- Location
- The Land of Many Bregrets
- Pronouns
- They/Them
Hello there; I'm Guessmyname, and I make videogames. Eventually, I'll even release one of them...
Generally, I make a heck-ton of prototypes. I've a fair few that've got good progress on them to the point I'll probably be looking to pitch them to a team, for which I have a number of contacts (people I've worked with before, beating the drum over at TIGsource, here if there's anyone interested...).
I started out as level design / art back in the Source / Half-Life 2 modding days; if you've played Jailbreak: Source, Nightmare House 2 or GraviNULL you've probably seen some of my work (JB's King of the Hill mode was me, I did a lot of props and the zombies for NH2 and a few maps for GraviNULL). I also did a few props for No More Room In Hell, though not that many (tl;dr "University Happened". The objective props like the gas cannisters are mine though).
From there I took Games Art at the University of Bolton... which actually turned out a little redundant at the time because I already knew how to use 3ds Max and took up games coding and development in Game Maker and Unity.
After graduating, so far I've worked with PixelSpill on Katatak and a number of other projects, learned to drop and hate GameMaker (it murders tablets, forced a project to swap engines half-way into development and literally nearly killed our coder from stress. Friends do not let friends use GameMaker, try Construct 2, Godot or something) and have been working and improving in Unity and C# ever since.
Current projects:
Turn-Based Tactics Framework / Build-Your-Own Tank game "Godless Century"
I actually have a bunch of design ideas that involve the words 'turn-based' and 'played out on a grid of some sort', so I've been working on a set of tools and so on for building turn-based games playing out on various grids of sorts (Hex, Iso, Square, Arbitrary, etc; it even lets you mix them without giving a damn thanks to C# interface magic).
The current project I'm working on on the framework I'm on working on is 'Godless Century', a tank-building game inspired by Advance Wars 2, War Thunder, Kerbal Space Program and an unhealthy obsession with WWI tank development. Build your tanks and let them loose against the enemy in a game of positioning, cunning and desperately pretending recreating the Tsar tank for giggles was a good idea.
At this current time of writing the basics are in place: you have units you can order around, there's a level editor, tanks can shoot at each other at be disabled and you can even edit the tanks in the unit editor, but there's only one set of working parts to build things out of. The AI can shoot at you... and not much else at the moment. That's my current point of focus.
My standing goal is to bring GC to a 'playable alpha' state:
- An AI that is capable of winning a match (however theoretically). Currently they only shoot the centre mass and never move, so they never knock-out your tanks.
- Proper match win/lose detection (currently it detects when a team is out of units but not much else)
- A few more parts for tanks so that the unit editor is actually worth anything, plus making the editor actually user friendly.
- More robust hit detection, it's a little wonky ATM
Other 'high priority' but not necessarily 'playable alpha' features todo:
- Fog of War, Line of Sight and crewmembers / visibility.
- Infantry maybe. (Infantry are important to the game design but not necessarily the playable alpha. Depends how easy they are to implement really)
- Some form of lightweight in-game modelling tool for custom tank hull/turret designs
- Fully weaning parts off of the Unity Editor (ie all parts are stored externally and loaded at the start of the game and new ones can be added without a recompile; currently they're unity prefabs for ease of development).
From there, Godless Century would definitely need a proper team to get off the ground, but it should be in a good enough state as a proof of concept to attract attention. I may or may not release playable alphas, it all depends on who I wind up working with.
As I said, there's a few other design ideas I have for TBT games, but since they would all operate on the same framework as Godless Century... I'm mostly just working on Godless Century. As such, the other ideas are only design studies / 'games on paper' and not much worth discussing at this time.
Isometric 2.5D Framework / One Day I Will Make an Adventure Game, Damnit!
...I've tried a lot of times to make an Adventure RPG, okay. Primary inspiration is Dark Souls for basic combat rhythm (ie 'it's all in the animations and positioning') which I find so vastly more interesting than Dragon's Age-esque 'watch two characters stand next to each other and hit each other'. Alas, however, I am but one developer, and one developer cannot hope to recreate Dark Souls all on their own. So through a variety of trial, error and design studies I've been trying to find a design / project arrangement that emphasises efficiency whilst trying to sacrifice design depth as little as possible.
Currently I'm looking at building a 2.5D isometric game/framework that would let me do 2D sprite art for environments whilst using 3D models for characters, rendered to sprites, only performed at runtime (think how Fallout 1 and 2 handled characters and you're on the right track).
2D sprite art for environments is fast and really fun to make, whilst still being very reusable, letting me create levels and prototypes quickly.
3D characters and animations meanwhile eases the animation burden by making animations very, very re-useable (one attack animation can be used by any model with a matching rig, played at any angle and you can do runtime lighting p.much for free) and lets you do funky stuff with modular/customisable characters and procedural animation, things where a 2D animation will fall down (in 2D animation, one attack may well require multiple animations be drawn up for the various directions, along with various other difficulties).
This is all currently in what I'd call the 'technical alpha' stage; I'm building tools and investigating if this is possible. Currently, I've got the 2.5 isometric spritemaps working, next target is the characters.
As for what the game itself will be, that's something I'd prefer to cover later (once the 2.5D approach is confirmed as go).
Other Stuff
Yeah, there's other stuff. I'd prefer to talk about those as they come up, they're mostly just 'prototypes and ideas' I dabble in to see if it's worth pursuing. Stuff like recreating Wind Waker's art style, mucking around building a bullet-hell duelling game in a destructible environment or trying futilely to get a decent Boss Generator system up and running (I've been trying for years ever since PMMM came out).
Mostly, I'm envisioning this thread as a place to post updates / show off WIPs and hopefully get feedback / interest from folk. I'll probably talk game dev a fair bit too on the technical side of things. Currently I'm mostly investigating AI theory for Godless Century, mucking around with the rendering/tech shenanigans for 2.5D Iso, and periodically prodding the half-dead procedural boss horse.
If there's stuff you want to ask about, ask away! For the record: I am always up for Game Jams, unless already participating in Game Jams. Jams are delicious.
Generally, I make a heck-ton of prototypes. I've a fair few that've got good progress on them to the point I'll probably be looking to pitch them to a team, for which I have a number of contacts (people I've worked with before, beating the drum over at TIGsource, here if there's anyone interested...).
I started out as level design / art back in the Source / Half-Life 2 modding days; if you've played Jailbreak: Source, Nightmare House 2 or GraviNULL you've probably seen some of my work (JB's King of the Hill mode was me, I did a lot of props and the zombies for NH2 and a few maps for GraviNULL). I also did a few props for No More Room In Hell, though not that many (tl;dr "University Happened". The objective props like the gas cannisters are mine though).
From there I took Games Art at the University of Bolton... which actually turned out a little redundant at the time because I already knew how to use 3ds Max and took up games coding and development in Game Maker and Unity.
After graduating, so far I've worked with PixelSpill on Katatak and a number of other projects, learned to drop and hate GameMaker (it murders tablets, forced a project to swap engines half-way into development and literally nearly killed our coder from stress. Friends do not let friends use GameMaker, try Construct 2, Godot or something) and have been working and improving in Unity and C# ever since.
Current projects:
Turn-Based Tactics Framework / Build-Your-Own Tank game "Godless Century"
I actually have a bunch of design ideas that involve the words 'turn-based' and 'played out on a grid of some sort', so I've been working on a set of tools and so on for building turn-based games playing out on various grids of sorts (Hex, Iso, Square, Arbitrary, etc; it even lets you mix them without giving a damn thanks to C# interface magic).
The current project I'm working on on the framework I'm on working on is 'Godless Century', a tank-building game inspired by Advance Wars 2, War Thunder, Kerbal Space Program and an unhealthy obsession with WWI tank development. Build your tanks and let them loose against the enemy in a game of positioning, cunning and desperately pretending recreating the Tsar tank for giggles was a good idea.
At this current time of writing the basics are in place: you have units you can order around, there's a level editor, tanks can shoot at each other at be disabled and you can even edit the tanks in the unit editor, but there's only one set of working parts to build things out of. The AI can shoot at you... and not much else at the moment. That's my current point of focus.
My standing goal is to bring GC to a 'playable alpha' state:
- An AI that is capable of winning a match (however theoretically). Currently they only shoot the centre mass and never move, so they never knock-out your tanks.
- Proper match win/lose detection (currently it detects when a team is out of units but not much else)
- A few more parts for tanks so that the unit editor is actually worth anything, plus making the editor actually user friendly.
- More robust hit detection, it's a little wonky ATM
Other 'high priority' but not necessarily 'playable alpha' features todo:
- Fog of War, Line of Sight and crewmembers / visibility.
- Infantry maybe. (Infantry are important to the game design but not necessarily the playable alpha. Depends how easy they are to implement really)
- Some form of lightweight in-game modelling tool for custom tank hull/turret designs
- Fully weaning parts off of the Unity Editor (ie all parts are stored externally and loaded at the start of the game and new ones can be added without a recompile; currently they're unity prefabs for ease of development).
From there, Godless Century would definitely need a proper team to get off the ground, but it should be in a good enough state as a proof of concept to attract attention. I may or may not release playable alphas, it all depends on who I wind up working with.
As I said, there's a few other design ideas I have for TBT games, but since they would all operate on the same framework as Godless Century... I'm mostly just working on Godless Century. As such, the other ideas are only design studies / 'games on paper' and not much worth discussing at this time.
Isometric 2.5D Framework / One Day I Will Make an Adventure Game, Damnit!
...I've tried a lot of times to make an Adventure RPG, okay. Primary inspiration is Dark Souls for basic combat rhythm (ie 'it's all in the animations and positioning') which I find so vastly more interesting than Dragon's Age-esque 'watch two characters stand next to each other and hit each other'. Alas, however, I am but one developer, and one developer cannot hope to recreate Dark Souls all on their own. So through a variety of trial, error and design studies I've been trying to find a design / project arrangement that emphasises efficiency whilst trying to sacrifice design depth as little as possible.
Currently I'm looking at building a 2.5D isometric game/framework that would let me do 2D sprite art for environments whilst using 3D models for characters, rendered to sprites, only performed at runtime (think how Fallout 1 and 2 handled characters and you're on the right track).
2D sprite art for environments is fast and really fun to make, whilst still being very reusable, letting me create levels and prototypes quickly.
3D characters and animations meanwhile eases the animation burden by making animations very, very re-useable (one attack animation can be used by any model with a matching rig, played at any angle and you can do runtime lighting p.much for free) and lets you do funky stuff with modular/customisable characters and procedural animation, things where a 2D animation will fall down (in 2D animation, one attack may well require multiple animations be drawn up for the various directions, along with various other difficulties).
This is all currently in what I'd call the 'technical alpha' stage; I'm building tools and investigating if this is possible. Currently, I've got the 2.5 isometric spritemaps working, next target is the characters.
As for what the game itself will be, that's something I'd prefer to cover later (once the 2.5D approach is confirmed as go).
Other Stuff
Yeah, there's other stuff. I'd prefer to talk about those as they come up, they're mostly just 'prototypes and ideas' I dabble in to see if it's worth pursuing. Stuff like recreating Wind Waker's art style, mucking around building a bullet-hell duelling game in a destructible environment or trying futilely to get a decent Boss Generator system up and running (I've been trying for years ever since PMMM came out).
Mostly, I'm envisioning this thread as a place to post updates / show off WIPs and hopefully get feedback / interest from folk. I'll probably talk game dev a fair bit too on the technical side of things. Currently I'm mostly investigating AI theory for Godless Century, mucking around with the rendering/tech shenanigans for 2.5D Iso, and periodically prodding the half-dead procedural boss horse.
If there's stuff you want to ask about, ask away! For the record: I am always up for Game Jams, unless already participating in Game Jams. Jams are delicious.
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