NodeJS, NPM & Bower on openSUSE 13.1

on Aug 18, 2014 | in Linux | 0 comments

If you find yourself working with any NodeJS and/or Bower components or if you are in need of that, and if you are working with openSUSE, you’ll find that nodeJS in official repos are pretty much outdated (Dec ’13).

You’ll need to add this repo and update your NodeJS, so npm commands works and does not give you ENOENT errors:

http://download.opensuse.org/repositories/devel:/languages:/nodejs/openSUSE_13.1

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An Anatomy of a Simulation

on May 19, 2014 | in Gaming, Programming | 0 comments

Most difficult thing about being an indie developer is financial issues. To overcome this, you’ll either forsake your independence, your time, or your life force.
But sometimes, sometimes it is possible to hit the jackpot.
This post, is a story of that kind of an event.

Since the time I started to develop Paralycid, the money we spent has an extend; but we have to postpone some things constantly. To maintain ourselves as freelancers by the job we are doing is nearly impossible. Furthermore, most companies in Turkey are acting like necrophiliac, trying to buy whole company at the price of the simplest product. Nevertheless, it is required to do something withing our knowledge and skills. At this moment, one of the members of my core team, Marco, said that the place he works at needs a simulation.

What’s required was relatively simple, but in order to do that, I had to prepare an ocean scene realistically, and simulate the water physics inside that.

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Versioning Systems for Game Development

on Dec 13, 2013 | in Paralycid | 0 comments

As some of you may already know, I am developing a new game at the moment. I chose Unity Engine for this game. I know quite well that Unity is on par with FPSmaker for people who want to make games and there are shitload of games made with Unity (rarely very good ones). Nevertheless, since I am a computer engineer, when I choose a tool, it should be easy to use, dependable, strong and lets me to achieve what I want to do in the easiest way possible. In these terms, Unity, unlike most of the game engines out there, instead of having Object Oriented approach, has Pattern Oriented aproach and this lets me do most of the things I want easily.
Of course, there is another issue here: Team Work or Collaboration.

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The Backwards Clock

on Sep 17, 2013 | in Paralycid | 0 comments

Zia: But since she is in *** state shouldn’t she see clocks working backwards?
Me: I don’t know, is she aware of her state at that moment? And even if she is, should she really see it that way?
Marco: Well man it’s called *** so Zia is right, it should be that way.
Me: But I mean, the *** will show the time normally. Though it shows only GMT at the moment.
Zia: Well, from what I’ve heard and read so far, it goes like that. It should work backwards.
Me: Well, we’ll see if it is necessary. First, let me make a working wall clock.
Zia, Marco: Alright.

And so I did program a wall clock to work normally. And when I finally tested it…

IT STARTED TO WORK BACKWARDS!

I should probably get some sleep and stop working on this game for a few days….

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You’re Trying to Reach From Beyond Studios

on Jul 30, 2013 | in Gaming | 0 comments

Cretdis ~ From Beyond Team member, Sound Artist, Lead Level Designer Zia.

Automated Answer

Hello there; You’re trying to reach From Beyond Studios, If you’d like to refund a product and/or reach customer support please dial 1, If you’d like to purchase any of the following games: Reflections, Potato !#$?**, ?#*!½&^£, then please press 2; and you’ll be asked further personal information.

When you call it, it will play.

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Why to Keep Design Stage Longer?

on Feb 28, 2013 | in Gaming | 0 comments

If I learned something from my college years of computer science, it is to have a design stage before every project. There are many kinds of different design patterns, and it is up to you to chose any of them; however it is essential to have this stage.
Since my programming projects and assignments in the school were quite easy for me to make, I’d often skip that stage and finish them quickly, only because I exactly knew what I need to do. However that changed with White Night.

When I was making White Night, my design stage was quite short and unpolished; and my haste resulted not only with wasted time of reworked levels and scripts, but also I had many game design mistakes in the resulted product. Regardless of being the best single player mod of 2011, White Night was an experiment, and I learned a lot from it. Especially to have a nice and long design stage.

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Feeling Like Randolph Carter

on Feb 20, 2012 | in Reflections | 0 comments

I still haven’t made an official announcement about Reflections mod, but I can start blogging about it, as I like to share my game development experience.

Reflections’ story will take place in Gemlik, Turkey. Gemlik is an harbor city, which is 14 miles away from my hometown. I’m writing my full script, which will include another different way of storytelling, and again I’ll use real locations and history as I did in White Night.

However, I’ve run into a problem where I would use Gemlik’s real history for my script. The sources on the net are not reliable, and worse, they are variable. And I thought… “Since I’m still in college, which has one of the best and biggest libraries in Turkey, why no go check it?” And that’s how all started.

I used the online search function of our library to see if there is anything I can use, anything at all. I felt lucky because there was a book about Gemlik’s history and geography. After class, I went to the library to see this book with Call Number DS51.G465 O75 1947.

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