“True King” will be at GDEX 2019 (Columbus, Ohio)!

I announced last week that “True King” will be exhibiting at GDEX (Game Developer’s Expo – https://www.thegdex.com/ ) on the weekend of October 12 – 13, 2019 in Columbus, Ohio. That’s in 2 weeks! And it will be the first public showing of gameplay outside of Michigan!

… well, I hope it’ll be playable by then.

GDEX 2019 looks to be a fun time in Ohio!

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“True King” Update (2019/08) – Character Creation and In-Game Cutscenes

The WordPress interface says I’ve published over 200 articles on this blog. Cool!

In the past couple of months, I’ve updated the website for “True King” to be a bit more up-to-date (the first time I’ve updated it since 2017). Notice it contains a new video, private to YouTube and only available to view on the site, giving a glimpse of the current state of the game’s environment. I’ve tried to push the site to Google’s indexing system, but unlike the past, I notice Googling “true king game” doesn’t bring up my game in the early results, one of many issues that will no doubt affect the game when it eventually releases.

But today, I want to focus on new developments I’ve added to the game: a character-creation system at the beginning, and an internal ‘cutscene’ system that takes place during gameplay.

A screenshot of the official website for “True King,” as of 2019/08/25

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Talking About The Design Document of “True King”

Wow… almost 3 months without a blog post. That seems bad.

Actually, I’ve made some progress on my indie game development, and have been slowly showing parts of my progress at a local game dev meetup. And slowly, I’ll be posting that content here as well. I hope to have a lot more from “True King” in the near-coming months.

For now, let’s talk about the complex gameplay pitch. I haven’t really done that on this site all this time.

Making comics in my spare time provides a lot of memes to reference.

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Social Media in 2019: Trying “Instagram”

Did anyone notice I now have an “Instagram” link on the social media menu on the side of this website? No? Well… it’s there!

I’ve used primarily Twitter for my social media updates. I’ve heard from many people that Instagram is the hottest social platform du jour. You can’t really advertise your brand, or indie game, without it. I thought I’d give it a try. In many ways, I love it and hate it.

Instagram profile as seen in desktop web browser

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Facing the Camera: “Physics.Raycast” vs “Vector3.Dot” in Unity3D – PART 2

After further optimization testing, I felt I had enough content to write a new blog post, to follow up the original article from earlier. The big reason is because the results I came up with were wrong, due to a major flaw in my testing environment. This article will cover physics colliders parented to other objects, dot product vs raycasting, and a little bit of multithreading in Unity3D.

A lot of random-looking dancing objects. This is harder to compute than you think!

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