shot tutorials from the Unreal YouTube channel. I only did one or two this week, with the focus being on shooting custom projectiles. In this instance, a flaming office chair:
I'm not entirely sure how to feel about Blueprints at this stage. It's obviously a powerful and very useful tool and is probably the closest I will ever get to solo-developing something of AAA standards. But I can't help but feel that it might not be for me. It can be learnt fairly quickly and it shows interesting results almost immediately but I haven't yet found myself being absorbed by it or feeling particularly inspired by it. I'll continue the tutorials and see if my feelings change over the next few weeks.
Next up I continued my prototyping in GameMaker Studio 2. The semi-RTS project continues to be a major focus. I was given feedback regarding how Hero characters should behave and how this relates to the special abilities the player can use. In brief, the abilities should be presented more as a loadout, rather than as a set of skills provided by Hero characters. To that end, Hero characters were no longer expected to be shown as their own bespoke characters.
I have no idea why one GIF is clear and the other one is blurry when they've both come from the same video file but whatever. What is actually happening in these clips?
On the left we show the new loadout/ability select screen. Where as before it was simply select one of each type of Hero/Ability, now you can select multiple of one ability and stack them. It's difficult to see but in the bottom right the icons now show how many times you can use each of said ability.
On the right you can barely make it out but the first thing that happens is the player activating their invisibility ability by clicking the green icon. The on screen characters change into their incognito outfits to represent this. But we also have the startings of attacking structures. The big red square is an enemy building/structure. The characters move towards it, animate and turn red to represent their attacks. Once the building goes grey, it has been destroyed.
There is a lot still wrong with the prototype. Biggest issue currently is that movement doesn't feel satisfying, and the building attacking is still jank central. But all things considered, I'm still happy with progress. Intention is to start prototyping enemy units next.
Finally I decided to start putting a focus on writing and narrative design this past week. Utilising my limited Twine skills, I went to https://videogamena.me/ and started generating random game titles. I landed on "Alcoholic Rabbit Alpha" and immediately loved it and started writing/Twining. Having just finished the EXCELLENT Disco Elysium, I have no doubt that whatever I end up writing is essentially going to be partial rip-off of that game.
It's still early days but hopefully I can put my own flavour on it. As time goes on I see myself fantasising more and more about something closer to narrative design than the more technically minded types of design.
Hopefully that is an actual deep and true preference I have, and not just because writing comes easier to me than visual scripting. Either way, stay tuned for next week!
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