Ah, another E3 has come and gone. Well, technically it only just started, but the press conferences from the big companies and all the big announcements always start the day before the convention opens to the public. The Electronic Entertainment Expo is known as the largest gaming show of the year, with millions of viewers. Despite that, I’ve talked with other people who actively play games, and even employers who are technically in the gaming industry, and most of them still have no idea what E3 is. It’s still a time for the hardcore and truly dedicated, and not nearly as mainstream as one would think, even if updates in gaming this week will be read more than updates in any other entertainment medium.
Tag Archives: frustration
Drew and the Floating Labyrinth updates – Giving Drew Some Color
Some game development updates on “Drew and the Floating Labyrinth”.
First, realized that people have different input methods with computers. It’s one of the many reasons why computers are worse than consoles to develop for, because you have no idea what the gamer has with their computer rig, even if there is potential to make a better experience on PC than anywhere else. I’ve already had gamepad and keyboard+mouse+scrollwheel made, but also updated controls to work without the scroll wheel, best for people on laptops for example. I really should consider some form of touch controls too, just in case (but won’t until the very end). I probably won’t update the demos continuously with fixes like this, but we’ll see. Thankfully, Unity3D makes it really easy to update input methods: you can “define” a input button, then define several versions with the same name, each with its own real keyboard or gamepad button. Nice.
Also tried adding more color to Drew: her red hair.
Unity 3D Jerky Camera – Resolved
I’ve had issues with my Unity 3D project lately. If I zoom in towards a character and move around, the camera seems jerky, especially when looking at the background as I move. This doesn’t seem an issue with zoomed-out camera, strangely.
I’ve experimented a bit, but still don’t know exactly what the cause is. It seems the smoothing-variable I’m using has little effect, as when I zoom in the camera must follow more closely to the character’s position. It also appears mainly when I jump and walk, instead of just jumping or walking alone.
Some Cool Crowdfunding Projects (May 2014)
Oops, almost forgot about showing off new crowdfunding projects this month. I’m very busy, and should have more to say in the next several days. Anyway…
Interestingly, Kickstarter.com added new categories for the “games” section. Put it to good use as you search on your own.
Also, I continuously get frustrated when people on indiegogo.com ask for people to fund “them” rather than ideas or projects, saying that “they are full of potential but don’t have any money,” etc. The site really should implement a review process before letting just anyone put crowdfunding projects up.
Continue reading
New Living Area
The last week was busy for me. I just moved out to a new place! A place that’s about half the size, but the rent and location are ideal. House-mates also tricked me in doing a terrible paint-job for the room, but that’s my fault.