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.
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….Read More
Cretdis ~ From Beyond Team member, Sound Artist, Lead Level Designer Zia.
When you call it, it will play.Read More
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.Read More
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.Read More
When people start to make fan creations, then you can believe you’ve made such a wonderful job…
The piano puzzle in White Night surely caused so much pain to the players, and I really wanted to reward old Silent Hill and Resident Evil players. Now that I’ve seen an improvised version of the piano puzzle melody, I can finally die in peace.