I had a stroke. A darn serious one. I couldn’t walk, I couldn’t swallow fluids. I was constantly sleeping and always fatigued.

I’m still recovering. Right before I had my stroke, I was working on a small game with a working title of “Puzzle Kingdom.”

The premise was your character would talk to different NPC’s in the village and I would practice creating different games for each one. Here’s what I had so far:

If you got the pattern wrong:

I had fun creating this. Yes, I used pre-made assets but the coding was mine. I spent a lot of time adding flies around the lights, haha.

But working on the computer is very tough right now. I’m sorry. I don’t know if I’ll be posting again, but I thought I should leave this up.

Don’t wait to follow your dream. Anything can happen at anytime.

Do it. Do it now.

Day 99

After attempting to create a biplane using blender, I confirmed what I already knew: I have no artistic ability.

I will use Kenney’s free assets for this project.  Instead of a WWII setting, I’ll have to go make do with what assets are available – so space shooter it is I guess.

I’m planning for it to be a simple endless shooter with 2 types of enemies: ground turrets and flying ships spawning randomly. 

I’d also like to implement a leaderboard to keep track of scores. 

My goal for this week is just to get player movement going and to create a scrolling vertical background.



Day 92

I had originally planned to create a card game and then a clicker/incremental as my first and second project. I decided against that because in short, I want to also enjoy the game rather than using it only as a learning exercise and those game genres aren’t particularly fun for me.

So what can be a relatively simple type game that I can also have fun with? A SHMUP – shoot ’em up. It gives me a lot of options and I can make it as simple or complicated as I want.

I hope to have something to show you next week!


Day 83: See You Next Sunday

I’ll be away for the long weekend without access to a computer that runs Unity. I picked up a book on C#7 at the library to help be productive with the downtime.

It’s closing in on three months since I started my game dev learning. Looking back through all the posts, on one hand I feel like I’ve learned a lot…but on the other, it feels like I haven’t accomplished anything.

Three months is a long time until I consider at 1 hour a day, it’s really only 2 full-time weeks of work and that helps me put it in perspective.

With my new job schedule, I’ll have a set schedule with every weekend off for the first time in years. As such, this will be my last daily post. I will instead be posting a new weekly update every Sunday night starting with May 26th.

I trust that I am disciplined enough at this point not to require a daily check-in, but I’ll reeveluate that if I feel myself slacking 😛



Day 80: Prototyping

All the advice I’ve read regarding prototyping is to get out a product fast and improve on each loop.  It makes sense.  But isn’t it difficult to judge the merit of a game without seeing it fleshed out?

In the Haunted Jaunt tutorial, we’re scripting the character movement and his animations include him trembling, knees knocking, tiptoeing, and a scared expression. (The model & animations have been created for us already- we just import the assets)

It wouldn’t be the same if I just had a cube moving around.  Can I judge how fun a game I’m creating is without being fully immersed in it?  Sure, it depends on the type of game – but in survival horror, atmosphere is everything.  Something I need to think more about.



Day 79: Browsing

Today was the first day of my new job…and my brain is frazzled. All I managed to do was browse the Unity Asset store and see if there was anything I wanted to purchase before May Madness ended.

Tomorrow I’ll try harder to actually accomplish something after work regardless of how tired or anxious I’m feeling.


Day 78: GoldenEye (N64)

Some of my favorite memories playing games were the GoldenEye tournaments my friends & I would host. We’d have three N64’s set up with four of us huddled around each one.

It’s still so vivid; the smell of pizza and the feel of sticky controllers from spilled pop, the cries of “No Oddjob!”, and the ocassional ‘tsk, tsk’ from my mother checking in on us and complaining how the game was too violent. Those were good times.

I was only reminded of those days because of the following snippet in the Haunted Jaunt tutorial:

Now you need to fix a small problem. The movement vector is made up of two numbers that can have a maximum value of 1. If they both have a value of 1, the length of the vector (known as its magnitude) will be greater than 1. This is the relation between sides of a triangle described by Pythagoras’ theorem.

This means that your character will move faster diagonally than it will along a single axis.  In order to make sure this doesn’t happen, you need to ensure the movement vector always has the same magnitude.  You can do this by normalizing it.  Normalizing a vector means keeping the vector’s direction the same, but changing its magnitude to 1.  

Playing multiplayer GoldenEye, we had discovered that we could go faster by straffing diagonally than just foward or backward. I had always thought it was a glitch – and maybe FPS purists would classify it as one. It wasn’t until 20+ years later that I understood the math behind it.


Day 77: Haunted Jaunt

Some days it’s so hard to get even one hour of ‘game dev’ time in. I only managed to import the Haunted Jaunt assets and set the project up.

Tomorrow I’ll be working on creating a prefab for the player character, animating it and getting it to react to physics.

Going forward, I’ll likely keep these daily updates even more brief. It’ll be just a check-in of sorts to make sure I’m getting at least 1 hour of dev time in, whether it’s creating, reading, researching or whatever. Just something.


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