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roguehallow

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New Year's De-Resolutions

If you're reading this, hi and Merry New Year!  Beef jerky time.  On this 1.1.11, we have a little hair of the dog to wash away the hangovers, shake the confetti out of our pants, and wonder exactly how many people we actually kissed last night.  We also make our New Year's Resolutions, and look back on promises we made to ourselves in years past.
 
I hereby resolve to finish all of my programming and design projects.  I have a bad habit of getting into a concept, only to say to myself, "But you know what would be REALLY cool..." before mothballing it and starting something new.  I love video games - playing them and making them - and it's time I show that by turning out a killer demo.
 
Much of my love for, and insight into, games has been inspired by Giant Bomb and its community.  Thanks to you all for your hard work and passion for gaming, and I hope you have a fantastic new year.
 
RH

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Misadventures in Game Design pt. 1A: Good for Prototyping

UPDATE: The presentation went fairly well.  The group organizer kind of stole my thunder by declaring that Unity is only really good for prototyping.  Well to that I say bosh, and harumph, and good day to you, sir.  I said good day.
 
Actually he's probably right.  Oh well.  I'm still having fun, and I showed off my work for the first time.  A good day overall.
 
Hopefully I'll have a video link for this project available soon so you (if there is in fact a you out there) can see what on earth I'm talking about here.
 
Until then... ciao, bella.
 
RH

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Misadventures in Game Design pt. 1: Europeans are Funny

Happy Wednesday, imaginary friends and Giant Bomb co-miscreants.
 
I've been having considerable luck and lots of fun with the Unity 3D Engine.  Version 3.0 has just been released, and while I didn't use 2.x enough to get a feel for the differences, I can attest that it is a robust, user-friendly engine, and that anyone interested in game development without a lot of cash to spend should check it out.
 
I'm actually using a suite of free software: Blender, Wings 3D, GIMP, Audacity, and Unity.  It's fantastic that so many free and open-source programs are available for game designers. 
 
One important step for me was checking out the video tutorials made by the Tornado Twins, a pair of European brothers with extraordinarily curly hair and very wry senses of humor.  If you want to use Unity, my suggestion is to start with them.
 
In about an hour I'll be showing off my first little demo game to the local game developers' group.  I'll probably write another post detailing the presentation.
 
Until then, happy gaming.
 
RH

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Misadventures in Game Design pt. 0: Preface

And a very happy weekend to you, my friends.
 
I've decided to keep an online journal of my experiences in game design.  Hopefully this will serve as both a kind of developer's diary, and an educational tool/dire warning (depending on how it goes) to others interested in the craft of making video games.
 
Although I went to school for C++ programming, I am currently working with the Unity Engine.  It is a comprehensive and powerful game making tool, which has the added benefit of being free.  I'm developing a small demo game for my local game developers' group.  I'll try to update this blog about once a week, with any notes, anecdotes, and links to sites and tutorials I find helpful or interesting.
 
Alright, off to get started.  Thanks for checking out this page.  I'll see you in a week.
 
RH

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