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Took a little longer then I expected to get back up and running. And, to be honest, I’m not 100 percent yet. But It’s getting there.

Three things I need to remind myself not to do again.

1) Don’t store my Office key in an Outlook email archive and then expect to be able to get it when installing office.

2) I have about 4 email accounts that I actively use. I need to remember to write all 4 of them down.

3) an iPhone is a PITA to migrate to a new computer when the iTunes library didn’t change. I’m almost possitive that I’m starting all of my apps (read games) and my check book register program all over again.

Other then those three things, and some very long update delays, it’s been pretty smooth.

Not having a system drive with space issues looming over my head all of the time is a nice refreshing breath of fresh air.

-dr

I had a bit of a hic-up with the 3.51 update for Unity that I believe directly relates to my poor decision to build my Win7 Pro system on a 40 GB SSD drive.

So today is rebuilding my system day.

Which generally starts with the apprehensive backing up everything important period.

The Unity stuff is pretty easy. I’ve located most of that in it’s own section on my HDD so it’s not going to be too hard to dig it all up and make sure it’s saved to a remote drive. And it’s a good time to clean out some of the tutorial projects that I’ve completed and no longer referance.

It’s the documentation of other things, that I tend to take for granted, that’s going to be harder.

License keys, user accounts, etc.

I am horrible at saving that stuff responsibly. Generally, I can figure out user accounts through trial and error, but license keys are a horrible mess. Most of the software that I’ve purchased over the last couple of years has been digital. Office, Norton, and what have you, so it’s pretty important that I keep those licenses in a safe spot. So, of course, I have not.

Thus rebuild day is starting out with frantically trying to remember all of the my digital purchases that don’t have some sort of built in license storing mechanism (THANK YOU, btw, to Steam, Origin, and Stardock) so that I can store those keys on a file such that they don’t disappear when I format my system.

Then there’s all of my login names for crap. Thanks to Blizzard, I have a period where the email that I have used in the past had to transition to a new email. So I have some things that I log in with, or have registered an account with, the pre-Blizzard gave away my email email, and I have things that I log into with the new email account. You would not think that would not be much of a huge issue. However it does tend to be, when alot of sites have a lost password mechanic that doesn’t bother to let you know if you’re trying to get a password sent to an email that they don’t use. How hard is that, really?

Anyhow.

The issue that I had with Unity was that the update kept bombing out after everything was installed but before the MonoDevelop install completed. So while Unity seemed to work fine, MonoDevelop didn’t. No big dealio, I figured. I’d just download and install MonoDevelop on it’s own and just tell Unity to open with that install rather then the built-in one.

It’s not the same thing. I got use to the differences, but when I do have a scripting error, I can’t double click on the error message in teh log and have the highlighted line open up in MonoDevelop. I’m sure I could have figured out how to get that to work, but this amounted to the last straw regarding that SSD space issues, and today I rebuild.

I would guess that over the course of a 13 year career in IT (prefaced by 10 years or so as a hobbiest), I’ve probably re/installed an OS two hundredish times. Not even counting the thousands of times I’ve pushed out a new OS with SCCM. But still, it’s aways a little tense when I’m doing it on the system that is responsible for so much of my leasure time.

Wish me luck.

:) Hope to type at you again, soon.

-dr

Diablo 3 or Max Payne 3.

That’s the decision I have to make this month.

Blizzard has rarely disappointed with one of their games.

However, Rockstar gets me. They make worlds that I want to play in.

I suspect that I’ll probably buy Diablo 3 because I think I have friends who will be buying Diablo 3 and the beta was fun to play with friends. But if they all waffle on buying it, I’m sure I’ll dive into Payne’s world.

At some point, I know that I’ll buy both games. I could probably pay for both games this month, in fact I’m sure of it. What I don’t have is the time to PLAY both this month. I’m still plugging along with my own thing while spending game time playing League of Legends with friends and family.

And I own several games that I’d like to finish.

I’ve become that asshole that I hated 10, or even 5, years ago who whines about having too many games to play.

-dr

No post last week and just about no post this week.

I’ve started prototyping my game.

Or at least prototyping some of the functionality that I want my game to have.

Here’s my check list of what I want to have prototyped prior to starting to really harras the “team” around here for some art assets.

__ 3rd person controller

__ Inventory system

__ Gathering mechanic

__ Crafting mechanic

__ Basic fixed prices buy/sell Economy System

__ asset upgrade system

It’s not a simple list by any means, but I believe that if I can get these things working in a prototype manner, then I can get some art in there to make it asthetically pleasing and fun.

 

-dr

3DBuzz

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I’ve really been enjoying the 3rd person controller series over at 3D Buzz. While I find the two instructors to be a little on the goofy side, the content is pretty solid. The method of explaining  Theory, then Implementation that they use is kind of cool even if the Theory vids are a little lengthy.

At least my notes make ALOT more sense now.

Speaking of Tutorials…

I received notice of a new video from BurgzergArcade this week. I guess Petey has been a bit wrapped up in life, or Star Wars the Old Republic lately. But he did post a new video, so I guess that tutorial series is alive an well.

I’ve been kicking around a new domain for our game company. I’m not sure what we’ll use yet, but expect to see a cross link to gaming content from wife-aggro shortly.

-dr

 

I took a bit of a break from my normal Unity routine this week and started up the 3rd person controller video tutorial series over at 3d Buzz. It’s free, which is always good, but it does serve as a good sample of the paid content that they have at that site. I’m now about 90% positive that I’ll end up a subscriber over there.

It’s deep on theory and very interesting in how essentially the same thing is done different between two programming tutorials. It’s entirely possible that what I learned from Bergzerg is making keeping up with the 3D buzz instructors (there are two at a time on that series), better. I’m not going to lie, when Eulers comes up in instructional conversation, I still have to pause the video and find a referance for what the heck it is. But the theory is starting to sink in. :) I think.

My book that I ordered from Amazon came in. I got a pretty big kick out of how it starts. I’ll paraphrase

See this game, go ahead and download it from this site and try it out. See the cool things that they did here.

You’re not likely to make this game. It took a team of 80 people to make this game.

Now try this game. You can download it her. See how it’s fun, but not quite as polished as the last game.

You’re not likely to create this game either. It took a team of 12 to do this.

Now check out the games on this site. They’re not close to polished, but they’re fun.

You might, if you’re lucky pull this off.

Then it goes on to talk about building from small pieces and how to start small and build up.

:) Cracked me up.

-dr

I think too many games try to be everything to everyone. They lose themselves to the scope of what they want to be and end up diluting what could have been their strengths.

I think it’s important to decide early what you want the core focus of the game to be, and work towards that first. Then, if there’s time maybe you can add in something additional.

There’s a saying that paraphrased comes off as, “shoot for the moon because even if you fall short, you’ll achieve something great.” I don’t believe that’s true in video games. Too many games have over promised and under delivered when they’ve tried to do too much, told everyone what they were going to do, and then came up short. Few things in life are as brutal as a disappointed potential fan base. Except, maybe, an existing fan base that you disappoint.

Maybe the lesson there is to watch what you promise, but I can empathize with those developers who have made this mistake because we live in a buzz driven culture. If a game isn’t generating a certain level of buzz (depending on its platform) early on, it’s not likely to do well.

So, I think the second word in my theme is Scope. Scope your project with achievable goals early and stick to those goals. Avoid feature creep. Avoid over promising what you can deliver. And, if possible, sneak in a surprise or two at the end.

-dr

 

I’ve been thinking a lot about what makes me want to keep playing a game. The idea being that maybe I could come up with some sort of cool acronym to design for when working through this project.

I’m not sure what it’ll spell, but maybe I’ll switch it around a lot at the end and end up with something awesome. P.H.A.R.T, perhaps.

I’m already pretty sure that it’s not going to be that, though, because the first thing I think appeals to me in a game is when I can change the world that I’m playing in.

Sometimes it’s a change that really obvious and the act of changing is a large part of the game. Sim City, for example. That game is nothing BUT starting with a blank slate and building something from it. Minecraft has that appeal as well. It’s not a blank slate that you start with, but you do build your own world out of those millions of blocks.

Other times, though, it’s something that’s not so obvious that I’m doing to the world around me that gives me that sense that I’ve made something. I actually think that I enjoyed GTA: San Andreas more than GTA IV due in part that I could take over the various parts (hoods) of that game world. That was one of the better parts of that game for me and it was obviously missing in IV. That’s probably why I enjoyed Saint’s Row: the third even though the game was kind of corny. I did get to take over that down.

For the most part the game genre that seems to get this, or use to, is Real Time Strategy games. Warcraft, Total Annihilation, Cossacks! and others of that ilk really got was it was like to build something from nothing and defend it. They didn’t always. The Total War series, while some of the more fun combat games really cut back on the feeling of building up the towns. And I think that I grow tired of those games quicker because of it.

I think the one genre that really misses this is the MMO. Real MMOs. Not the many lobby based battleground type games passing themselves off as an MMO, but the real ones. Dark Age of Camelot let you build a house that others could see. And I know that there have been other pieces like this as well. Conan would let your clan build a town. But I honestly didn’t play that game long enough to see if they ever got the aggressive NPCs to do anything to them. Lots of promises, Conan….

Anyhow, I think the first part of my theme is Change the World. So that’s either a C or a W for the acronym depending on how much I feel like cheating.

-dr

 

I decided to do some book shoping for a good Unity 3d book.

What prompted it was an effort to get a good Blender book for my wife.

I was quite surprised to see how many books there are on those two topics at Amazon. Some looked really good, and some looked really sketchy. And some were hard to define. In the end, though, we picked these two books.

For Blender, we went with Blender Foundations: The Essential Guide to Learning Blender 2.6 (which is funny because I think the current version is still 2.5). Please note that the link will go to Amazon, not because I endorse Amazon, but just because that’s where we bought the book.

For Unity I went with Unity 3d Game Development by Example Beginner’s Guide. I have no delusions that I’m anything but a beginner at Unity, still. I’m not sure what the wife’s criteria was for the book that she picked out, but I can tell you mine. I wanted a book that used C# for the scripts. I also wanted a book that consistantly recieved good reviews on various sites. For this book I checked out Amazon, Barnes and Noble and Hastings. At all 3 sites this one seemed to review well.

As an aside, I do plan to pick up Professional Unity and C# once it’s released. I can’t yet, because it’s not. Despite the “Professional” in the title, it does look to be more of what I want, but I think the book we ordered will work for now. And, hey, this way I get two books.

On the video tutorial front, I’m about done with the 243 series of videos from Burgzurg. There’s about 17 in the series and it covers setting up the project from scratch if you payed the 10 bucks for the completed scripts. I didn’t, but the process of building the whole project over from scratch and brining in existing assests has been something of a good refresher on topics that I covered weeks or months ago. It looks like 270 is the last video. So I suspect that I’ll be done late next week at the rate I’m going.

I still haven’t found a different video series to follow. It’s probable that I’ll end up subscribing to 3dBuzz. Especially if the wife gets more interested in Blender.

-dr

I took a bit of a vacation from one of my hobbies this week to focus on a different one. I’m still plugging away at learning Unity by working through the tutorials at Burgzerg Arcade. It’s starting to seem like that series is finished these days, but I have about 20 more to do and figured I may as well wrap it up before moving on. I’m not sure where I’ll go next. I’ve heard some good things about the Tornado Twins tutorials on YouTube. Additionally, I’ve been interested in subscribing over at 3dBuzz.com as well. I’ll let you know.

For my little vacation, though, I haven’t really launched Unity this week while I focused on trying to finish up Mass Effect 2 so that I can play Mass Effect 3. There’s an interesting game/marketing mechanic in the Mass Effect games. Play through 1, use that character in 2. Play through 2, use that character in 3. Supposedly, you’ll fare better in a sequel if you complete the game(s) before it. I don’t own ME1. Actually, I didn’t own ME2 until I pre-ordered ME3. Now, I have a game I want to play sitting on my hard drive that I want to play, but I’m forcing myself to finish up the game that I didn’t intend to buy before I start it the one I wanted.

From a game mechanic standpoint, this is smart. It gets the players invested in the series and rewards them for success. Or so I’ve been told. I’m surprised that there isn’t more of this going on in gaming. We definitely live in an era of sequels and long running story lines. The same customer loyalty rewards could have been applied, within the storyline, to a lot of other game series as well. Battlefield, Modern Warfare, The Sims… These are, mostly, separate games which have developed along thematic game mechanics that might have benefited from an ongoing storyline and reward system. Seems like a couple of them are under the Electronic Arts umbrella as well.

From a marketing standpoint, I’m an example of how this system extends the customer tail of the game series. I didn’t buy 1 or 2, but I did feel compelled to go back and pick up 2 before playing 3. That’s 20 bucks from me, that wouldn’t have occurred without the motivation to experience the rewards of customer loyalty. However selfish my motivation may have been. I actually would have purchased a ME 1 and 2 combo deal if I could have found one. The fact that I couldn’t even find such an offer seems like a missed opportunity for the EA folks. The might have gotten another 5 or 10 bucks out of just me.

Maybe these games have been so well received that there wasn’t a need to target late comers to the Mass Effect party like myself.

But I sort of think there were enough of me out here that it was probably a missed opportunity. And one that other game developers and publishers should probably consider in the future

 

 

-dr

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