Thursday, May 31, 2018

Finally Got C# Codes to Work!

To the surprise of no one - meaning everyone I have mentioned this fact to - I have had an amazingly difficult time handling C# programming, one of the key components to game development in Unity 3D. I have said multiple times that my brain shuts down when trying to grasp even the simplest on concepts in C# codes. It's never been a matter of me not trying. It's always been more of a thing where I can't seem to understand the core of what's being told to me when I read these codes.

It's a steep learning curve. There is no doubt about that. For me to even think about C# programming it has been daunting. It's been hard for me to muster up the courage to evaluate a single code and actually try typing it out myself in Visual Studio. The amount of work that goes into these codes to do what they do in game engines is astonishing, and it reminds those who want to get into the Gaming Industry that the title of Programmer has to be respected.

After years of not being able to get anything out of studying code, I recently went back into Visual Studio and gave some codes a try. Of course, these codes I have gotten from tutorial videos on YouTube, so it's not like I came up with these codes myself. Nonetheless I tried them out. I typed the codes out the way they were intended to, and wouldn't you know that these codes actually work?

I can't describe just how happy I was when I got my first ever code to work. This code happened to be a Moving Platform code where you can redirect a platform by simply moving around the tagged points of the platform's destinations. You can click and drag the tagged points anywhere you wish and the Moving Platform will go to those points.

I also tried two other codes that are tied with each other in some way. These two codes involve getting a low poly water plane to move as if it has waves. These codes were especially interesting since my current game project will have the low poly art style. It took some tweaking and tinkering, but I managed to get a plane to function as low poly water. With these codes I can be able to adjust the noise as to how aggressive the waves look and I can make the water plane as big as I want.

Programming is tough. Learning how to code in C# is steep. There are many programming communities out there, and the learning experience is invaluable to those who want to dive into the core technical details of game development.

Monday, April 23, 2018

Working on what you want to do...

I chose this picture because I'm too lazy to find an intro pic.
I'm working on what I want to do, and boy does that ever feel good? Has it tested me? Yes. Has it made me tired on some nights? Yes. Game development is a process that can't be seen as an overnight thing. When I started my fangame project (just look a couple posts below this one) I knew what I was getting myself into. I didn't have much help going into this, but I recruited teammates. I asked around to see if people were interested, and guess what. There was a ton of interest and I dove right in.

To be honest that's how success is achieved sometimes. You won't be given anything. You won't be given a pat on the back when things start. You won't be able to copy those who inspire you to start your game project. In my case I can't be another Lake Feperd, the one who helped create HedgePhysics. I can't be another Christian Whitehead, who started out as just a Sonic fan but helped make one of the best Sonic games of all-time, Sonic Mania. I can't be any of the great game dev minds that came before me, like Yuji Naka, Shigeru Miyamoto or the late Satoru Iwata. I can't even be someone like Nolan Bushnell, who helped build a gaming empire in Atari in the 1980's.

The thing is I'm totally cool with being myself. I make my own way, I take my own risks and I try my best to lead by example.

Game development is hard work. In at least one aspect it always has been hard work. I know that but it's something I want to conquer. It's something I want to do so I can look back at a project and say "I did that with a team of people who shared the same passion as I did." 

At the end of the day this is all rewarding to me. It will be rewarding when gamers get to play a game I help make. No matter what the reactions of gamers will be to my games, I will be able to tell stories to other people. I will be able to say that I did something special with people and that we got together and made something gamers will like.

I want to put smiles on people's faces, and for the right reasons. I want people to believe that creativity can still be a good thing. I encourage creativity. I encourage people to reach out of their comfort zones and find a part of them that they previously didn't know they had. I encourage people to chase their own dreams just as I am chasing mine.

As a game dev I want my legacy to be read like a story, and here's a little paragraph of what I'd like that story to be;

"Here's a guy who was willing to take a chance, despite what harsh critics of his ideas said. This is a guy who challenged the Status Quo of game development and didn't apologize for doing so. This is a guy who wanted to bring people together and make something that gamers would like and appreciate. This is a guy who loved to create, inspired others to create, thought outside the box and stayed true to himself."

Friday, March 23, 2018

Whatever You Do, Give It All You Have

Probably not the blog post title you were expecting, but it's something I think many gamers should think about. Whatever you do, give it all you have. Leave nothing on the table when it's all said and done. Do whatever you have to do to get the job done. Put it all out there for everyone to see.

Fight for your dreams. If you fight for your dreams, then your dreams will fight for you. You have to be willing to make the right adjustments to get a project started as a game dev. You have to be willing to communicate with your teammates. You have to be able to trust your teammates. You have to establish common ground and let your team know that you're gonna be there for them.

Any game project that you start takes on some sort of meaning. At least that's how I see it. The game project I'm running right now takes on a great meaning for me as a game dev, but it's also something really cool for my teammates. This is a fun learning experience for us as a team, to not only grow and improve our skills but to also become more aware of what it takes to get stuff done in game development.

I have fought to even get the chance to work on a game dev project. It's taken me years to get noticed, a few years longer than what I would have hoped. Nonetheless I'm finally getting my chance in game development, and to all my nay-sayers who think I'll never make it in the Gaming Industry, I'll gladly show off the finished results of this game project when it's ready to be played by gamers. Nay-sayers who don't like guys such as myself who used to just write stories, prepare to eat crow.

Whatever you do, give it all you have. Put your name out there. Show off your skills. Show the masses what you can do. Show people your willingness to improve and get better in game development. By doing this they will remember you one way or another. "What we do in life echoes in eternity." Russell Crowe's character in Gladiator said that, Maximus Decimus Meridius, and that's true. What game devs do in making games will echo in eternity, in one way at least.


I've read all the encouraging stories in game development, from people like the late great Satoru Iwata, former Nintendo President, to Nolan Bushnell, a visionary who helped run Atari in the 1980's, to the other names in game development such as Charles Martinet (Mario), Kevin Miller (Sly Cooper) and James Arnold Taylor (Ratchet), voice actors who have a knack for bringing game characters to life. They all got their starts somewhere. Someone else took notice of them at some point.

It's one thing I told my good friend Wesley Adams, one of the co-founders of Multivarious. "How bad do you want it?" At this point in time, in 2018, I want it so bad. I want to prove to many game devs out there that I can hang around, that I can help make a cool game for everyone to play. Hopefully most people will end up really enjoying this game my team and I will put out there.

I'm thinking about my name, my reputation and my legacy as a game dev going forward. I'm also thinking about my love, passion and dedication to the Gaming Industry as just a gamer and a fan. I'm thinking about the knowledge I have as a gamer, what I know about video games and what I can apply in game development. I'm thinking about all the people in my life who have inspired me and helped me progress along the way.

This project is for those who have believed in me and didn't stop believing in me.

Whatever you do, give it all you have. Leave nothing on the table.

Concept Art by Arrzee

Monday, February 19, 2018

Busy Working

Readers of the Gaming Journalist Gazette,

Hello. I'm still thinking about this blog and I'm still intending to post more things about my fan game project and about other game development-related things. My time has been limited because I have been dialed in. I have been super focused on game dev stuff, and so much so that I haven't had time to write any blog posts here.

Having said that, though, I'd be glad to show you guys some things I have been creating lately. I will give you guys a small sample of what I've been able to make. The software I use to make these things is a familiar brand and it's easy to use. Here's the beginning of my graphic art gallery! Until we meet again...

-Steven Timothy Vitte



Saturday, January 20, 2018

Miles Prower: My Fangame Project


Sonic Fangame Project: Miles Prower

Readers of the Gaming Journalist Gazette blog, welcome to 2018, and welcome to something that you may or may not have seen coming. Since the Fall of 2017 I have been working to make something a reality, and now as of this post I can say that I'm getting closer to making this dream a reality. I have kept this work private, with only a few select people knowing about this. I feel that now is the time to deliver the news about this project I'm working on.

The video above explains everything. The project I'm working on happens to be a Sonic the Hedgehog fangame, but here's the catch. This game won't be about Sonic. Nope. In fact, this game will center around Sonic's sidekick, the two-tailed fox named Miles "Tails" Prower. Now why Tails, you ask? I believe that we're entering a time when other characters in the Sonic universe need to start stepping up and show what they can do, to be themselves and rediscover their key character traits.

I have chosen to make this fangame about Tails for a few reasons. One big reason is because of Tails' 25th Anniversary in the Sonic franchise. October 16 - November 23, 2017 came and went and all that Sega and Sonic Team had to show for their appreciation of Tails was a special bundle of merchandise in their Sega Shop online. Now this merchandise looked great and these pieces are worth purchasing, but it doesn't nearly make up for what could have, and should have, been a special moment for Tails in the recent 3D Sonic game Sonic Forces. 

As we can tell from reviews and sales, Sonic Forces has been received as another sub-par entry in the Sonic franchise. Some love the game, some despise it, some think it's just okay, and others are indifferent towards it. One thing is clear; Sonic Forces will not be the game that will reunite the Sonic Fanbase, which is near impossible to do anyway.

One of the biggest complaints raised from Forces was how Sega and Sonic Team chose to portray the character of Miles "Tails" Prower. We can point at games like Sonic Unleashed, Sonic Colors, and Sonic Lost World and say that Tails' characterization didn't hit the mark. In Sonic Forces this was also the case as the general perception gamers will have from this game is that Tails can't take care of himself, that he doesn't know how to fight, and that he needs Sonic's help 24/7 to get anywhere in life.

^ That's the current general perception gamers are going to have of Tails whether that turns out to be true or not years from now. It's up to the reader to either agree or disagree with this perception.

Now let's talk about my fangame project. Why am I doing this? Did I put any thought into what I wanted to do with this concept? What's the goal?

I am working on this project because I want to put the character of Miles "Tails" Prower back in a good light. I want Tails to succeed as a video game character, and I believe he has every right to succeed. After being in a franchise like Sonic's for 25 years, it's time that characters like Tails should be rewarded for what they have done, and not be punished because a game dev team doesn't know how to handle them anymore. (Hello, Sonic Team...)

I am doing this because I have a vision, a blueprint of where I want to take Tails as a character, both in the gameplay sense and in personality when it comes to cut scenes. I know where I want Tails to go. It's just a matter of implementing that vision and making it come to life. 

The goal is simple enough. I am attempting to elevate the status of Tails and show a different side of his character that I feel is being kept hidden by Sega and Sonic Team. Whatever the reason is for them to hide this side of Tails, whether intentional or not, I believe it's just not valid anymore in this day and age in video games. There's no longer any excuse for hiding it.

I am currently assembling a team of passionate game devs, and Sonic fans, who share the same vision that I have, and they too want to bring this vision to life. Let me run down the people who will help me make the fangame "Miles Prower" something special.

Peter Fulker - Music Composer
Aleksei Semjonov - Sound Effects Maker, VA Director
Anthony Negron - Level Designer
Balaji Sethuraman - Level Designer
MrTreesSappling - General Concept Designer 
Voice Actors:  
GamerGuyd7Aces
UltearSorrows
Jaeshaan Thomas
Christian O'Connell 
Luis Pagan-Gonzalez
Jobe Gonzalez
Alasdair Turgoose
Megan Pavel

There are many things that I want to start revealing when it comes to the "Miles Prower" project. As time goes on this year I will start showing my readers just what is happening with this project, where I'm taking it, who's joining the project, etc. This is an exciting time to get involved in fangames, especially Sonic fangames. 2018 is shaping up to be the year of the fox in gaming.

Friday, December 8, 2017

Mega Man 11: The Return of an Icon

 


It has been a long 7-year wait since anything genuinely new came from one of the most beloved video game franchises in history. After the release of Mega Man 10 on March 1, 2010 Capcom has only been able to release collection packages of past Mega Man games. However, during a stream in the beginning of December that honored Mega Man’s 30th Anniversary Capcom boldly revealed that a new installment to the Mega Man franchise is coming to modern consoles in Winter 2018.

Game Informer, one of the most recognizable game reviewing outlets, got their hands on Mega Man 11 to see how the new game played, and they gathered considerable information. For starters the art style of this game is delivering more of a modern anime-inspired look, whereas Mega Man 9 and 10 paid tribute to the original 8-bit art style. The selection process of which Robot Master players want to go after hasn’t changed from the 8-bit days as all 8 bosses will be available right from the start.

Mega Man’s controls are as precise and tight as they were in the early games of the franchise. Mega Man can still charge up his shots and slide to avoid enemy attacks. One thing Mega Man games are well known for is the challenge in platforming. In Mega Man 11 players can expect to experience the same kinds of challenges when reaching one platform from another just as they did when playing the original NES games.

Speaking of challenges, Capcom has acknowledged that not everyone is great at playing Mega Man games, so in Mega Man 11 different sets of difficulty modes will be available. There is the Normal difficulty mode, but there is also Superhero mode where Mega Man fans can really test themselves. Players who find Mega Man’s style of platforming daunting don’t need to worry as modes like Casual and Newcomer will be available for them.

While playing a level in Mega Man 11 players will notice slight shift in perspective as they will now have both a slightly higher and zoomed out view of the action. This will help players in preparing for what’s ahead in a level.

In the early NES games it was traditional for Mega Man to change colors every time a new robot master weapon. However, Capcom has envisioned a concept where Mega Man’s helmet will change shape to resemble more like the chosen robot master when different weapons are equipped in Mega Man 11.

Switching between 8 different robot master abilities will no longer have to be cycled through on shoulder buttons nor activated on the pause menu. Mega Man 11 allows players to quickly hot swap between weapons with just a flick of the right analog stick. This also enables the possibility of players to string together varying robot master attacks.

In an exclusive interview with Game Informer producer Kazuhiro Tsuchiya and game director Koji Oda described the development process of Mega Man 11 and how some aspects were challenging to address. Their approach to developing the game was to make it challenging but not too complicated while bringing back elements from past Mega Man games that worked. Tsuchiya and Oda confirmed that they had a nice pool of talent to choose from in developers, both young and old, being either avid Mega Man fans or experienced developers who have never worked on a Mega Man game before.

Mega Man 11 marks the return of an icon in the gaming industry who stands alongside Mario, Link, Kirby, Sonic and others as an influential character for gamers who want to test their skills.

Saturday, December 2, 2017

What My Future Holds

The title of this blog post is to the point. What my future holds is something that I have been thinking about for some time now. At this same point last year in December of 2016 I wrote to you, blog readers, about how I needed 2017 to be the year where I'd really get something going in terms of game development. Long story short, my boxing kangaroo 2D sidescrolling platforming game project fizzled out for a variety of reasons, and it's highly questionable if I'll ever get back to working on that project.

So where do I need to go now? What do I do? Or how about... what have I done recently?

Game Writing for a Friend

I've been in talks with a good friend of mine in the Columbus, Ohio area about wanting to write narrative for a 3D game. I'm up for the task, but it's just a matter of me trying out the game to get a feel for how it plays and what its story is really about. I need to jump on that soon. I can definitely see myself devoting some time to making narrative dialogue in this 3D game. I promised this friend that I would look into this game, and I will do that.

My Own Game Project

Also, I've been keeping myself busy working on a custom game project of my own. Right now I want to keep the core details of this game project a secret. I will only feel comfortable spilling the beans about this project once I have considerable progress made on it. I can say that I have people excited and genuinely interested, and that's a good thing. I'm putting in the work on programs like Unity 3D and Blender, and as you can tell this work has taken my time away from posting on this blog, so I guess I have a good excuse for not being present on this blog for all of November, huh? ;-)

Starting with Blender, I have had a VERY fun time working on this animation program while learning the ins and outs of it. Blender has opened a new world for me in terms of creativity and what I can show off to people. Creating stuff in Blender like detailed models and nice scenes allows me to have a better grasp on what people are talking about in game development. I watch tutorial videos on Blender all the time now, and I can say for a fact that this was a great decision on my part.

I'd personally like to start sharing my Blender creations with you blog readers very soon, but I'll see how I can fit these kinds of updates on my already busy schedule.

Now with Unity, this program has been an interesting adventure for me take on. Trial and error really explains my adventure with Unity. I've made breakthroughs, and I've also made mistakes. That comes with the territory of getting used to a new program. I'm inclined to say that Unity 3D is a program catered to those who have advanced knowledge on using similar programs. I'm not one of those people.

It's obvious that if you've used Unity in any capacity, you'd know that there's A LOT to learn. There are so many things you have to account for when making your own build for a game in Unity. I capitalized "a lot" because I can't put enough emphasis on that. It helps your cause if you have messed with anything related to computer science in the past. If not, don't worry. Many people learn as they go, and that's the point of Unity.

Here's the truth of the matter. I can't just be a creative writer if I'm going to make any sort of noise in game development. In recent years this has been made super obvious to me. Either you have some sort of experience using programs like Unity and Blender or you're gonna get passed up millions of times by game dev teams, indie and AAA alike. This is the reality you must accept if you're serious about entering the field of game development.

2018 is going to be another adjustment period of time for me, and one that I feel is necessary. If I need to dive into programs like Unity and Blender in order to get the attention of game devs, so be it. The more I learn, the better prepared I will be. The Global Game Jam is having its annual event at the end of January, next month, and I intend to be at the Columbus site of the Jam to do my part on a team. Once I commit to something, I'm not gonna look back, so prepare for more important updates.