spudgaw
spudgaw
Mackenzie's Game a Week.
8 posts
In which I try to make a small game every week from scratch.
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spudgaw · 4 years ago
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Week 3 - 234
Oops. I forgot.
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spudgaw · 8 years ago
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Week 2: I took Week 2 off.
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spudgaw · 8 years ago
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Week 1: Retrospective
I have no executable for week one.
I learned that I need to manage my time better and not get too caught up in details and such. At least not right at the outset. Because I did that I have less than an executable to show, I have nothing. Not even a (complete) door model.
Part of this is my own lack of skill, which this challenege is meant to address. Part of this was I just didn't feel well during week one. I blame the universe.
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spudgaw · 8 years ago
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Week 1: Thursday
A week, but only like 4 days of it
It's been a rough start, and I don't really have anything to report. I took the last two days off because I'm not feeling great and didn't really want to spend all my time in front of my computer (jokes on me, youtube and reddit are eating my life)
I attempted to make a door model after hours Monday but it is kinda rubbish and I'm not super into it. I've set up a kanban board to get an idea of what all the parts I want to make are, so maybe that will help out a little bit.
I feel like maybe the idea was more ambitious that I had originally thought, or the "if I have time" parts are just so much more interesting to me that they're constantly in my mind asking me to do them instead of trying to have a working executable by Sunday.
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spudgaw · 8 years ago
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Week 1: Monday
A day with no focus
I had hoped for today to get the minimal viable product done or mostly done, instead here's what's happened:
I cleaned my bedroom
I watched some Unity Videos on how other people have implemented some of the fetures that I want but aren't part of the mvp
I watched the first two episodes of Gravity Falls
I made a color pallete file to use as a UV texture for basically everything. (A suggestion in this video)
So I didn't even model the door today, which since the door is kind of the star of the game was probably pretty important. Hopefully things shape up over this experiment. Beginner's nervs perhaps.
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spudgaw · 8 years ago
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Week 1 Theme: “Get through the Door.”
The week one theme has been chosen in advance, which perhaps has given me a little too much time to think about it ahead of time. Even thought that violates the spirit of the exercise it doens't really violate the point of it.
Tonight I've written a rough design doc (which I'm sure looks nothing like an industry design document) and given myself a minimal viable product to create and then build upon.
I've also set up my workspace and made a git repo in this week's folder.
The Week One project will be due on 14 May 2017 at 11:59 pm CST.
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spudgaw · 8 years ago
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Week 0: Event Manager Toy
Another toy getting ready for making a game every week (or trying to anyway.)
This one uses an event manager to tie entering a trigger to two different events "FanON" and "FanOFF"
It works quite nicely, and if I could extend the information associated with the events it could be a pretty good foundation to event driven design.
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spudgaw · 8 years ago
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Week 0: Toy Raycast FPS
A toy raycast shooter roughtly following the Unity Official tutorial on the subjuct.
Most of the effort here was getting the coins to do the little sin wave bob and spin, as the physics engine doesn't like it when you yank control away from it.
In retrospect I probably could have just turned off rigidbody gravity for the coins unil they were disturbed, but the solution I used was to manually set the y velocity to the dirivitive of the movment. (Easily found since the movment is a sine wave the dirivitive is the cosine of the same value)
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