A Detailed Documentary Depicting The Developer's Dilemma

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In an attempt to get into Open Sourcing my little side projects to help the community, I’ve open sourced my Unity catch all project, BSGTools!

https://bitbucket.org/michaeln_bsg/bsgtools

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That’s me.

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Well,

Back in the swing of things with Adventures In Perfection. There is a pretty good reason that I stopped working on it for a while. Classic developer burn-out. Not the awesome racing game, but the act of becoming so overwhelmed with a project that it causes the developer to stop working on it altogether. And, I’ve fixed it! To understand how and why, all you need is your imagination.

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Hey guys. The site is back up, so the GIFs are BACK IN ACTION.

I’m currently working on the 3D gameplay mode (still no better name for it). It’s a little iffy because of the UI changes that need to take place when the game switches. Code is kind of all over the place. Thanks to MonoEvent, some things have become much cleaner, and much more reliable.

Adventures In PROGRESS!

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Hey guys,

The GIFs in posts past may be missing (I know they’re missing). My little raspberry pi that’s running the BirdStreet Games site is down for a little snooze, and that’s where those GIFs are located.

It’ll be back up tonight, sorry!

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The trigger for 3D gameplay mode. I need a better word for that other than 3D gameplay mode

Not related to any game, but I figured it’d be cool to mention that I finally finished my first chiptune song. I’ve created many, and finished but just this one.

Enjoy, ya’ll, Prom 2012!

Source: SoundCloud / Michael Notarnicola

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The unfinished transition from 2D to 3D gameplay.

Gameplay Transition

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I Made

post for a game I’ve been developing on the IndieGaming subreddit on Reddit. I cannot believe the responses. A lot of people really want to play this game.

The working title of this game, and the title of this post, is Adventures In Perfection. This was the gameplay GIF I posted on Reddit:

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Events.

One more for good luck. I’ve been working with a team on something. Yes, that’s as much as you’ll know. I found that while my really fancy message based event system with a full GUI was nice, it kind of sucked. The custom editor GUI took FOREVER to get working, as it was my first time doing such a thing. I decided instead to do an event system that would let me create events in a way I’m used to. Code.

"What’s that?", you say? "Code a system that will allow you to code? Get out of my face you fish-faced disaster, if anyone asks, I’ve never heard of you".

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What Does It Mean?

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Hello again!

It’s been a while since I last posted. I’ve been working on another type of project that I’m not quite ready to link to myself yet publically. The horror game is more or less on hold due to 0 assets. I’ve been messing around with other ideas, including a really cool idea for a 2D western shooter. I’m currently fleshing out the story. I’m not sure what the final name will be, but I’m currently calling it “Pages From The Sand”.

I’ll be updating this blog again soon with more info.

Catch ya on the flip side!

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So I figured

I would take some time and explain a little bit how the item interaction in our horror game works on a lower level than just a video:

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A simple test of items.

The system has been designed in a object oriented mindset.

A raycast determines player arm length and “reach”.

Simple scripts determine appropriate actions once in reach.

Only one script per item type is needed.

The current Main Menu.

Note that this is with a working title, and does not reflect the final name of the game when shipped.

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