The Curse of Mono =\

A couple weeks ago I was tasked with building a plugin for Unity that would allow testers and developers to take screenshots, comment and submit tickets to our bug tracker, JIRA. Our instance is in the cloud and behind HTTPS, which are generally great things. I have used JIRA for Gneu, at Blinkx and even a few of my previous game dev related projects; I had even built a few other tools to move tickets into, around and out of JIRA, so it sounded like a reasonable request from Unity.

Unfortunately, the estimates were far too optimistic.

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Hatred Pulled from Steam… hmm

For the better part of the last 5 years, there have been complaints about the way that Valve has policed their Steam platform, publishing whatever the hell comes along, passing it on to the consumer at a cost and making money hand over fist. Examples of the trash that has gotten through the silly  fake popularity contest that is Steam Greenlight can be found on pretty much every high profile reviewer/critic around… but this game gets pulled from even the Greenlight process, where it is reportedly 7/100?!

Wow.

Folks. It’s a fucking game. Sure, its not tasteful or tactful and I wont be buying it but now im pretty much being forced to reach out and support these developers actively, because unfortunately – it isn’t a matter of just publishing a game. This is a matter of supporting indies and ensuring that when or if I build something ridiculous and terrible someone will be around to reach out and support my own kamikaze run.

Take it away Boogie, much love.

I am shelving Derelict, and that’s not a bad thing

I have a process.

An idea that I have typically spends a good couple months tumbling around in my critical thinking cavity, vetting itself as I ride the Duc around the south bay. Eventually though, it will become something I need to put honest thought into, some of its features will need proving and I’ll need to bang out a few prototypes to see how feasible things are. Ill spend another couple months jotting down ideas and trying to hone the idea down, paring off the silly and unnecessary details so I can handle a 5 minute pitch and probably build out a team that is interested in the project.

When I saw Gravity, it was a must and I was immediately working towards piecing together the narrative. Months later I met a couple folks on the UE4 forums and we did some discussions about collaborating on the project, as we had very similar ideas. And months later, it is shelved.

Why?

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Rift & Nausea & Gaming & Nausea & Porn & Nausea

Back in October of 2013 I made the mistake of watching Gravity and being swept up in the immersive camera work, stunning visuals and overwhelming experience of being lost in space. This lead me, in March of this year, to purchase a Rift, with the intent of building out a game in this universe.

Surely in an industry where walking simulators are becoming a viable sales point, and Carmack is willing to jump ship for the future of gaming – there is a niche for a game about being lost in space, with depth perception.

There were a couple things I didn’t count on – namely, Nausea, nausea and more nausea – but I’ll come back to this.

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