tag:blogger.com,1999:blog-32608821844805374762024-02-19T18:27:39.695+03:00Make games and other shitJokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.comBlogger32125tag:blogger.com,1999:blog-3260882184480537476.post-18354096994475809052023-12-24T22:14:00.002+03:002023-12-24T22:14:53.606+03:00Summary 2023<p><span style="font-family: inherit;">Despite my moderate involvement in indie development, this year I mainly worked on projects that are still far from release. Some of them, as always, can be seen on <a href="https://twitter.com/JokerDen/media">X</a> where I sometimes post videos and screenshots. I hope to be able to talk more about these games in the future.</span></p><p><span style="font-family: inherit;">However, this year we managed to make 3 releases for all three Ludum Dare events taking place this year.</span></p><p></p><div style="text-align: center;"><a href="https://kazantsev.itch.io/" imageanchor="1" target="_blank"><img border="0" data-original-height="686" data-original-width="1998" height="138" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzn8dEbfKjBuihsQG_czEUX3fsJ1bK4J00q04Qt8GchEvnMUMO3L-p2TyVaQ5LxBeu0QIYWXcFTKT9hOuRCnyUpi8WRzhlxgH8ibMbKtPdTp-pvWU92zQ8YF0HKXxoicmSH2yf4DI9ebPMTqVEHi1FEb5K1E_Ytja4Q-7Rcr3f7BcoZAyto64jKUnhftbJ/w400-h138/Screenshot%202023-12-24%20at%2020.11.08.png" width="400" /></a></div><span style="font-family: inherit;"><br /></span><p></p><h3 style="text-align: left;"><span style="font-family: inherit;">Ludum Dare 52 theme «Harvest» – <a href="https://kazantsev.itch.io/in-the-rye" target="_blank">In The Rye</a></span></h3><p><span style="font-family: inherit;">I already talked about this release in a <a href="https://www.huindie.com/2023/01/in-post-mortem.html" target="_blank">separate post</a> at the beginning of this year. I can only add that this project, made mostly in a frenzy, remains one of the best in recent times, receiving a lot of praise from players.</span></p><p><span style="font-family: inherit;">I really, really want to repeat the success by doing something narrative-trash. Unfortunately, I still can’t find a place for such projects – neither among the players, nor among my other ideas. Maybe just doing something from the heart will work out, but I don’t feel the energy from space for it yet.</span></p><h3 style="text-align: left;"><span style="font-family: inherit;">Ludum Dare 53 theme «Delivery» – <a href="https://kazantsev.itch.io/lo-fi-pizza-delivery-guy-during-armageddon-trying-to-earn-10000-to-buy-a-car" target="_blank">Lo-Fi Pizza Delivery Guy During Armageddon Trying To Earn $10000 To Buy A Car</a></span></h3><div><br /></div><div><div><span style="font-family: inherit;">First of all, regarding the name: I tried to make the longest possible name that would fit the rules of LD and itch. And practically the only storytelling in this game. And a great reason to order pizza during the jam.</span></div><div><span style="font-family: inherit;"><br /></span></div><div><span style="font-family: inherit;">Despite the lack of strength and motivation, I managed to make a small game in which I was able to successfully test a couple of hypotheses and make a few mistakes.</span></div><div><span style="font-family: inherit;"><br /></span></div><div><span style="font-family: inherit;">The most important thing is that we managed to achieve a sense of dynamics from a turn-based game to a rhythm game through music. The beat, by the way, was simply generated in GarageBand by the Drummer tool. I also experimented with rendering, creating pixel art from 3D through a low-resolution camera. I screwed up a lot with the UX, especially at the end of the game, where many players simply didn’t realize how the menu worked. On a funny note: a small bug in the game, when some Armageddon levels occur immediately after the previous one, creates one of the most interesting moments in the game.</span></div><div><span style="font-family: inherit;"><br /></span></div><div><span style="font-family: inherit;">The best compliment the game has received is comparison to the game Into The Breach, which I am a fan of.</span></div></div><div><span style="font-family: inherit;"><br /></span></div><h3 style="text-align: left;"><span style="font-family: inherit;">Ludum Dare 54 theme «Limited Space» – <a href="https://kazantsev.itch.io/punch" target="_blank">PUNCH</a></span></h3><div><br /></div><div><div><span style="font-family: inherit;">The best actual result was shown by the last release of this year, which received the award for #1 in the Fun category, as well as the top 10 Overall among a couple of thousand participants.</span></div><div><span style="font-family: inherit;"><br /></span></div><div><span style="font-family: inherit;">I have a mixed opinion about this game: I can't say that I put a lot of effort into it, but I do like some aspects of it. The most important thing is the recognition of the audience. The game still gets hundreds of views every day on itch.</span></div><div><span style="font-family: inherit;"><br /></span></div><div><span style="font-family: inherit;">There are currently a couple of ideas in work for further development of this project. It is possible that I will be able to release something next year. I don’t want to make any promises, because I know from experience that time can significantly change priorities.</span></div></div><div><span style="font-family: inherit;"><br /></span></div><h3 style="text-align: center;"><span style="font-family: inherit;">* * *</span></h3><div><span style="font-family: inherit;"><br /></span></div><div><span style="font-family: inherit;">Otherwise, I’m trying to maintain my indie spirit despite the big changes in my life this year. The last couple of years have not been the easiest, but what doesn't kill us makes us stronger. I really want to fucking good release in 2024, which is what I wish for everyone. Happy New Year, good luck to everyone!</span></div><div><span style="font-family: inherit;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjn_MCPPuc-OGm6X0rdO8KgCb4NEA0dMO8sjRs-4yFGWrbIfBHG2ZpIQQLs0otQzETKOHTkVcW2IHarkeh93iWQmU3KCEojqIqzvpcs4ygm007a8MDMgtBDqOGHzfqqj6QbxTNvvkTC530pJ4IBS7Yn53Q8-_dFtx-68H0F911oYLUPhbl7M51MjChcLgDS/s4032/IMG_1926.HEIC" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjn_MCPPuc-OGm6X0rdO8KgCb4NEA0dMO8sjRs-4yFGWrbIfBHG2ZpIQQLs0otQzETKOHTkVcW2IHarkeh93iWQmU3KCEojqIqzvpcs4ygm007a8MDMgtBDqOGHzfqqj6QbxTNvvkTC530pJ4IBS7Yn53Q8-_dFtx-68H0F911oYLUPhbl7M51MjChcLgDS/w400-h300/IMG_1926.HEIC" width="400" /></a></div></div><div><br /></div>JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-67954047258569896682023-01-31T15:55:00.000+03:002023-01-31T15:55:04.719+03:00In The Post-mortem<p style="text-align: left;">The year began with a visit to Georgia, where I met my old friends from the gamedev community. The end of the week-long trip was marked by participation in Ludum Dare. The theme was "Harvest", we participated separately in the Compo category. I got a nice game called "In The Rye". There will be spoilers ahead, so I strongly recommend that you play the game: it will take about 10 minutes, strictly 18+, <a href="https://kazantsev.itch.io/in-the-rye">link to itchio</a> (play on the web from a computer browser).</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPFXc4g4tqIP-RR0jUv05JruHwNhlbXVFau9CPoGAHJPg15ibuxF1dV48Lq2nzJrvgnmoy_tEy75FSlQD0wIhT7T5NLPsf6dc7VNCAZQYLpBHQYvArmllZwbc6hE4I17JtQ8uYxmUAyugHCgU1cKtvwG_DWlBDQ8ebx1Wni1O_hd2-QTx3deP0rAtiIQ/s960/Image%20Sequence_001_0000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="600" data-original-width="960" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPFXc4g4tqIP-RR0jUv05JruHwNhlbXVFau9CPoGAHJPg15ibuxF1dV48Lq2nzJrvgnmoy_tEy75FSlQD0wIhT7T5NLPsf6dc7VNCAZQYLpBHQYvArmllZwbc6hE4I17JtQ8uYxmUAyugHCgU1cKtvwG_DWlBDQ8ebx1Wni1O_hd2-QTx3deP0rAtiIQ/w400-h250/Image%20Sequence_001_0000.jpg" width="400" /></a></div><h3 style="text-align: left;">Idea</h3><p>After the topic was voiced, the word "ergot" quickly popped into my head - a fungus that grows on crops, and even in ancient times caused hallucinations and other unhealthy effects to people who ate it. Along the chain, images of a story about a peasant family began to appear in my head, where the father of the family is forced to commit ignoble deeds - he kills his pregnant wife, copulates with a cow, and also observes the scene with his son. At the end of this post, I will touch on the topic of how such topics were chosen. In my head, it was more like a theatrical performance in the genre of psychological body horror. The scene with the cow on the tree, remembered by many, appeared quite spontaneously, by the way.<br /></p><h3 style="text-align: left;">Style</h3><p>When I already had an approximate scope of the project in my head, I quickly decided on the visual style and aesthetics. I really wanted to make a kind of homage to the era of flash games, when adult themes and black humor were very common. I originally wanted to draw sloppy graphics in flash itself, but due to difficulties in importing, I decided to draw everything in Gimp, deliberately increasing the pixels. I recorded all the sounds through the laptop microphone. Simple melodies made in GarageBand and I tried to diversify the pitch changes in different game situations, immersing the player even more into the atmosphere of a hallucinogenic thriller. In my opinion, the visual and sound design turned out to be very complete and consistent, which is rarely possible within a 48-hour jam.</p><h3 style="text-align: left;">Results</h3><p>Personally, I was very pleased with the result. By sending the game to several twitch streamers, I got the reaction that I roughly counted on: laughter, surprise, wtf-moments, shock, and "aha!" moment in the end. But by creating a game with such controversy themes, I was prepared for the fact that it could scare many people and cause real disgust. However, this turned out to be the case: despite the general lack of polish of the game and the fact that the game as a whole is addictive to the very end, the final rating of voting on LD turned out to be very low; a negative emotional response from just a few people can significantly ruin the final grade. Emotionally, it upset me a little, but I knew where I was going. I'm much more satisfied with this game than my previous LD games, which received significantly higher ratings.</p><h3 style="text-align: left;">Conclusion</h3><p>Even the day before, before the topic was known, I tried to decide for myself in which direction to go with the game:</p><p></p><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3CIF_8AmSh3yrCf-uny-8qZsFyLETf9lolaNWZHj9jHfXNfD6ml2zFPYVA5UZBarHnbuDh8ffTOR2CZROUQ544zI3GrGmWJfbb8opzA2y08erGWf1NOE6r2L0e3mnRc9RltHbMkXwPIHegGFwrz5H795aiRTpd1z84Ugbh9uoTzS5E6LW0qckQZevXQ/s1280/2023-01-31%2015.15.06.jpg" imageanchor="1" style="text-align: center;"><img border="0" data-original-height="874" data-original-width="1280" height="273" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3CIF_8AmSh3yrCf-uny-8qZsFyLETf9lolaNWZHj9jHfXNfD6ml2zFPYVA5UZBarHnbuDh8ffTOR2CZROUQ544zI3GrGmWJfbb8opzA2y08erGWf1NOE6r2L0e3mnRc9RltHbMkXwPIHegGFwrz5H795aiRTpd1z84Ugbh9uoTzS5E6LW0qckQZevXQ/w400-h273/2023-01-31%2015.15.06.jpg" width="400" /></a></div><br />Quite consciously, having chosen a disregard for ethics and reputation, I made the game not for high ratings, but contrary to the normality that has become established today, to indulge in a bygone era. When the flash died, all the games that had unprecedented freedom and emancipation in the choice of topics died with him. The first few years of my independent career before I switched to Unity are gone too. And this game for LD will remain for me a reminder of all this.<p></p>JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-29994405985999427242022-12-24T17:22:00.002+03:002022-12-24T17:24:44.814+03:00Summary 2022<div style="background-color: white; font-family: "PT Serif", "Noto Sans Armenian", "Noto Sans Bengali", "Noto Sans Cherokee", "Noto Sans Devanagari", "Noto Sans Ethiopic", "Noto Sans Georgian", "Noto Sans Hebrew", "Noto Sans Kannada", "Noto Sans Khmer", "Noto Sans Lao", "Noto Sans Osmanya", "Noto Sans Tamil", "Noto Sans Telugu", "Noto Sans Thai", serif; font-size: 19px; margin-bottom: 0px; margin-top: 40px; position: relative; text-align: left;">This year is not very pleasant to do summary, but I want to keep annual tradition. And I already did some <a href="http://www.huindie.com/2022/07/year-progress-50.html">semi-summary in the middle of the year</a> so this should be easier.</div><div style="background-color: white; font-family: "PT Serif", "Noto Sans Armenian", "Noto Sans Bengali", "Noto Sans Cherokee", "Noto Sans Devanagari", "Noto Sans Ethiopic", "Noto Sans Georgian", "Noto Sans Hebrew", "Noto Sans Kannada", "Noto Sans Khmer", "Noto Sans Lao", "Noto Sans Osmanya", "Noto Sans Tamil", "Noto Sans Telugu", "Noto Sans Thai", serif; font-size: 19px; margin-bottom: 0px; margin-top: 40px; position: relative; text-align: left;">Indie projects are still only my hobby that I do during my free time aside from my primary game dev job. But this year broke my rhythm: it hard to do hobby during the dark times when your head is occupied with searching for security for yourself and your family... I've changed my job and moved to another country.</div><div style="background-color: white; font-family: "PT Serif", "Noto Sans Armenian", "Noto Sans Bengali", "Noto Sans Cherokee", "Noto Sans Devanagari", "Noto Sans Ethiopic", "Noto Sans Georgian", "Noto Sans Hebrew", "Noto Sans Kannada", "Noto Sans Khmer", "Noto Sans Lao", "Noto Sans Osmanya", "Noto Sans Tamil", "Noto Sans Telugu", "Noto Sans Thai", serif; font-size: 19px; margin-bottom: 0px; margin-top: 40px; position: relative; text-align: left;">Projects that I developed a lot, but still far from release:</div><div style="background-color: white; font-family: "PT Serif", "Noto Sans Armenian", "Noto Sans Bengali", "Noto Sans Cherokee", "Noto Sans Devanagari", "Noto Sans Ethiopic", "Noto Sans Georgian", "Noto Sans Hebrew", "Noto Sans Kannada", "Noto Sans Khmer", "Noto Sans Lao", "Noto Sans Osmanya", "Noto Sans Tamil", "Noto Sans Telugu", "Noto Sans Thai", serif; font-size: 19px; margin-bottom: 0px; margin-top: 40px; position: relative; text-align: left;"><ul style="text-align: left;"><li>WORLDS, more details will be below</li><li>a logic game about blocks in pseudo-soviet style (working title is 'blockage')</li><li>some kind of successor of COLORUS (my old game), casual metroidvania</li><li>new shoot'em'up with top view</li><li>ressurection of HOBO</li></ul><div><br /></div><div>If 2023 will be merciful, I want to release or move into active production phase at least one project from the list (or new project may be). This is of course not mandatory, especially if I keep spending time to WORLDS.</div><div><br /></div><div>Speaking of WORLDS, I am already doing it more than a year. But it's true only for <a href="https://kazantsev.itch.io/worlds">the itch.io project</a>. In fact idea of this project came to my head more than a decade ago. During years concept transformed a lot and continue changing into something that I like to spend my resources for. A lot of the components are still missing, it is early to play and understand it. I want to believe that after 3-4 updates base of the game will be solid, fan will be visible and systems will "click" one with another. I have possible plans for development for dozens of future updates if the entropy of projects will not destroy me completely.</div><div><br /></div><div>But I need to accept that this project and another are in some sort of development hell. Almost every mentioned projects are stuck in some kind of design problem that I don't know how to solve yet. No worries, it will be solved.</div><div><br /></div><div>The main value for me is still not result, but the regularity of my indie time. Be the samurai without the target, but with the path. Thanks for reading, I wish you successes in the future year.</div></div><p></p>JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-37357109978778565072022-07-02T17:51:00.003+03:002022-07-02T18:08:43.532+03:00Year Progress ▓▓▓▓▓▓▓▓░░░░░░░ 50%<p> Just to reduce dept for this year summary, I decided to give a quick overview to my indie progress 2022.</p><p><br /></p><p>As I planned, WORLDS game (still working title) got an update in January. I've focused on interactions with bandits (that can ambush you): now you can try to negotiate them. Besides that map roads are updated, used Poission-Disc algorithm to fill map with locations and A* algorithm based on nodes to path-find best routes. More changes are listed at <a href="https://kazantsev.itch.io/worlds/devlog/336978/worlds-bandits-on-the-road-update">itch.io update page</a>. The game is still raw in fact and I can't recommend you to try it. I already have big plans for next updates and it is what I passioned about for the now. </p><p><br /></p><p>Then I spent few months on creating new vision for one of my prototypes. Originally it is block building game in the setting of soviet-like history slice from 50s to now days. But I eventually stuck in some sort of dead end, where I'm not sure how to evolve the game in something interesting. Still a lot of problems, but I definitely will continue or somehow will re-use this idea because there is something interesting inside it. Decides do not put link for playtest demo but it is existing somewhere.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhlGxw_mOp-DYK41lgB-lM_e1Pv6tYlXe0J_Yn9CrU2xaD6AS4kk0pqb88bXohYgRs3YxC04D1fjYvph7RdzgROd6d2FvahA9AgUVjgrlsdChpk3EoxKepEnnDq09lZAUODCGRop6qy5WiFvPJz7Tyfhi0CYlkymJcXxCISaiTWSALm0yYoh9nCQSd7iw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="711" data-original-width="1432" height="159" src="https://blogger.googleusercontent.com/img/a/AVvXsEhlGxw_mOp-DYK41lgB-lM_e1Pv6tYlXe0J_Yn9CrU2xaD6AS4kk0pqb88bXohYgRs3YxC04D1fjYvph7RdzgROd6d2FvahA9AgUVjgrlsdChpk3EoxKepEnnDq09lZAUODCGRop6qy5WiFvPJz7Tyfhi0CYlkymJcXxCISaiTWSALm0yYoh9nCQSd7iw" width="320" /></a></div><br /><br /><p></p><p>It is was tough time actually because war started. It was hard to accept, it was shocking and not a lot of options what you actually can do against it. By coincidence I moved to Turkey for a month right at the beginning. And at the start of April there was 20th anniversary of Ludum Dare with Ludum Dare 50. So when I decided to participate it, idea for the game (theme was "Delay the inevitable") threw up out of me without any efforts. The final game as always was made under Compo category in 48 hours. It is something like autocracy simulator but where the end of dictator is inevitable. It also has bonus music track: complete all 5 endings or just type 'bonus'. In my opinion the game is ugly and almost unplayable but I also got some very positive feedback, you could play it through <a href="https://ldjam.com/events/ludum-dare/50/your-regime">LD page 'Your Regime'</a>.</p><p><br /></p><p>And the last thing I want to mention is the first demo for my another new concept. I'm planning something metroidvania-like arcade game with some aesthetic and story exploration focus. It is only the first demo, and there a lot of things that I cut here (e.g. almost no sounds) just to finish it to break free to other projects. But if you interested, you can use pass 'monday' to download the prototype for Windows or macOS from <a href="https://kazantsev.itch.io/58">itch.io page</a>.</p><p></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dzN6v6XdXc8il5KifmQDEMPWa_VdM4SAgUiHS02jtt5NZMmmZqNiT61FgWNOO4nJXS5Y2kOPI-HGyf7khrnrg' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div><br /><br /><p></p><p>That's all for now I guess. Pretty satisfied that I finished at least this one post in half of year and it was written in one seat. Love you all!</p>JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-74697074278819634582021-12-29T21:44:00.002+03:002021-12-29T21:59:21.676+03:00Summary 2021<p>I'll tell you about my indie projects of this year, which I did in my free time: my first release on Steam, my personal record at Ludum Dare, as well as an endless dream project.</p><p></p><div class="separator" style="clear: both; text-align: center;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg74xdaaiQ9-VcBTuXwgfx8iyyVnJ-j4VLrE7tbM2cFUr8gPwWG22Mvf0Nt9zC1q8MPDT5Cj_tuMHNOkENRDnaMfg93fe5x0jjDDPfMWuxJZ6C1rcoSy-AKwheKm7iN9-DxyPpNcoJftLKsguuhrCdp_KYdkiwsWy9iwJ5OgcVy4V_YfMxS_d1pi5Wj1g=s1970" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="720" data-original-width="1970" height="146" src="https://blogger.googleusercontent.com/img/a/AVvXsEg74xdaaiQ9-VcBTuXwgfx8iyyVnJ-j4VLrE7tbM2cFUr8gPwWG22Mvf0Nt9zC1q8MPDT5Cj_tuMHNOkENRDnaMfg93fe5x0jjDDPfMWuxJZ6C1rcoSy-AKwheKm7iN9-DxyPpNcoJftLKsguuhrCdp_KYdkiwsWy9iwJ5OgcVy4V_YfMxS_d1pi5Wj1g=w400-h146" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This is how the page on itch.io with these games looks like at the moment</td></tr></tbody></table></div><br /><p></p><h3 style="text-align: left;">Release of MARK-I: Mission Pilot</h3><div><br /></div><div>The first half of the year was mostly occupied by another personal project - moving and renovating a new apartment. Those who have come across this can imagine how time-consuming it can be. Nevertheless, I managed to find time to finish the project that I've been doing for almost the entire <a href="http://www.huindie.com/2020/12/summary-2020.html">last year</a>. As a result, the trailer was ready by summer (thanks to <a href="https://www.instagram.com/yaaawny/">yaaawny</a> for helping with the art) and the coveted green release button in Steam was pressed (in fact, the release process stretches over months along with the preparation of the page and other meta-data).</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="317" src="https://www.youtube.com/embed/7CJdBmScAFA" width="440" youtube-src-id="7CJdBmScAFA"></iframe></div><div class="separator" style="clear: both; text-align: center;"><br /></div>The preliminary mailing to publishers, as expected, did not give a result, and there were no high expectations from the game as a whole. The goal was <i>to finish</i> the project, which in itself is often quite a difficult goal, and to gain experience in the full cycle of publishing a game on Steam. At the moment, a little over 50 copies of the game have been sold, and I do not think that this amount will grow much in the future. If you suddenly want to treat me a coffee – you are welcome to <a href="https://store.steampowered.com/app/1506020/MARKI_Mission_Pilot/">the game page</a>, where you can buy it for mere pennies.<div><br /><div>Initially, I wanted to write a full-fledged post-mortem for the game, especially since I managed to learn a huge number of lessons. But I realized that I had grown so cold to the game that I really didn’t want to spend even more time on it. There are some ideas on how to rethink the current 20-minute demo into a full-fledged game, and in general I like the universe of the game that I began to sketch, but I definitely don't plan to return to the project in the near future. Perhaps one day...</div><div><br /></div><div><h3 style="text-align: left;">LD49 – Ludens Fortuna</h3><div><br /></div><div>In October, another Ludum Dare took place, where, by tradition, I participated into the Compo category, where all content must be done in 48 hours, alone, and the source code must be attached to the game. The theme was "unstable", I decided to make a game about the instability of the world, as a mechanic I semi-ironically decided to use something like solitaire with meditative flow, where the player, in the role of some fateful creator, must play cards, trying to keep the world in balance from turn to turn, avoiding the collapse of instability. And as a small personal challenge I chose a deck of Tarot cards to study it a little.</div><div><br /></div><div>One of the most interesting tasks was to create a visual display in a very limited time, as well as to come up with and code the logic for each of the 78 cards. As a result, I even felt the nostalgic spirit of indie, when in the last hours, of all, you were trying to meet the allotted time, regularly glancing at the remaining minutes. I remember very vividly how expressively I drew minimalistic art for all these fancy cards, wondering in my head how much time should be spent on each of the cards. Unfortunately, there was not enough time even for the simplest sound, as well as for a tutorial and tips to help you master the rules of the game, some of which greatly simplify the path to victory. Although raw, but still finished, <a href="https://ldjam.com/events/ludum-dare/49/ludens-fortuna">the game Ludens Fortuna</a> was uploaded on time in accordance with all the rules.</div><div><br /></div></div></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi5Kp_QfC8eCH35h4YTQPopb1QR2NvlE7FSyDA5x5gJl41KxWGikQD-dc4TKAqvqfaLqVXWehYV60E_1yc-zkXWijmjv4LyHsh1H0INuzARfpfX542l1HUdrjQWum_sS6-EIcbjWNp6RVP-ok70vmtZ0rI4YCOk3lJoCERjeMnmsuHZlq7oqnu3AjS0RA=s718" style="margin-left: auto; margin-right: auto;"><span style="color: black;"><img border="0" data-original-height="444" data-original-width="718" height="248" src="https://blogger.googleusercontent.com/img/a/AVvXsEi5Kp_QfC8eCH35h4YTQPopb1QR2NvlE7FSyDA5x5gJl41KxWGikQD-dc4TKAqvqfaLqVXWehYV60E_1yc-zkXWijmjv4LyHsh1H0INuzARfpfX542l1HUdrjQWum_sS6-EIcbjWNp6RVP-ok70vmtZ0rI4YCOk3lJoCERjeMnmsuHZlq7oqnu3AjS0RA=w400-h248" width="400" /></span></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The visual setting was a planetary theme to give the game some epic and pathos: from time to time on the planet you can even see the shadow of an eclipse</td></tr></tbody></table>And it was quite unexpected, after a couple of weeks of voting, to find that the game entered the top 1% of the best games of this Ludum Dare (11 out of more than 700 games in the Compo category, or 21 in both categories out of almost 3,000 games), which broke my last eight-year record by game COLORUS with LD26, to which I would have added a link if Ludum Dare had not disgustingly destroyed all the legacy when moving to the new site.<div><br /></div><div>The success of the game is seen as a large share of luck (which is ironic, given the name of the game - "Fortune / Fate Playing") due to the small number of votes, but it is still a shame that today the game from the top LD collects a miserable several hundred views, whereas before, even the most shitty games could easily collect thousands and tens of thousands of views, simply by being on the Newgrounds or Kongregate. The golden era of web gaming is far behind, somewhere near the resting Flash, and new proprietary mobile platforms make it much more difficult to find your player. But there is no choice but to treat this stoically, accepting the new rules of the game, and trying to self-identify in this new world.</div><div><br /></div><h3 style="text-align: left;">WORLDS</h3><div><br /></div><div>After the release of Mission Pilot on Steam, the most of my indie time switched to one of my oldest ideas. "Procedurally generated RPG" is perhaps one of the most overused clichés for a dream project, but this definition describes well this ambitious project, peppered with ideas not previously seen in other roguelikes.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg9JtIR9kwDQQfGOiXyzAmxH4lfDvxvdfdATdF90Ua3p3pe5NxW0XYXSlF3hS6jcjChi6JDxwhtCfen9-4mPDWnEBEQs4mSZ2sAAfvY0nREellNM5RoFs8gtHV15GtvvyWbyctyjmM151_tyJB7fzpefKd5P15VEvlJcqaVZlaasfzcgGKWb4PvpYenLg=s718" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="350" data-original-width="718" height="195" src="https://blogger.googleusercontent.com/img/a/AVvXsEg9JtIR9kwDQQfGOiXyzAmxH4lfDvxvdfdATdF90Ua3p3pe5NxW0XYXSlF3hS6jcjChi6JDxwhtCfen9-4mPDWnEBEQs4mSZ2sAAfvY0nREellNM5RoFs8gtHV15GtvvyWbyctyjmM151_tyJB7fzpefKd5P15VEvlJcqaVZlaasfzcgGKWb4PvpYenLg=w400-h195" width="400" /></a></div><div><br /><div>I have repeatedly tried to approach the project under the working name "Tavern", aka "WORLDS", but only recently I was able to find a suitable format in which I managed to dive into development. I wanted to get rid of the platform as much as possible (or better, focus on every platform) and update the project with iterations. Exactly by this way it has been possible to move so far, and I already released several updates for the game, which is for now available on the web.</div></div><div><br /></div><div>Development may be extremely slow due to preparation for the future scale of the game, but this pace suits me perfectly. Internally, I have already committed myself long ago that not a single year will pass before the game begins to take on clear outlines. At the moment, the game is still in its very early stages of evolution, there is still a long way to go, so I recommend you to be patient and watch out for the next updates.</div><div><div><br /></div><h3 style="text-align: center;">* * *</h3><div><div><br /></div><div>I'm not making grandiose plans for indie projects for the next year. I would like to release several updates for WORLDS, and, perhaps, take into work a new small-scale project, the basis for which can serve one of the old or future prototypes.</div><div><br /></div><div>Shinji Mikami, author of the Resident Evil series, once said that he believes that developers make their best games between 30 and 40. Like, you still study before 30, and after 40 there is not much energy. So, if you follow this logic, my most important ten has only begun. And if all of a sudden, even before 40, nothing happens, then who is this bastard Mikami!</div><div><br /></div><div>That's all, creative success to all aspirants!</div></div></div>JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-24893807453838824672021-10-20T00:28:00.004+03:002021-10-20T00:29:13.250+03:00Z-buffer problem in Unity on WebGL<p>While working on a new game I stuck in the rendering problem. There are not much information about this on the internet so I wanted to share the information that could help someone.</p><p>First, my setup: Unity 2021.1, URP, Windows. </p><p>Everything looks fine in the Editor but when I built my project to WebGL 2.0, I found weird vertex/facing jittering:</p><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEheG2uLEfEYtWB49omEl3l9IY2vK2MpvEUXfOUOI57JCEvfcHRCbulbMV7uVl2nyvT9P1gCRjHb_ADOvu0LCxu2nUm2KqEd3utotO1yMrZSm4hh-bfO7EjrSjmXOqcofhcOA6EYWx-CmS6CzJBbTskB7kh5XKje8_RhOxBc3FnRBmGMH0AFoovoIQCECQ=s560" imageanchor="1"><img border="0" data-original-height="459" data-original-width="560" height="262" src="https://blogger.googleusercontent.com/img/a/AVvXsEheG2uLEfEYtWB49omEl3l9IY2vK2MpvEUXfOUOI57JCEvfcHRCbulbMV7uVl2nyvT9P1gCRjHb_ADOvu0LCxu2nUm2KqEd3utotO1yMrZSm4hh-bfO7EjrSjmXOqcofhcOA6EYWx-CmS6CzJBbTskB7kh5XKje8_RhOxBc3FnRBmGMH0AFoovoIQCECQ=s320" width="320" /></a></div><p>It reminded me popular <a href="https://www.unity3dtips.com/zh/unity-z-fighting-solutions/" target="_blank">Z-Fighting</a> problem, but not only with nearby surfaces but much worse. It turned out that this problem related to the Z-buffer. Unfortunately, WebGL don't have the same capability to write depth as OpenGL or DirectX (I expect because of no floating point depth buffer).</p><p>So I reduced Camera clipping planes distance from ~1000 units to 400 units and it fixed the problem for my in-game scales. Here the same build, but with new Camera settings, no jittering:</p><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi4bnPOoEfZ2POJ7YHk_Ft-hfh7Dw0F_gagtSnnB15ujar2Qtcq-qyRlocy3L6i7PSVongu8_cbmIdpPIfOP67AsCC3v7u9fFgk0e8zLuMP7ckmCMA12VTfuwUurMVnxf8hB00Zg40XyYQZfafeacV5gLE2GOt5ZnA__2Vw72QF4KPEnqHX5Wq4dTWKAw=s560" imageanchor="1"><img border="0" data-original-height="459" data-original-width="560" height="262" src="https://blogger.googleusercontent.com/img/a/AVvXsEi4bnPOoEfZ2POJ7YHk_Ft-hfh7Dw0F_gagtSnnB15ujar2Qtcq-qyRlocy3L6i7PSVongu8_cbmIdpPIfOP67AsCC3v7u9fFgk0e8zLuMP7ckmCMA12VTfuwUurMVnxf8hB00Zg40XyYQZfafeacV5gLE2GOt5ZnA__2Vw72QF4KPEnqHX5Wq4dTWKAw=s320" width="320" /></a></div><p>It hasn't solved the problem completely and I know there are more pain in the future, when new game design requirements will appear. But my target was to understand and solve the problem by using standard Unity tools without adding custom shader or other long-term support solutions.</p><p><br /></p><p>By the way, the shown game is procedural role-playing rogue-lite adventure that I'm updating from time to time with new content and mechanics. And it's already playable on itch:</p><p><a href="https://kazantsev.itch.io/worlds">https://kazantsev.itch.io/worlds</a></p>JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com4tag:blogger.com,1999:blog-3260882184480537476.post-67679259230197905692020-12-24T20:58:00.002+03:002021-02-26T14:06:57.628+03:00Summary 2020<p>While almost completely ignored jams this year (with the exception of <a href="https://kazantsev.itch.io/qubor">QUBOR for Ludum Dare 46</a>), from the very beginning of the year I set myself the goal of making a complete vertical slice of some new, but easy-to-develop project. Then it seemed that a shooter about a tank would be the simple idea.</p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVq3KESfvIh8HcyeLn_ZHko4bz9xW5xKJ-3xIntLHvJfdCrdNAKPVV3sUHYM5_FDwErLOl8vBOCWsgbE7EaGM43Crg6C3V4vmj3Q75IB_RxvuEdoT9cYP-tnnME0FPx0Vt96FrvdPt7wqs/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="360" data-original-width="720" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVq3KESfvIh8HcyeLn_ZHko4bz9xW5xKJ-3xIntLHvJfdCrdNAKPVV3sUHYM5_FDwErLOl8vBOCWsgbE7EaGM43Crg6C3V4vmj3Q75IB_RxvuEdoT9cYP-tnnME0FPx0Vt96FrvdPt7wqs/w400-h200/oh_5.gif" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The first prototypes did not show the amount of work<br />that awaited me in the future</td></tr></tbody></table>And now the project, originally planned for 3-4 months of development, has to barely keep pace until the end of this year (and still leave something for later).</p><h3 style="text-align: left;">MARK-I: Mission Pilot</h3><div><br /></div><div>Inspired mainly by classic NES games (eg, Contra or Jackal), I wanted to make an arcade shoot 'em up. Since personally I am not a big fan of bullet hell games, I wanted to make a game with a fairly low entry threshold. But trying to find fun in a "not like everyone else" format without explicit borrowing or cloning turned out to be a daunting task. I am still not sure that I coped with it, despite the subjective satisfaction with the result.</div><div><br /></div><div>The idea of a story in the world of the near future quickly came to my mind, where the player takes on the role of a pilot of a combat vehicle called MARK-I (much later I learned that the project with such existed <a href="https://en.wikipedia.org/wiki/Harvard_Mark_I">in reality</a>). A very banal evil bad corporation, a mission to destroy some kind of Core, and at the end the boss-helicopter must certainly awaits. Initially, I wanted to put more emphasis on narrative, but as a result, of course, it is difficult to fit in with the dynamics of the game.</div><div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8tnQcC7S1mjkTWRJs6fWGOgBYa889TbKCrPI_DIRQsUzQwJmkUaRxzjFhw6uDM6-BNUfKOSiYMVlbh_WkHjFJhSJyolmZXNBD9S2f3jv3txJgGWXNRdb7zY7tT8-aGuR4uzS2vvQzkaEs/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="670" data-original-width="1020" height="263" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8tnQcC7S1mjkTWRJs6fWGOgBYa889TbKCrPI_DIRQsUzQwJmkUaRxzjFhw6uDM6-BNUfKOSiYMVlbh_WkHjFJhSJyolmZXNBD9S2f3jv3txJgGWXNRdb7zY7tT8-aGuR4uzS2vvQzkaEs/w400-h263/image.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The scene in the cabin of the MARK-I turned out<br />to be not very readable, but I still wanted to leave it</td></tr></tbody></table>As a vertical slice demo I set myself the task of making about 15 minutes of intense gameplay. But there is reason why the genre of action games is one of the most expensive in the gaming industry: the player has a set of expectations that require the game to be worked out in very different areas and very densely filled with content. It turned out to be very difficult to deal with this alone.</div><div><br /></div><h3 style="text-align: left;">Development difficulties</h3><div><br /></div><div>Level design and content filling took significantly longer than expected. Whithout great experience in this area, collecting levels even from ready-made objects was complex and time-consuming for me, required full immersion. And in general, the process of filling with content was not as fun as creating new systems in the game.</div><div><br /></div><div>Due to the chosen scope of the game, I had to redo and fix all ~15 minutes of gameplay several times. Almost all game locations were rebuilt from scratch 3-4 times. In general, the constant alterations, the need for which notifies after the next playtest, is morally and physically exhausting the most. One of the hardest things to do is cope with your anxiety about repetitive development.</div><div><br /></div><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgec_zVr4HhZAGreYcGMU3v9cS0m1RHXkRumkswZst5PmEHeflkSl2bdj7P_y4qypWY6um2XlA23i_8zR_9SXMCpNeKmbr3N4V5S5jTzHIHEQUrZVSOfUnKs_pnGsD5boKLSjCGiRuZzs-Z/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="1040" data-original-width="1920" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgec_zVr4HhZAGreYcGMU3v9cS0m1RHXkRumkswZst5PmEHeflkSl2bdj7P_y4qypWY6um2XlA23i_8zR_9SXMCpNeKmbr3N4V5S5jTzHIHEQUrZVSOfUnKs_pnGsD5boKLSjCGiRuZzs-Z/w400-h216/image.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Perhaps many will understand the feeling of some disgust for own project,<br />when throughout the year you open it and see the exact same thing</td></tr></tbody></table>Needless to say, many added features had to be thrown out. This often has a positive effect on the final result, but the time spent initially cannot be returned. So, for example, the collected data with knowledge about the world, or battle chips obtained from enemies, which initially serve as currency for upgrades, were cut. Many features had to be postponed as they only make sense in the context of a full-size game for a few hours.</div><div><br /></div><div>At a certain stage, I decided to add a local coop for 2 players, which should become one of the main selling points. Despite the fact that from the very beginning I had in my head the ability to control from a gamepad (now the game can be played entirely with an Xbox controller), this control option turned out to be more difficult to play than a mouse with keyboard. But nevertheless, I'm glad that now the controls can be easily adapted even for two independent Joy-Cons from Nintendo Switch.</div><div><br /><h3 style="text-align: left;">Experience gained</h3></div><div><br /></div><div>Despite the fact that it is difficult for me to give any subjective assessment of the final result, I am very happy with the process and the knowledge gained. One of the most important questions for me - could I work on one hobby project for a year, or maybe even more? - received a positive answer. I learned a lot in areas that I had to deal with a little less before: working with 3D in Unity, physics, rendering, navigation and ai, sound producing and much more.</div><div><br /></div><div>Regularly posting screenshots to <a href="https://twitter.com/JokerDen">Twitter</a> allows you to periodically look from the outside at the visual component of the game. Only a few subscribers were not enough to overcome the milestone of 100 followers by the end of the year :D Maybe by the 10th anniversary of the account next year it will be possible to do this.</div><div><br /></div><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVSuWCsk2uckGkHrf2vQZnEDhHe7cKNIMa9uvHddY092e6czqJWONgmUZ34KuPiSrG0qJFJPChOdXr3iz7VSXOA2VCzJW6Ci4pqP5Lz573OFYVJbcp2S4MpLzB9VPWh_uQE3ic2-xWCw5Z/" style="margin-left: auto; margin-right: auto;"><img alt="" data-original-height="300" data-original-width="600" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVSuWCsk2uckGkHrf2vQZnEDhHe7cKNIMa9uvHddY092e6czqJWONgmUZ34KuPiSrG0qJFJPChOdXr3iz7VSXOA2VCzJW6Ci4pqP5Lz573OFYVJbcp2S4MpLzB9VPWh_uQE3ic2-xWCw5Z/w400-h200/oh_33.gif" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The scene that started it all, but in pre-final form</td></tr></tbody></table>Regular playtests are one of the most effective tools. In order not to blur the eyes of the players, since every time the feedback is very useful, I tried not to build demos frequintly, making breaks between internal releases of 1-2 months. Once I even managed to make a public playtest within of one local meetup, where I managed to look at very different players trying the game for the first time. Yes, you can't please absolutely everyone, very often the feedback turns out to be very cruel, but this is what makes you reflect on the project.</div><div><br /></div><div>I was convinced once again how planning works in the industry. Especially now that this issue of overworking and crunches has resurfaced in publicity. The deadlines that business management lays down in the project almost never coincides with the internal reality, especially at the seemingly final stages of development. Planning is great for short iterations between playtests, but it's very hard to rely on in the long run. Quality assurance of the project takes more time, relative to the first stages of development. The devil is in the details.</div><div></div><div><br /></div><h3 style="text-align: center;">* * *</h3><div><br /></div><div>About plans: at the beginning of the year to release the received vertical slice as an independent game in Steam. And finally, let go of the project and not return to it (unless, of course, I can find a publisher before release).</div><div><br /></div><div>I really want to take another look at my indie approach, reduce the amount of stress and the semblance of "work", leaving the indie gamedev hobby in a freer and more fun style. It’s hard to watch after iteration “2021”. I wish you all creative success and strength to create!</div><div><br /></div><div><br /></div>JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-86512669272725207012019-12-21T18:57:00.001+03:002019-12-21T18:57:25.176+03:00My Jam Entries 2019My indie releases of last year were made as entries to 3 short game jams.<br />
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In the April, I got trip to Berlin to visit <a href="https://amaze-berlin.de/">A MAZE.</a> As a part of this amazing indie video game festival, there was <a href="https://www.meetup.com/ru-RU/game-developers-berlin/events/260066396/" target="_blank">Berlin Mini Jam</a> for a short (something like 8 hours) game jam as part of last festival's day. The theme was `The sky is really the limit` and made a game with same name. <b><a href="https://kazantsev.itch.io/the-sky-really-is-the-limit" target="_blank">The sky really is the limit</a></b> is a little philosophical sketch with a bit of nihilism, about people of different time and different places which asked themself metaphysic questions just by looking to the deepness of space above they heads, and how these questions changes throughout life.<br />
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In the August, was <a href="https://itch.io/jam/gmtk-2019">GMTK Game Jam</a> from popular game analysis <a href="https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw">Youtube channel</a>. It was one of the biggest global jams of last year and I was in. Theme was `only one`, 2 days and jam felt exactly as Ludum Dare. Finished with <b><a href="https://kazantsev.itch.io/theonism" target="_blank">theonism</a></b> – political satire game inspired by the events that was going in Russia same time when the jam was.<br />
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In the end of November happened <a href="https://garagemca.org/en/event/eco-jam-hackathon" target="_blank">Eco Jam Hackathon</a>. I was hyped by the fact that jam took place in the GARAGE museum of modern art. So I visited Moscow for a weekend to participate in this jam. It was really inspiring experience, and at the end I has <a href="https://kazantsev.itch.io/waste-problem" target="_blank"><b>Waste Problem</b></a>, city-building/clicker game that is touching the theme of garbage and it's utilization that really edge question in Russia right now.</div>
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JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-43861666046537684022019-01-12T14:57:00.000+03:002019-02-07T13:19:59.348+03:00Personal thoughtsHello my lovely diary...<br />
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Writing posts regularly does not work (as usual), and there is no need for it yet. In order not to completely disappear from the radar, I decided to write at the beginning of the year about my state of the mind.<br />
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Recent events</h3>
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Successfully moved to <a href="https://unity3d.com/" target="_blank">Unity</a>. Fate of my previous Flash projects is pretty foggy. It is important for me because "My Pocket Hobo" and "My Pocket Pony" are only games that produces any money – like about 30$ per month. Not much, I know, but it still better than nothing.</div>
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Made hyper casual game <a href="https://itunes.apple.com/us/app/hit-balls-mania/id1439225891" target="_blank"><b>Hit Balls</b></a>. May be I'll write the whole post (no) about what for I've made it and what results after all.<br />
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Got a new office job in a startup, making hyper casual games for mobile, trying to pay off investments. I think it almost the best option for me in the job market to do what I like.<br />
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Currently</h3>
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Developing one new game prototype. I have ambitions to do a really original product, but it's still to early to judge about it. But who knows, sometimes I'm drop out my ideas...<br />
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From time to time I experience personal conflicts about my goals into game development. Most often it comes down to the classic issue of <i>money versus art</i>. But many other questions too often come up in my head – what products to invest own time, how much it is worth investing, how to find a balance with employment, and so on.<br />
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All also for a long time I experience long periods of decline and the rise of the motivation. I don’t even fighting with it, but I try to simply adapt to this inconstancy: when I rise, I try to keep it as long as possible; when the decline, I try to minimize losses and quick as possible return to a productive track.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYS1fdCRpwTqecfR0adSpnmPOlx6VWHhB605Ifrd04hE55GbUEgrTuWFS7mCTaVZdq2GGHatw4_L49f3Hx0QQPLlBlkgIWnjxzvob-A6OiyuBk1jFOetjk009emJPwGaTPnV3pEXWwhQDX/s1600/912-6.jpg" imageanchor="1"><img alt="my free time" border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYS1fdCRpwTqecfR0adSpnmPOlx6VWHhB605Ifrd04hE55GbUEgrTuWFS7mCTaVZdq2GGHatw4_L49f3Hx0QQPLlBlkgIWnjxzvob-A6OiyuBk1jFOetjk009emJPwGaTPnV3pEXWwhQDX/s400/912-6.jpg" title="" width="400" /></a></div>
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But most important personally for me is that gamedev still warms my heart. My love to it changes over time, but it so natural process. I wish everyone to continue to do their favorite things and that the new 2019th year was better than the previous one. <a href="https://news.ycombinator.com/item?id=6805699" target="_blank">Бороться трудно и удачу!</a></div>
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JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-48066823026928344922018-04-04T12:38:00.000+03:002019-01-14T18:43:14.015+03:00Feelings about Unity after FlashI'm Flash developer almost whole conscious life. Started with <i>Macromedia Flash MX 6</i> around 15 years ago, I wanted to make cartoons and then I found potential for games. I tried to program with frames and `goto` but learned programming only years later. All my jobs was related to Flash and I'm working as mobile AIR developer now.<br />
<br />
But epoch is gone. Everyone heard about Flash death (that slightly exaggerated on my opinion). When everyone already moved to other technologies such as JS and Unity, I'm only started this way. And today I want to share my feelings about moving to <i>Unity 3D</i> after years of developing with Flash and ActionScript.<br />
<br />
<h3>
Basics</h3>
<div>
<br /></div>
First at all I can recommend to start from <a href="https://docs.unity3d.com/Manual/UnityOverview.html" target="_blank">official manual</a> which is structured really well and written easily and informative. Who knows may be it will abolish the need for further reading. Here my understandings of basics Unity concepts.<br />
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Project (that almost always are games) consist of Scenes. Each Scene represents independent 3d-space. Let think about Scenes like about separate stages (Flash IDE also have scenes concept but I never used it for development). Even 2d-games are exists in 3 dimensions – I hope you know how z-index works.<br />
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This 3d-space is container for GameObjects. Something like DisplayObjects in Flash. And each GameObject (GO) has Transform component/property – information about it position, rotation and scale.<br />
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Prefabs are something like stored GOs, presets. You can reuse prefabs with different ways. It one of basic tools of Unity and it better to learn about it in <a href="https://docs.unity3d.com/Manual/Prefabs.html" target="_blank">a chapter of manual</a>.<br />
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Each GO can (and should) have components. Components are code that describes behaviour of GOs. Working in Unity, you will use many built-in components, as well as write your own. Working with components are main part of business in Unity.<br />
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<h3>
Few more notices</h3>
<div>
<br /></div>
Measure system. Don't forget that Unity (unlike Flash) uses units measure system. It could be a problem at first, but soon becomes natural.<br />
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CSharp. Despite the fact that Unity allows you to choose the programming language of a few, of course you need to use C# as only one language. Especially if you programmed on ActionScript 3.0 before. Mostly all projects (I will assume >99%) made in Unity are written on C#.<br />
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<div>
Rider. I like JetBrains IDEs. So highly recommend <a href="https://www.jetbrains.com/rider/" target="_blank">Rider</a> instead of MonoDevelop as main code editor. It easy to integrate to Unity and much more comfortable to work with.</div>
<div>
<br /></div>
<h3>
Conclusion</h3>
<div>
<br /></div>
<div>
I'm using Unity hardly more than month but it hard to describe how it changed my approach of development strategy. I'm writing much less code than in Flash for same functionality. Working with components is much more conveniently for game development. I'm excited from possibilities that Unity gave me and ready for new experience.</div>
<br />JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-58536941782880307392018-02-28T12:16:00.002+03:002018-03-13T12:01:01.299+03:00The Return<img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCMueuGE6s9UoE8P8tfSnhohPIPS7wlOHwTHsZKQS_Pb2XqO4XUypHT7Q6OLgaOxPpIMbD5l_Cu4x19mbeTEW05lnMBUO5qAwgFlZA4U2AUm9mZ7HDkIgu6S-X2rvyBcciLewJMDxsUzjN/s400/Twin.Peaks.03.01.Cooper.Beginning.png" width="400" /><br />
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<h3>
Reasons for return</h3>
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More that three years have passed since the last publications in this blog. Now I'm filled with new ideas, desires and power to revive blog and create new content.<br />
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In general, I want to do a blog for myself: it's a good opportunity to write some ideas, as well as a good way to practice English. And this post is something like formality, explaining the further destiny of this blog.<br />
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<h3>
What kind of posts are expected in the future?</h3>
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Of course about game development. I want to pay attention on the analysis of prototypes, new releases and updates – key ideas and hypotheses, devlog notes, current statuses and post-mortems.<br />
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Also, I plan to expand the subject of the posts. Lately a number of thoughts have appeared that I want to share with others; in common about self-organization. And I always wanted to review some products (games, movies, software, etc.), now I hope to find time for it.<br />
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<h3>
About tech side of the blog</h3>
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Old blog used WordPress on custom hosting but it was lost in time. I decided to use Blogger for new version. It's not the best platform for blogging but I like Google services and hope that blogger could be better in future.<br />
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I revived old posts using <a href="https://web.archive.org/">Web Archive</a> but some pictures, links or formatting could be missed. These posts labeled as `oldpost`, don't have great importance, but I want to save them by some reason.<br />
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This time I don't promise any regularity of publishing posts, but I'll be glad if you check here sometimes (it's strange that I can't find any subscription tool on the blogger).JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-65274177372086161242014-11-08T09:00:00.000+03:002018-02-19T13:22:27.142+03:00Little release, new announcement and Twitch<div style="box-sizing: border-box; color: #333333; margin-bottom: 2.3rem;">
<span style="background-color: white; font-family: inherit;">As I said in previous post, PATRIOT project is frozen for indefinite term. But it’s not mean that closed. PATRIOT is almost complete and I will return to it in near future. But I have some news.</span></div>
<div style="box-sizing: border-box; color: #333333; margin-bottom: 2.3rem;">
<span style="background-color: white; font-family: inherit;">Few time ago I released small game called <a href="http://www.newgrounds.com/portal/view/648178" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; color: #bb0000; text-decoration-line: none; transition: none;" target="_blank"><strong style="box-sizing: border-box;">TwoNumbers</strong></a>. It was made in only one night. Game has little confusing rules, but it is very simple and minimalistic. I got some feedback (even from Tom Fulp at PM on Newgrounds) and hope I’ll make mobile port soon. Don’t be strict, just keep in mind that it was made by one man in few hours.</span></div>
<div style="box-sizing: border-box; color: #333333; margin-bottom: 2.3rem;">
<img alt="" class="alignleft wp-image-319 " height="174" src="https://web.archive.org/web/20141217042439im_/http://huindie.com/wp-content/uploads/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA-%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0-2014-11-06-%D0%B2-23.41.32.png" style="border: 0px; box-sizing: border-box; float: left; height: auto; margin: 0.5rem 2rem 0.5rem 0px; max-width: 100%; vertical-align: middle;" title="yep another logo without screenshots" width="331" /></div>
<div style="box-sizing: border-box; color: #333333; margin-bottom: 2.3rem;">
<span style="background-color: white; font-family: inherit;">I noticed, that my last games was really simple and small. So I started make new game called <strong style="box-sizing: border-box;">Holiday in DPRK</strong>. It’s something like jRPG about team of cool soldiers in North Korea which must kill Kim Jong-un. Game is a satiric and trash a little. I started to draw for this game. I hope I will develop it till the end and it will get positive feedback. I planned make game about North Korea already few months, but only short time ago I got nice idea.</span></div>
<div style="box-sizing: border-box; color: #333333; margin-bottom: 2.3rem;">
<span style="background-color: white; font-family: inherit;">And last little news is about <a href="http://www.twitch.tv/jokerden/" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; color: #bb0000; text-decoration-line: none; transition: none;" target="_blank">my Twitch channel</a>. Sometimes I stream game development there. Not really interesting but who knows. Just follow it. Thanks.</span></div>
JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-41242882644133937652014-10-02T22:00:00.000+04:002018-02-19T12:38:05.423+03:00Standstill 2Few months past after last post and I need something to write here.<br />
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As I said, I have no stable job right now. So I spend a lot if time for getting money at different projects. But now I get some energy and unfreeze my main main project PARTIOT. It need a lot of work and I can’t promise soon release. But work is going and it was moved from dead point. I hope on some news for you at near future.<br />
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I skip last Ludum Dare because of theme. It really sucks. I have a lot of awesome ideas for new projects, but first I need to complete current. And it not cancel my words about outsource projects where I getting money.JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-11911169903133492972014-08-06T22:00:00.000+04:002018-02-19T13:44:41.549+03:00Current statusSome time has passed, you need to know about my current business.<br />
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I started development of the promising project called PATRIOT. I call it game but it more looks like monumental social experiment. At this time I doing it not alone – my good friends took server-side programming (yes, it’s not single player game). I really lay my hopes on PATRIOT.<br />
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<img alt="patriotLogo" src="http://web.archive.org/web/20141217042439im_/http://huindie.com/wp-content/uploads/patriotLogo.png" /><br />
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In addition, I can say that possible few little projects in partnership with great <a href="http://www.discofishgames.com/" target="_blank">DiscoFish</a>. I have plans for game series with different mechanics but with same universe. I think Alex can do awesome art style for this project. He agreed for this, but I can’t promise it soon because I will take outsource job for money~ Hey, I’m indie and I need money sometimes!JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-21824060754760398742014-07-19T22:00:00.000+04:002018-02-19T13:22:39.284+03:00Ports to iOS — check<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<span style="background-color: white;"><span style="font-family: inherit;">After I left my job, it was pretty easy to complete updates and ports. Before I planned it done until summer end but now it was finished in few weeks. I’m glad. Here are the links in AppStore:</span></span></div>
<ul style="box-sizing: border-box; list-style-type: square; margin: 1.6rem 0px; padding: 0px 0px 0px 4rem;">
<li style="box-sizing: border-box;"><a href="https://itunes.apple.com/us/app/colorus/id897463859" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;" target="_blank"><span style="background-color: white; color: black; font-family: inherit;">COLORUS</span></a></li>
<li style="box-sizing: border-box;"><a href="https://itunes.apple.com/us/app/hungry-brothers/id881107419" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;" target="_blank"><span style="background-color: white; color: black; font-family: inherit;">Hungry Brothers</span></a></li>
<li style="box-sizing: border-box;"><a href="https://itunes.apple.com/us/app/card-football/id892163930" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;" target="_blank"><span style="background-color: white; color: black; font-family: inherit;">Card Football</span></a></li>
</ul>
<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<span style="background-color: white;"><span style="font-family: inherit;">And guess what? I reincarnated my <a href="http://octahedronstudios.com/" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;" target="_blank">octahedron studios</a> site. New lite WordPress design and separate pages for games. Hope you like it. It need some work and time but it better than it was before (static blank page if you remember).</span></span></div>
<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<span style="background-color: white;"><span style="font-family: inherit;">Now I’m started working on new project, that not really game but huge social experiment. It will be awesome and weird. And now I’m not alone with it: my old friend helping me with server side programming. It first not solo experience in development for me (except <strong style="box-sizing: border-box;">taphophobia</strong> of course).</span></span></div>
<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<span style="background-color: white;"><span style="font-family: inherit;">It will be a lot of news at near time. You can follow my fresh <a href="https://twitter.com/JokerDen" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;" target="_blank">Twitter</a> — there are will be some short news.</span></span></div>
<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<span style="background-color: white;"><span style="font-family: inherit;">Thanks for reading, I’m happy.</span></span></div>
JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-39408186744462224732014-07-01T22:00:00.000+04:002018-02-19T13:12:11.162+03:00Indie. Day one<br /><br />Today is the first day without office. Yep, I quit my job yesterday. Now I’m poor but free. Now I can take all time to my games.<br /><br />Here the plan for near future<br /><ul>
<li>Make updates and iOS-ports for my mobile games</li>
<li>Ressurect <a href="http://octahedronstudios.com/">octahedron studios</a> site. It will be just homepage for mobile games. All news will be here</li>
<li>Ludum Dare 30 in August</li>
<li>New games!</li>
</ul>
<br />Damn, I’m so glad that I can spent full time to my own projects. I hope I’ll not die from hunger.JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-79886151423908730292014-05-24T22:00:00.000+04:002018-02-19T13:18:44.729+03:00Ludum Dare 29 Summary, or how I fucked up.<br />
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I’m very dissapointed, so I do not want write the post of full value. It’s overall place is only 221th. Fool statistic is available at <a href="http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=16034">LD-page</a>. It’s very sad adter previous Ludum Dares, when my games always took first hundred. I have some thoughts why it turned like that. But now I put my mind about mobile port with improvements far away.<br />
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And here, if you don’t played, the link to the game <a href="http://www.newgrounds.com/portal/view/638291"><b>Snake Intuition</b></a>. And here the timelapse video of development:<br />
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<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/Cj_qz6m_EWE/0.jpg" src="https://www.youtube.com/embed/Cj_qz6m_EWE?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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<br />
It’s enough for now. Current time I’m working on huge update and iOS-port of my old mobile game <b>Hungry Brothers</b>. I hope I’ll done it soon and do it with my other mobile games. And only after that I’ll start to make new games.JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-15259244756663901822014-05-07T22:00:00.000+04:002018-02-19T13:21:54.241+03:00GamesJamGAMM SummaryFew moments ago judgment of <a href="http://kitchenriots.com/gamesjamgamm-winners/">GamesJamGAMM</a> ended. I wanted to write post about it after that. So here it is.<br />
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About contest. It was Russian game development contest where participants created games in 7 days in given theme. Theme was ‘phobias’. I think rules must be more adjusted, because they have some unlogical moments. For example, it is possible to participate with any old game if it suitable for theme. Even if it was developing already two years by team. But prizes for win places was tasty (money and other shit) so many developers droped to this contest. But I wanted to write not about prizes.<br />
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I participated in GamesJamGAMM as warmup before Ludum Dare. I wanted to make a little game with any zest and not counted for winning. So here borned idea about taphophobia – fear of be buried alive. Firstly I wanted to make game like film ‘Buried’ with Ryan Reynolds. It should have been puzzle, where main character every night see dream about he is buried in a coffin but when oxygen ends he waking up in bed. And dream by dream player got new details and must use it to avoid burial and bad dream ends. But when realized how much energy and time realization will take, I was forced to change game in something more simple. And shocking. So here concept was reborn as it now in final game called <b>taphophobia</b>. No spoilers, just try it.<br />
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It took only 3 evenings to complete development. My woman recorded a lot of breathing sounds, that was cropped and insesrted into game. I think it turned pretty cool – something between fear and excitation. As I wanted. Also She made final theme that was originally made not for game but I think it sounds pretty organically. Thanks a lot.<br />
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So I put game to my favourite <a href="http://www.newgrounds.com/portal/view/638182">Newgrounds</a>. And after that to <a href="http://gamejolt.com/games/other/taphophobia/25985/">GameJolt</a> where I recently registered. Also you can check it at <a href="http://gamesjam.org/751/">contest page</a>. Sure game wasn’t featured and got odd feedback. Furthermore it now have lowest rating of all my games. But most interesting things was started few days later.<br />
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First, I’ve got not bad feedback from members of contest. I thinked it will be more negative. But all comments was fun irony or finding of significance of game. Second, I had very weird conversation in Skype. One Newgrounds user found me and said (quote) “you are fucking genius, sir”. It was amazing that this man from Italia was not lazy and wrote directly to me. I was so happy. I think only this convesation was enough for making game. And I think he is my first real fan who is not from my friends. And third, after I’ve got reference to a taphophobia game in Twitter, I suspected that something is wrong. I’m googled my game. And what I found? And think it awesome, but I found my game at <a href="http://indiegames.com/2014/05/nsfw_browser_pick_the_highly_d.html">indiegames.com</a>. I’m not sure that it a real cool site, but the fact that it was made by creators of Gamasutra is enough for me.<br />
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So what we have at the end. Game that was in really weak rhytm got really positive and interesting feedback for me. Official results of contest was predictable for my game. It got 53th place from 105 games. In the middle. But you know, it was not about place. Will do something like that again.JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-75409151300391625242014-04-30T22:00:00.000+04:002018-02-19T13:26:17.596+03:00Jam week ended<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<span style="background-color: white; font-family: inherit;">As I said, last week was Jam week. I participated in two events.</span></div>
<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<span style="background-color: white; font-family: inherit;">First was GamesJamGAMM. It’s a russian game jam. It continued 7 days and had <span style="box-sizing: border-box;">disputable rules. Theme of GJG was ‘phobias’. I didn’t strive and it was something like warm-up before second event. I made a little dumb game (that more looks like cutscene) in 3 evenings. More information about development (it has few interesting facts) will be later after results. Sure, I’m not claim for any victory, just for fun. You can play <strong style="box-sizing: border-box;"><a href="http://www.newgrounds.com/portal/view/638182" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;">taphophobia</a> </strong>now. It’s take only two minutes for whole game.</span></span></div>
<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<img alt="" class="alignleft wp-image-224 size-full" height="90" src="http://web.archive.org/web/20141217042439im_/http://huindie.com/wp-content/uploads/icon140x90.png" style="border: 0px; box-sizing: border-box; float: left; height: auto; margin: 0.5rem 2rem 0.5rem 0px; max-width: 100%; vertical-align: middle;" title="game also added to 'games' page at blog" width="140" /><span style="background-color: white; font-family: inherit;">Second event, and more important for me, was Ludum Dare 29. I really like it. It was my fourth time when I was involved in compo category. It’s mean that the whole game (idea, code, graphics, etc) was made only by myself in 48 hours. I wanted to try my best, but this time theme ‘beneath the surface’ knocked me down. As always, devlog can be seen at my <a href="http://www.ludumdare.com/compo/author/jokerden/" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;">LD-page</a>. I made something like redefining of classic snake-game. It will be more information about this game after results but now you can play <strong style="box-sizing: border-box;"><a href="http://www.newgrounds.com/portal/view/638291" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;">Snake Intuition</a></strong> at Newgrounds.</span></div>
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<span style="background-color: white; font-family: inherit;">It’s really cool that Tom Fulp featured my game at main page as always at Ludum Dare. Futhermore, my friend was involved in this Ludum Dare too, and <a href="http://www.newgrounds.com/portal/view/638332" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;">his game</a> also was featured. It was really awesome to give high five to him from main page and from categories page (his icon firstly was choosen as icon for LD 29 but after it was changed).</span></div>
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<span style="background-color: white; font-family: inherit;"><img alt="" class="alignnone wp-image-227 size-full" height="491" src="http://web.archive.org/web/20141217042439im_/http://huindie.com/wp-content/uploads/jokerden_008.png" style="border: 0px; box-sizing: border-box; height: auto; margin: 0.5rem 0px; max-width: 100%; vertical-align: middle;" title="high five xk!" width="629" /></span></div>
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<span style="background-color: white; font-family: inherit;">So, this is my last news. Play in these best games and give 5 stars if you can.</span></div>
JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-21546351140629817082014-04-18T22:00:00.000+04:002018-02-19T13:27:42.694+03:00It's not over yet<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<span style="background-color: white; font-family: inherit;">I’m too lazy to write all about my project failure, but I don’t want to make dead-end for this blog. I had some problems with addictions but now they are solved and normalized. Now I’m planning to use it for all my game development news. Stay tuned I’m back.</span></div>
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<span style="background-color: white; font-family: inherit;"><img alt="" class="alignnone wp-image-201 size-full" height="206" src="http://web.archive.org/web/20141217042439im_/http://huindie.com/wp-content/uploads/its_alive2-e1397826061356.jpg" style="border: 0px; box-sizing: border-box; height: auto; margin: 0.5rem 0px; max-width: 100%; vertical-align: middle;" title="its alive!" width="497" /></span></div>
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<span style="background-color: white; font-family: inherit;">From my latest news:</span></div>
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<li style="box-sizing: border-box;"><span style="background-color: white; font-family: inherit;">Chop-chop Gobbler (February game) is frozen. Not sure that I’ll return back to it someday.</span></li>
<li style="box-sizing: border-box;"><span style="background-color: white; font-family: inherit;">I’m working as freelancer for small game project. Something like legendary Incredibox but for children.</span></li>
<li style="box-sizing: border-box;"><span style="background-color: white; font-family: inherit;">Two game jams are coming, where I’m planning to participate: <a href="http://kitchenriots.com/gamesjamgamm/" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;">GamesJamGamm</a> and <a href="http://www.ludumdare.com/compo/" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; text-decoration-line: none; transition: none;">LD29</a>.</span></li>
<li style="box-sizing: border-box;"><span style="background-color: white; font-family: inherit;">I’m working on porting of my Android games to iOS. Don’t have enough time for it, but it is on rails.</span></li>
<li style="box-sizing: border-box;"><span style="background-color: white; font-family: inherit;">And, besides all, I continue working at my main job at office.</span></li>
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<span style="background-color: white; font-family: inherit;">Wish me luck and all will be fine.</span></div>
JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-46912654650761902612014-02-23T22:00:00.000+04:002018-02-21T11:40:16.037+03:00February game announcement<br />
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<img alt="" height="180" src="http://web.archive.org/web/20141217042439im_/http://huindie.com/wp-content/uploads/feb_003.png" title="making vector pixel art at flash take a lot of time for me" width="320" /></div>
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<span style="font-family: inherit;">I spent only one hour and now I think that game idea need some more time for realization. I’m afraid about time: how can I catch?<br />Howere here my announcement, game will be called <b>Chop-chop Gobbler</b>. It will be a simple clicker. Need to do a lot of non-gamedev things, so haven’t time for good post. Here a little of early progress of game menu.</span>JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-83363278608647930002014-02-17T22:00:00.000+04:002018-02-21T11:51:08.067+03:00Lazy bastardNot so much progress at this week. I’ve created project for the game and started to draw. This will be busy week and I dunno how I’ll finish my game.<br /><br />C’mon lazy ass! It’s a simple idea and realization. I really need give it just one or two evenings to complete it from blank page.<br />Sometime I hate my procrastination.JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-22180612221393865112014-02-10T22:00:00.000+04:002018-02-21T11:54:59.094+03:00Current businessAs you know it’s already February (almost middle) and time for new game. I tried few ideas and stopped on very simple game concept, that will be announced soon. May be it will be on the mobile too, but can’t guarantee.<br /><br />On the attached gif you can see one of a deferred idea, which will be back later I think. It has awesome story, but boring gameplay and realization. But I like it very much.JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-70020358237301002662014-02-03T22:00:00.000+04:002018-02-21T11:55:49.548+03:00Searching ideas<br />It’s time to do the February game but all earlie prepared ideas weathered out of my head. At the weekend I tried to construct a prototype of new idea by using old pixelization filter. Rendered my apartament but didn’t think about gameplay. I save this prototype until better times and start making a new game.<br /><br />Now I started to make a new prototype. Trying to implement a very old idea. If in the next few days I will not stop works it’s became a my February game. Wish me luck and do not screw it up with this new shit.<br /><br />And yes, some fag broke my blog few hours ago but it has been restored. I don’t know why he done that.JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0tag:blogger.com,1999:blog-3260882184480537476.post-27250456137813693192014-02-01T22:00:00.000+04:002018-02-21T11:58:09.262+03:00Worth it<div style="box-sizing: border-box; margin-bottom: 2.3rem;">
<span style="background-color: white;"><span style="font-family: inherit;"><span style="box-sizing: border-box; line-height: 1.5em;">Despite deserved failure of the game, it’s was suprisingly nice to see </span><a href="http://www.newgrounds.com/portal/view/632742" style="border-bottom: 1px solid rgba(0, 0, 0, 0.1); box-sizing: border-box; line-height: 1.5em; text-decoration-line: none; transition: none;">Ultimate Frontier</a><span style="box-sizing: border-box; line-height: 1.5em;"> on the main page of Newgrounds.</span></span></span></div>
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<span style="background-color: white;"><span style="font-family: inherit;"><img alt="" class="alignnone wp-image-127" height="320" src="http://web.archive.org/web/20150209135539im_/http://huindie.com/wp-content/uploads/jan_004.png" style="border: 0px; box-sizing: border-box; height: auto; margin: 0.5rem 0px; max-width: 100%; vertical-align: middle;" title="catched my game while it slept. love tom fulp <3" width="320" /></span></span></div>
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<span style="background-color: white; box-sizing: border-box; line-height: 1.5em;"><span style="font-family: inherit;">This is not the first time for me, when Tom Fulp places my games at the front page of his site. I terribly flatted as I understand all this undeserved – my games are not cool. Most likely I get this indugence because of embedded adversting of Newgrounds. A great reason to continue doing it.</span></span></div>
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<span style="background-color: white;"><span style="font-family: inherit;">Anyway achievement Daily 4th place and placement at front page already make my efforts about this game not in vain. I’m already started think about February game.</span></span></div>
JokerDenhttp://www.blogger.com/profile/12324734293516948066noreply@blogger.com0