- WORLDS, more details will be below
- a logic game about blocks in pseudo-soviet style (working title is 'blockage')
- some kind of successor of COLORUS (my old game), casual metroidvania
- new shoot'em'up with top view
- ressurection of HOBO
12.24.2022
Summary 2022
7.02.2022
Year Progress ▓▓▓▓▓▓▓▓░░░░░░░ 50%
Just to reduce dept for this year summary, I decided to give a quick overview to my indie progress 2022.
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 itch.io update page. 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.
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.
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 LD page 'Your Regime'.
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 itch.io page.
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!
12.29.2021
Summary 2021
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.
Release of MARK-I: Mission Pilot
LD49 – Ludens Fortuna
| 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 |
WORLDS
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10.20.2021
Z-buffer problem in Unity on WebGL
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.
First, my setup: Unity 2021.1, URP, Windows.
Everything looks fine in the Editor but when I built my project to WebGL 2.0, I found weird vertex/facing jittering:
It reminded me popular Z-Fighting 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).
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:
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.
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:
12.24.2020
Summary 2020
While almost completely ignored jams this year (with the exception of QUBOR for Ludum Dare 46), 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.
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| The first prototypes did not show the amount of work that awaited me in the future |
MARK-I: Mission Pilot
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| The scene in the cabin of the MARK-I turned out to be not very readable, but I still wanted to leave it |
Development difficulties
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| Perhaps many will understand the feeling of some disgust for own project, when throughout the year you open it and see the exact same thing |
Experience gained
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| The scene that started it all, but in pre-final form |
* * *
12.21.2019
My Jam Entries 2019
In the April, I got trip to Berlin to visit A MAZE. As a part of this amazing indie video game festival, there was Berlin Mini Jam 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. The sky really is the limit 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.
In the end of November happened Eco Jam Hackathon. 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 Waste Problem, city-building/clicker game that is touching the theme of garbage and it's utilization that really edge question in Russia right now.
1.12.2019
Personal thoughts
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.
Recent events
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.
Currently
From time to time I experience personal conflicts about my goals into game development. Most often it comes down to the classic issue of money versus art. 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.
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.




