Lately I’ve become a bit obsessed over how to manage to work on side gamedev projects after 8 hours working/programming at the office. And everytime I think about it the same idea comes to mind: If I manage to periodically tell people about what I’ve worked on, it will keep my motivation up to keep working, so I have something to show the next time, and so on.
And that’s what I’m trying to do here. I will use this blog and my twitter to keep a constant stream of reports for a fictional audience.
After some the less-creative projects I’ve been working on (Chip-8 emulator, tinkering with DX11…) and lots of hours of gamedev-related-but-purely-technical tasks at work, I really feel like making a game. This implies lots of technical work, of course, but also comes with designing, prototyping, iterating, etc, which I really fancy right now.
Because ideas alone aren’t worth shit, I can openly talk about what I intend to do (who knows where this will end up). The idea is simple: a 2D vertical platformer where the player ascends through a tower (hence the name, Babel) shooting and jet-packing around. Graphics will be 3D (models, not sprites) and I intend to do this from almost scratch in C with maybe a little bit of C++, and DirectX11.
I’ll admit I seriously considered to use Unity or, specially, Unreal to get rid of some heavy parts. But I know almost nothing of both engines and I enjoy infinitely more spending lots of time to roll out my own solutions than learning how to use one. And it’s more rewarding. And more didactic. So yeah.
So, bottomline: I’m making a game and I will post about it here once a week without fail, even if I don’t have much to show. Just a little work matters. I spent a week tweaking a single asset? Good, it’s more than nothing. Hell, I’ll post here even if I did nothing so I can be publicly shamed. Also, I will post media whenever possible: screenshots, videos, gifs, audios, concepts, whatever.
Wish me luck!
Week 0: Starting Babel and declaration of intent
Week 1: Lots of thinking, a bit of working
Week 2: First in-game screens
Week 3: Frustum culling, physics and happy new year
Week 4: Code refactor, usage code first, back to work
Week 5: Collision management, Player controller
Week 6: A bit of movement, a bit of art style
Week 7: Absolutely nothing!
Week 8: Gamepad, hanging and camera work