My brain makes things explode.
Posts tagged Life
Head in the Clouds…
Sep 8th
For starters, allow me to restate something from my Twitter. It seems I’ve been looking down at the streets below for so long that I’d forgotten to look to the clouds above. And I’m disappointed in myself, because I’ve defiled my fervor for knowledge by holding it above others. While there are a number of places where I have not shown that side of me, there are a good many where I have acted harshly, treated others negatively instead of helping them to improve, merely because they did not meet the standards that I claimed to hold myself to. I apologize to the people who have had to see this side of me, and I hope that the rest never do. I am tired of staring at the streets, where I used to be. I am disgusted that it took me making a series of incredibly simple, ridiculous mistakes this afternoon to realize that I had allowed my ego to greatly surpass what is warranted, and allowed myself to fall into this rut that has been bothering me so much. I have allowed myself to drop to the point where I have not put the whole of myself into a task, including learning, and have instead merely picked at what I thought I wanted, without knowing it – in short, I have allowed myself to become the very thing that I loathe (forgive the cliche).
Here is a glimpse of what is to come, however:
It is time that I start running a tutorial series again. I don’t feel comfortable slipping back into the 2D game tutorial that I had run before, because much of it is inferior work, in my eyes. I want, instead, to write a series of tutorials going from the ground-up building a three-dimensional Pac-Man clone. This is something that doesn’t require any sort of amazing graphics skill, and is a great introduction to three-dimensional programming. I plan to have the tutorial use OGRE 3D for rendering purposes, and a number of other libraries – including SQLite (high score database), Squirrel (scripting for the ghosts), and OpenAL (Audio.. if you had to guess <3).
Second, I am going to start pushing work on my LCAR project when I return from the Oceanside area. It’s time I took to a project that required my learning, and growth of my knowledge. It’s not going to be anything amazing, graphically, but perhaps I’ll be able to turn that into a selling point, if I can morph it into something unique-looking with strange graphics shaders. At the very least, perhaps I can come up with some interesting things to throw into this almost neglected blog.
And finally, I am starting work on a two-dimensional, console-style role-playing game for the iPhone/iPod Touch. I don’t yet have an iPod Touch (and I don’t intend to get an iPhone), I do plan to get one at some point for the sake of this project. I also intend to get iTGB, which will be used for this project. This will be the first project that I have ever actually attempted to sell, and I’m going to be working overtime to make sure that this is worth every penny I charge for it. even if I only intend to charge approximately one-hundred pennies for it. D:
And so, in closing, it’s time for me to start accepting my life, and holding the results of my choices dear to me, even if they may not be to my liking. Most importantly, it is time for me to start pushing toward my goals. I fully intend to go to Casual Connect 2011, for my first attempt to pass. I’m nervous now, but one of my goals is to manage to overcome said feelings of foreboding, to conquer this fear of peoples’ opinions. It’s time that I allowed myself to flourish. No more hiding in the dark – I am here to stay.
Work, Stress, and LCAR
Aug 27th
Aaaand, not surprisingly, here I am again, after paid little to no attention to my blog in gods know how long. Work’s been long and tiring recently, and it’s showing no signs of letting up any time soon – I suspect it’ll be a good while before I’m able to get a good amount of work on games done. It’s rather stressful, but at the same time, calming. Maybe it’s because I don’t have time to over-think life at the moment, but who knows.
Alright, so some nice things (and some not-so-nice things) have happened recently. Firstly, I’ve left KBFail for the umpteenth time, and I have no intention of going back. I’ve also switched (again) to using my iMac, and I’m hoping to stick with it this time around – it runs WoW decently enough, and I’ve found myself playing few games recently (Before it hits your mind, though I’m likely too late as it is, it is not because of WoW. I haven’t been playing that much, either), instead opting to do research, mentally prepare for my transition, trying to be a slightly more cheerful person, and working on development.
On the note of development, I’m still in a rut. I’ve come to the conclusion that I have to firmly put my mind to some tasks and force myself to push through and to apply myself to my goals – which is definitely an improvement. I’m starting to work out again, trying to get my body into better shape (again in preparation for my transition), eating healthier, and drinking less soda on the health side of things, while I’m trying to push through my distaste for my awful programmer art and trying to at least create semi-decent placeholders to allow myself to work on projects that I’ve been wanting to work on, such as LCAR.
And that brings me to the next topic: LCAR. The project is still very much in planning, and I’m considering taking it to another level. I’m currently considering the implications of investing in an iPad for development purposes – not only would it give me a better platform on which I could create programmer art (I may suck with a pen/paper, but I’m still better with it than with a mouse), but I have a new platform to target. I’m still working it out to try to determine whether or not I think it would be a worthwhile investment, and I’ll keep you posted on that. If I do get it, I intend to get the Torque engines targetting iOS (currently only iTGB, though iTGE is being worked on), and I intend to distribute LCAR on the iPad as well as my already-determined Mac and Windows releases. I think it’ll be pretty interesting, and we’ll have to see where it goes.
And for my last topic, I am going to be attending Casual Connect in Seattle, WA next year, mostly because I really want to meet the TorquePowered team. This is gonig to be my first time going out in public as.. well, me. I got some great encouragement from Mich Perry on the Torque team, and I’m confident that I, at the very least, am not going to have rotten fruit thrown at me for being what I am. At least, not from the Torque team – I can’t vouch for the rest of Seattle (:P). If anybody else is coming, or has suggestions for places to stay, I’m all ears. Looks like, on top of my development goals, I have a lot of work to do if I’m to be comfortable going out in public, and if I want to pass.
Wish me luck!
Some Changes
Apr 7th
For those of you watching my Direct3D tutorial series, I apologize for the continued delay of the Keyboard Input tutorial. I’ve been having some life issues coming up recently, and have been putting in ridiculously late hours at work, all of which take priority. I also got Red Steel 2 and Final Fantasy XIII (and a DSi XL), so my time’s been stolen. Decided it was time for a fresh start on my computer (I do that every now and then), and I was too lazy to download the copy of Windows 7 Ultimate that I had pre-ordered while I was in Afghanistan, so I installed Xubuntu for a while (I feel dirty. I really don’t like Ubuntu. It takes away the only reason anybody should ever want Linux in the first place.) Don’t worry, because I backed up the project files, and I’m going to be reinstalling Windows 7 tonight – assuming I get off work at a reasonable time – and will be able to continue the D3D Pong series.
Which brings me around to my next point. Unlike what I had planned, I am probably not going to be continuing this engine after the Pong clone is complete. I just don’t seem to have the time anymore, and I feel that my time is better spent with Erin and working on other life issues than releasing these tutorials. In short, I don’t feel that I could release the series in a timely manner. Don’t get me wrong, I’m still going to be programming, and I will still be developing tutorials – even a couple series tutorials. I’m just not going to be worrying about releasing the tutorials on any sort of deadline, and most of them will be one-shot tutorials (kind of like my XBOX 360 Controller Input tutorial at CodeProject).
Sorry if this is bad news for anybody, but you gotta do what you gotta do. I’ll still be available for help, if you want it. Best place to hit me up is #snoopy at Keyboard-Failure.
Beh
Mar 28th
Alright, so I thought I’d give a bit of an update, since I was trying to release the next tutorial in the D3D Pong series today. I spent this week (meaning my twenty-first birthday) with my girlfriend, and while I have the code written and in usable condition (written while she was at work), I have some tinkering to do to get the mouse input working properly, and then I have to actually write up the tutorial. I’m also in the process of setting up a GIT repository for the game engine, in which I will store the latest changes to the engine. But right now, my mind is still in Phoenix, and I’m not in the mood to write up the next bit of the tutorial. I will give you a bit of a roadmap for what is to come in the future, though: (subject to change)
Tutorial 4: Input
Tutorial: Basic Collision Detection and building the Pong prototype
Tutorial: Audio
Tutorial: Piecing the Game Together
Tutorial: High Scores
Polishing Addon: Shaders
Polishing Addon: “Event”-based programming
Polishing Addon: Particle Systems
Need to stop being lazy.
Feb 16th
Well, I’ve come to the conclusion that I need to stop being lazy and get some work done on the OS X port of Waxy’s Sushi Party. So, for the next couple of nights, I am going to start working my ass off to get an early prototype ready.
This means a lot of playing the game, taking notes, and fucking around with Torque Game Builder for me, and nightly development blog entries for the whole.. two or three of you who read my blog. Yeah, so, enjoy. >.>
