00:00
00:00
VulpesHilarianus
Y'know, I honestly didn't think common sense was a superpower. And then I noticed that myself and everyone else I know lacks it.

Age 29, Male

Freelancer

Somewhere Beneath England

Joined on 8/3/12

Level:
2
Exp Points:
30 / 50
Exp Rank:
> 100,000
Vote Power:
2.27 votes
Audio Scouts
1
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
5
B/P Bonus:
0%
Whistle:
Normal
Medals:
99

Videogame Development: "Please Have Mercy" Ultra Super Hard Mode

Posted by VulpesHilarianus - January 7th, 2017


So here's a thing: I've been making games. Or trying to. Or, really trying to learn how to make fragments of games. So far I've got plenty of awesome stuff down. Like building levels. Or getting the character to move. Or having the moon fall out of the sky because I forgot to exclude it from the gravity simulation. That was a fun one.

But yeah, this stuff isn't a joke. It's hard going, and there's no real way to "instinct" your way through it like you can with animation or music. There are hard set rules in how these systems operate, and you really don't have creative freedom in creating the rules yourself.

What makes it harder on me is that I can't even touch the boundaries of the rules. At least, not fully. Because I can't code for shit. I learned barely enough Python to keep myself afloat, but since I haven't needed it I've long since forgotten it. And yet I can't forget that Route 117 has two Triathlete Trainers with level 37 Dodrios, despite Pokemon Ruby and Sapphire coming out over fourteen years ago at this point. Anyways, I'm going forward with this without knowing how to code, solely relying on the tools given to me since I can't make new ones for myself.

But the two biggest problems come with the position I've put myself in. The first half of that is that I don't have money to fund co-creators to work on this with me. Unless somebody wants to do it for free, I'm on my own. And secondly, I'm working in possibly the most under-utilized and worst documented game engine to exist: Blender Game Engine. Almost everything I've learned at this point was by accident, ruinous experimentation, or taking hours-long strolls through the BlenderArtists forums to see what games they were working on.

I've found two things out at this point. 1.) Almost everybody working in BGE decides to move to Unity or Unreal, and 2.) The amount of released games for a game engine that's almost seventeen years old at this point is absolutely tiny, and they're all proofs of concept rather than ready retail releases.

But I'm not deterred. In fact, this makes me want to go forward even more. It might be my stubbornness. It might be my laziness, not wanting to switch engines when I'm this far into having complete competency with this one. It might also be pride, refusing to allow me to go through easy mode by using Unity or Godot. In the end, what I make of this will be proof for a lot of people and a milestone for myself. And if I can do it using this convoluted mess of a game engine, I can do it with anything. 

4252610_148379763761_AnimationJumpTest.gif


Comments

Comments ain't a thing here.