*YAAWWWNNN*
I'm extremely tired, so I'm going to keep this short.
Today after work, me and a couple people (friends =)) from the office grabbed a coffee, sat on the grass inside the University campus, and just chatted about games. Sometimes I think it's good to just step back and realize how far you've come. Those who know me also know that I want to go much further in my career, but if you told my 11 year old self that I'd be spending an afternoon sitting on the greenest grass I've ever seen, looking at rays of sun through summer leaves, and chatting about games with professional developers, I think my 11 year old self would explode. On top of that: dude, I am a developer!
It is an interesting note in character development. Perhaps a character whose initial goal is A, switches his goal to B. In the process, he forgets about A; but halfway to B he steps back and realizes he's already gotten A. A and B can be replaced with almost anything. And the character doesn't always have to get B in the end. Maybe it ends with the character lying in a pool of blood, realizing that he achieved what he wanted as a boy, and finally feeling good about himself.
This has been an interesting thought, at least for me :) I should do this more often
Wednesday, June 17, 2009
Saturday, March 21, 2009
The Fun of Fluke
Again, without giving any details on the game, there's something I wanted to discuss about what is going into it.
This being my first game (well, game that will see a public release, anyway), I'm the most green person on the team. However, I've always been good at breaking stuff -- finding exploits in games and using them to my advantage. It's funny how much exploits play a big part in making a game, and how much something that you think is fun, doesn't become fun until you try to break it, and that breaking is what turns into the actual mechanic.
This being my first game (well, game that will see a public release, anyway), I'm the most green person on the team. However, I've always been good at breaking stuff -- finding exploits in games and using them to my advantage. It's funny how much exploits play a big part in making a game, and how much something that you think is fun, doesn't become fun until you try to break it, and that breaking is what turns into the actual mechanic.
Thursday, January 22, 2009
I could tell you, but then I'd have to kill you
So today at work we made something super fun. It's a real shame I can't talk about it, but hopefully one day.
Basically this blog is here for future purposes. Once the first game is out, I'm going to start talking more in depth about the process that went into making it. It should be a blast.
I'm pretty bad at updating blogs, though, so it might take some time for me to get used to it.
Oh yeah, and on top of that, this is also a personal blog, where I can bitch about shit. Like the fact that NHL 09 just came in today, but my uncle's been on the TV's since I've been home. Agh, gotta get my own place!
Basically this blog is here for future purposes. Once the first game is out, I'm going to start talking more in depth about the process that went into making it. It should be a blast.
I'm pretty bad at updating blogs, though, so it might take some time for me to get used to it.
Oh yeah, and on top of that, this is also a personal blog, where I can bitch about shit. Like the fact that NHL 09 just came in today, but my uncle's been on the TV's since I've been home. Agh, gotta get my own place!
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