Life is a journey man… I’ll tell ya. For the last couple years I’ve been toiling away on this game. I mean, It’s a full time deal, but when you’re going balls to the wall at a project, i.e., devoting your full time, attention, and all the resources you have available, the shit will shake you.
I’ve sunk about three years into this project now. I’m hoping that I have less than a year to go, but there’s no real way of knowing. Life has been throwing me a couple curves lately. I’m ducking, dodging, and doing my best to move with the flow. Nimble as I may be however, there’s no way in Christ’s cold Hell that I could get by without the help of my friends and family.
My friends know who they are and are cool enough to not need validation through some lame blog post, but god dammit, I love the bastards.
Anyway, here’s a screenshot of some recent stuff… Make of it what you will:
Hello again. Just wanted to check in and let everyone know that the grind continues. Slowly, but surely… Excruciatingly, but inexorably! Development limps forward as I push towards glory and liberation.
Did I mention this last level is five times bigger, five times more complex, and five times more intense than any of the previous levels? Well, it is. It has to be. It’s the piece de le resistance! But that also means it’s taking five times longer to get done (probably longer if I’m being honest).
So far it seems pretty fun though. As you can see in the GIF, this particular section is pretty fast paced. Anyway, that’s it for now. Back to the grind.
But the gears turn all the same.
So, due to some unforeseen circumstances, development got put on hold for a couple weeks. Nothing catastrophic, just a minor setback. This last week, I dusted off the previous save file and picked up where I left off. In case you forgot where that was, it was at mid construction of the final level. This level is really taking on some serious shape and is about 3 times bigger and 5 times more complex than the next biggest/most complex level. In typical overreaching me fashion, I am pushing myself to the limits of my abilities and really feel like I’m riding the edge of a cliff. Brainstorming and prototyping new ideas is very stressful. It’s very easy to burn valuable chunks of time by building something and then finding out it’s not fun to play. Little by little though, the level is coming along and rest assured that I will be taking no shortcuts!
At the moment, the structure of this final level can be broken down into five parts/stages. Of the five, two are done and the third is about halfway there. All in all, things are looking pretty decent so far, but there’s still plenty of work to be done.
In other news, you may have noticed on the way in that I’ve done a bit of remodeling on the old website! Game development is hard, but web dev is straight up infuriating lol. I won’t go in to details, but believe you me, there were some vernaculars flying around here that would make a sailor blush. Buy anyway, yea, I persisted and I like to think that the place looks a bit nicer. I’ve also set up email subscriptions so feel free to join the party! If there’s anything you do or do not like about the new setup, please feel free to let me know. Just about every link on the site points to a way to reach out to me so take your pick. That’s all for now, sign up for email notifications and check back soon!
Close…. getting closer!
I’m currently working away at the final level and it is certainly looking interesting so far. As of right now, the level is actually split into two scenes with the first being an intro for the player to explore before transitioning via cut scene to part 2. In part 2, the fun begins. The player will be having a show down with the final boss in a 3, possibly 4 (or even more, who knows!), part fight. It’s getting weird and wild and psychedelic! Here’s a teaser for you!
I know I haven’t been super vocal lately, but I just wanted you to know that I’m still working very hard on Data Dream. I’m currently working on the last level and it’s looking promising so far. I do want this to be the best level though so I’m taking my time and doing everything I can to ensure that it delivers.
On a side note, I’ve now set up a Twitch stream where viewers will able to see watch as I wear my fingers to the bone, furiously typing up scripts and stuff. I’m out of town for the next 6 days, but when I return I’ll be kicking development into high gear and will be sure to have the stream up. I’ll make another announcement when that time comes. In the meantime, if you want to go ahead an subscribe now, my channel is https://www.twitch.tv/hydrasin
Anywho, hope all is well in all of your worlds! Here’s a parting sneaky peeky!
Getting just a little bit closer to the end of the level development process! Though you can see from my other videos that my game is a 3rd person RPG, I wanted to change it up for a level. It was a good deal of extra work but I think this one is beginning to shape up pretty nicely. Figuring out the eyeball enemy dude was a real headache though.
For those of you wondering, I got the bendy tube effect by using the Curved World Shader asset from the Unity Asset store. It’s one of the few assets that I haven’t made myself simply because writing shaders is for wielders of arcane magic (An art form I was not blessed with). It was a little tricky getting the hang of it, but I think it looks pretty cool.