daryatalia
daryatalia
Darya Talia Blogs
10 posts
Video Game Designer & Developer | Hobby Artist | Hobby Writer
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daryatalia · 2 months ago
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Get a Fun, New Website: Simple & Affordable!!
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Hi~ I want to share my website design services with you, because you may be seeking a creative answer to your portfolio or business website that stands out from others in your field. For under <$200*, I will design a multi-page, detailed and customized website for your personal or professional use.
I have designed websites for several types of businesses, from financial to creative, and I always add a classic, personal flare to each one. You deserve more than just Web 3.0, after all!
These websites can see hundreds of visitors a day, not just because of mindful SEO, but because every web page provides exactly what your audience is looking for with beautiful and personal presentation.
Key Benefits:
+ Display and promote your highlights + Collect ethically organized interest data + Speak directly to your audience on your own platform + Receive maintenance and updates* + Publish and market your website in less than a week!
You can view my previous work on my dedicated webpage: Darya Talia Web Services. I encourage you to do so!
If you're ready for a free consultation, complete this Google Form describing the goals and aesthetics of your website and I'll book you to review your design options. Websites are primarily designed using Wix Web Builder, and the *cost of my services plus domain registration and hosting will be discussed during your consult!
Thank You for supporting an independent designer and developer!
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daryatalia · 2 months ago
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If you haven't check out my latest post, see if my Web Design Services are right for you!
Get a Fun, New Website: Simple & Affordable!!
Tumblr media
Hi~ I want to share my website design services with you, because you may be seeking a creative answer to your portfolio or business website that stands out from others in your field. For under than <$200*, I will design a multi-page, detailed and customized website for your personal or professional use.
I have designed websites for several types of businesses, from financial to creative, and I always add a classic, personal flare to each one. You deserve more than just Web 3.0, after all!
These websites can see hundreds of visitors a day, not just because of mindful SEO, but because every web page provides exactly what your audience is looking for with beautiful and personal presentation.
Key Benefits:
+ Display and promote your highlights + Collect ethically organized interest data + Speak directly to your audience on your own platform + Receive maintenance and updates* + Publish and market your website in less than a week!
You can view my previous work on my dedicated webpage: Darya Talia Web Services. I encourage you to do so!
If you're ready for a free consultation, complete this Google Form describing the goals and aesthetics of your website and I'll book you to review your design options. Websites are primarily designed using Wix Web Builder, and the *cost of my services plus domain registration and hosting will be discussed during your consult!
Thank You for supporting an independent designer and developer!
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daryatalia · 2 months ago
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They/them pussy
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daryatalia · 2 months ago
Text
Get a Fun, New Website: Simple & Affordable!!
Tumblr media
Hi~ I want to share my website design services with you, because you may be seeking a creative answer to your portfolio or business website that stands out from others in your field. For under <$200*, I will design a multi-page, detailed and customized website for your personal or professional use.
I have designed websites for several types of businesses, from financial to creative, and I always add a classic, personal flare to each one. You deserve more than just Web 3.0, after all!
These websites can see hundreds of visitors a day, not just because of mindful SEO, but because every web page provides exactly what your audience is looking for with beautiful and personal presentation.
Key Benefits:
+ Display and promote your highlights + Collect ethically organized interest data + Speak directly to your audience on your own platform + Receive maintenance and updates* + Publish and market your website in less than a week!
You can view my previous work on my dedicated webpage: Darya Talia Web Services. I encourage you to do so!
If you're ready for a free consultation, complete this Google Form describing the goals and aesthetics of your website and I'll book you to review your design options. Websites are primarily designed using Wix Web Builder, and the *cost of my services plus domain registration and hosting will be discussed during your consult!
Thank You for supporting an independent designer and developer!
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daryatalia · 7 months ago
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daryatalia · 9 months ago
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Hey there yall! I'm sadly going through some financial troubles and am looking for work as a developer! I have 8 years of experience using Godot, and a similar amount of time in Unity, and would be able to learn Unreal quite rapidly if necessary! I also have experience in many programming languages and fields, from app development to web development and everything between! Please shoot me a message if you have any or know of any job openings! Examples of my dev work: https://x.com/spritefestival https://luckycloverdev.itch.io/
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daryatalia · 11 months ago
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Check out our second game update! Allows you to play the game further; expect more updates soon: https://github.com/DaryaTalia/dream-jam-team/releases/tag/GameRelease2
Completed my Second Game Jam!!
I completed Brackeys second game jam of 2024! The theme was Calm Before the Storm, and I was one of 1500 submissions!
I cannot fully express how happy I am to have finished my second game jam! The team I worked with were super amazing and I will go into their skills and what I appreciated later.
The game we made was a resource management, mobile defense, hack n' slash. While the submission build is not 100% functional, it still shows off some really cool systems and designs, and I'm very happy with how it turned out! I am continuing to do post-release updates and any new builds will be submitted to our Github while the Game Jam voting is ongoing.
Please check out Automik Breakers and submit your rating and thoughts if you can! All feedback is welcome because I may be fixing/completing it or need to know if it needs fixing.
Designing and programming this game was really fun! This was a week long game jam with a secret theme that was revealed on Day 1. Before the jam, I wasn't sure if I would work solo or as a team, so I drafted some ideas ahead of time for each theme that I was confident I could independently make systems for. Some of those ideas were an endless "swimmer", house break-in incremental horror, and helping neighbors with tasks around the neighborhood.
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Ultimately, I decided to find a team. I'm still quite new to game jams and really enjoyed meeting people last time. I searched within Brackey's Discord server to find open teams looking for a programmer, either for Unity or Unreal Engine. I reached out to many cool people and ended up creating a team of my own! I made a Discord server for us to collaborate it, as well as the GitHub repo, Google Drive, and Miro. I focused a lot on making sure everyone was comfortable with one another and that everyone could contribute their skills to the project the way they wanted to.
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Once the theme was announced, we started workshopping ideas day one. With team members in multiple time zones from NA to Europe, we met several times over the next two days to hammer out the main game genre, game loop, and systems. There were many ideas and possibilities, so talking through how we would implement each aspect of it and what assets would be needed for development helped us land on our chosen game. We made sure to keep the theme in mind throughout the development of systems, design, narrative, and artwork.
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The biggest challenges for me as both a developer, designer, and team lead were managing scope and schedules. We knew what systems we wanted, but getting them to interact properly was already going to be a challenge, and we were essentially developing two "Game Modes" to function as one. As such, we were mindful to keep a list of minimum viable features and to knock additional features into "if we can" territory. When it comes to scope, to improve I would say I would start digital prototype development and systems design even a day sooner, and to build certain features one at a time until completion rather than bouncing around a bit (this is my experience). Using User Stories was especially helpful for helping me organize what the goals of development were, even more so then the task list I made for the team.
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When it comes to scheduling, we have 9 team members in 5 different time zones, so making sure work and delegations were queued up for when I was offline and others were up was very important. Task lists as well as morning "hi-hello-today we will-" really helped with managing expectations and updating the whole team on development progress. It was really satisfying seeing the whole team interact and work together. I was actively learning from my fellow programmers, Spoon, Necron, and GraphicEdit, and I hope everyone else can say the same. Also, I think having a diverse time zoned team also helped us with maximizing production development without burning everyone out. Knowing something was being done around the clock without forcing anyone to crunch or sacrifice IRL activities was really nice.
Scope ultimately led to our game being less than 100% complete. We didn't have much time the last 2 days to tune the enemy strength, add greater significance to delivery items, attach power-ups to each resource item, or to fine-tune additional bugs. The story also wasn't able to iterate correctly, the random deliveries queue is still in-production, and the custom deliveries option could be more clear. I'm satisfied that these are aspects that I know can be improved and lead to a satisfying and complete game with replay value.
Tumblr media
As for contributions, personally, I worked on a few different things throughout the jam. I managed onboarding team members, creating and updating team resources, and developing task lists for async development. I supported the team by reviewing sounds and music, artwork, and game systems. I developed the Cargo Controller ( the script that controls the movement and inventory of the cargo vehicle), the Hub Manager (the script that controls the inventory of the Hub during "Calm Mode", as well as the assignment of deliveries), and the Storm Mode Journey (which controlled the "Storm Mode"s game loop). With assistance from Spoon, I also worked on the Game Manager, making sure that it had access to both game modes and could keep track of persistent objects and values like our currency, story deliveries, and delivery items. With his assistance I also created the scriptable objects for the various resource and delivery items based on Spoons SO script.
I worked on the UI for the Hub, designing potential layouts, finding references, coordinating with the team on colors and fonts, and laying out the structure and prefabs using Unity's UI system. It was a bit of a headache but only because the nesting got so deep and the layout groups were a little unpredictable. Still, a much more satisfying and improved experience than my last game jam. Thank you to Rusty for the beautiful UI panel art!
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Most days, I would start work off by connecting with the team, seeing what they needed to be successful, updating docs as necessary, all before digging into my code or UI responsibilities. My experience in project management really helped me succeed in this, as well as the dedication and talent of the team I was working with.
youtube
Thank you to RatDrum for developing the music for this game, as well as additional sound effects. Thank you to JollyGoodFriend for developing sound effects, as well. Thank you to Rustyscreech for designing the UI art and backgrounds and the Cargo Cart, as well as the concept art for the characters. Thank you to Danieluxx for designing the character animations. Thank you to Necron for developing the enemy systems. Thank you to Spoon for developing the background pooling system, the Base Item scriptable objects, and the inventory system, and for helping to optimize my and Necron's code. Thank you to GraphicEdit for developing the main menu and pause menu UIs, for developing the for-now unutilized save system, and for supporting Github commits and troubleshooting. Thank you to SirSunstone for writing a captivating story for our game world, and integrating it piece-by-piece into the Story missions, as well as for coming up with a cool list of items for us to implement.
THANK YOU to our team! Could not have done this without you all!
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I'm so excited for my next game jam and to see what else I can do!
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daryatalia · 11 months ago
Text
Completed my Second Game Jam!!
I completed Brackeys second game jam of 2024! The theme was Calm Before the Storm, and I was one of 1500 submissions!
I cannot fully express how happy I am to have finished my second game jam! The team I worked with were super amazing and I will go into their skills and what I appreciated later.
The game we made was a resource management, mobile defense, hack n' slash. While the submission build is not 100% functional, it still shows off some really cool systems and designs, and I'm very happy with how it turned out! I am continuing to do post-release updates and any new builds will be submitted to our Github while the Game Jam voting is ongoing.
Please check out Automik Breakers and submit your rating and thoughts if you can! All feedback is welcome because I may be fixing/completing it or need to know if it needs fixing.
Designing and programming this game was really fun! This was a week long game jam with a secret theme that was revealed on Day 1. Before the jam, I wasn't sure if I would work solo or as a team, so I drafted some ideas ahead of time for each theme that I was confident I could independently make systems for. Some of those ideas were an endless "swimmer", house break-in incremental horror, and helping neighbors with tasks around the neighborhood.
Tumblr media
Ultimately, I decided to find a team. I'm still quite new to game jams and really enjoyed meeting people last time. I searched within Brackey's Discord server to find open teams looking for a programmer, either for Unity or Unreal Engine. I reached out to many cool people and ended up creating a team of my own! I made a Discord server for us to collaborate it, as well as the GitHub repo, Google Drive, and Miro. I focused a lot on making sure everyone was comfortable with one another and that everyone could contribute their skills to the project the way they wanted to.
Tumblr media
Once the theme was announced, we started workshopping ideas day one. With team members in multiple time zones from NA to Europe, we met several times over the next two days to hammer out the main game genre, game loop, and systems. There were many ideas and possibilities, so talking through how we would implement each aspect of it and what assets would be needed for development helped us land on our chosen game. We made sure to keep the theme in mind throughout the development of systems, design, narrative, and artwork.
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The biggest challenges for me as both a developer, designer, and team lead were managing scope and schedules. We knew what systems we wanted, but getting them to interact properly was already going to be a challenge, and we were essentially developing two "Game Modes" to function as one. As such, we were mindful to keep a list of minimum viable features and to knock additional features into "if we can" territory. When it comes to scope, to improve I would say I would start digital prototype development and systems design even a day sooner, and to build certain features one at a time until completion rather than bouncing around a bit (this is my experience). Using User Stories was especially helpful for helping me organize what the goals of development were, even more so then the task list I made for the team.
Tumblr media Tumblr media Tumblr media Tumblr media
When it comes to scheduling, we have 9 team members in 5 different time zones, so making sure work and delegations were queued up for when I was offline and others were up was very important. Task lists as well as morning "hi-hello-today we will-" really helped with managing expectations and updating the whole team on development progress. It was really satisfying seeing the whole team interact and work together. I was actively learning from my fellow programmers, Spoon, Necron, and GraphicEdit, and I hope everyone else can say the same. Also, I think having a diverse time zoned team also helped us with maximizing production development without burning everyone out. Knowing something was being done around the clock without forcing anyone to crunch or sacrifice IRL activities was really nice.
Scope ultimately led to our game being less than 100% complete. We didn't have much time the last 2 days to tune the enemy strength, add greater significance to delivery items, attach power-ups to each resource item, or to fine-tune additional bugs. The story also wasn't able to iterate correctly, the random deliveries queue is still in-production, and the custom deliveries option could be more clear. I'm satisfied that these are aspects that I know can be improved and lead to a satisfying and complete game with replay value.
Tumblr media
As for contributions, personally, I worked on a few different things throughout the jam. I managed onboarding team members, creating and updating team resources, and developing task lists for async development. I supported the team by reviewing sounds and music, artwork, and game systems. I developed the Cargo Controller ( the script that controls the movement and inventory of the cargo vehicle), the Hub Manager (the script that controls the inventory of the Hub during "Calm Mode", as well as the assignment of deliveries), and the Storm Mode Journey (which controlled the "Storm Mode"s game loop). With assistance from Spoon, I also worked on the Game Manager, making sure that it had access to both game modes and could keep track of persistent objects and values like our currency, story deliveries, and delivery items. With his assistance I also created the scriptable objects for the various resource and delivery items based on Spoons SO script.
I worked on the UI for the Hub, designing potential layouts, finding references, coordinating with the team on colors and fonts, and laying out the structure and prefabs using Unity's UI system. It was a bit of a headache but only because the nesting got so deep and the layout groups were a little unpredictable. Still, a much more satisfying and improved experience than my last game jam. Thank you to Rusty for the beautiful UI panel art!
Tumblr media Tumblr media
Most days, I would start work off by connecting with the team, seeing what they needed to be successful, updating docs as necessary, all before digging into my code or UI responsibilities. My experience in project management really helped me succeed in this, as well as the dedication and talent of the team I was working with.
youtube
Thank you to RatDrum for developing the music for this game, as well as additional sound effects. Thank you to JollyGoodFriend for developing sound effects, as well. Thank you to Rustyscreech for designing the UI art and backgrounds and the Cargo Cart, as well as the concept art for the characters. Thank you to Danieluxx for designing the character animations. Thank you to Necron for developing the enemy systems. Thank you to Spoon for developing the background pooling system, the Base Item scriptable objects, and the inventory system, and for helping to optimize my and Necron's code. Thank you to GraphicEdit for developing the main menu and pause menu UIs, for developing the for-now unutilized save system, and for supporting Github commits and troubleshooting. Thank you to SirSunstone for writing a captivating story for our game world, and integrating it piece-by-piece into the Story missions, as well as for coming up with a cool list of items for us to implement.
THANK YOU to our team! Could not have done this without you all!
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I'm so excited for my next game jam and to see what else I can do!
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daryatalia · 11 months ago
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Observer Pattern
Structural Pattern
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Player and Collectables Observer System
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Achievements System UML
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Check out my GitHub Progress
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daryatalia · 1 year ago
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Command Pattern Practice
UML Outline
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Implementation (Clock App)
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Pending Updates:
App List in Phone class
UpdateApps() to iterate update commands in each pp
Calendar App, Event, Day, and Time classes
Music App, Song, and Playlist classes
Real Time Updates
Check out my GitHub Progress
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