I’m not trying to make any money off of this. It’s purely to entertain my sick mother. If I could learn how to get rid of the red x’s I would call it good, and go and ask to upload it to the store or just send it to her directly. If you know how to remove them please let me know.
Have to admit all that space is absolutely a killer, and once you get used to the buttons you’re off to the races in terms of efficiency. Loving it so far. If my internet connection didn’t take hours to upload videos I would condense longer pieces and put them up, but I think hour long chunklets sped up to roughly ten minutes is about the place to be for the foreseeable future.
I’m hoping she likes it as a surprise, as the book is only getting finished so she has this animation. I know she wanted a game, but it’s too far above my head, where my strengths lie in drawing, and if I have to do that thousands of times so be it.
Music by Jesse Gallager – Angel Guidance. Digging the Cello playing.
Oh here’s a couple of character sketches from the story and last nights post which I forgot to upload here:
So I realized that it would take me years to develop the game that she wants so I’m just going to power through tens of thousands of drawings and make a small series of movies based off of a Book I wrote that is hidden partially within my blog, but the rest remains relatively secret within my notes. It’ll be similar, in that it’s animal fantasy–a genre that I enjoyed immensely growing up. Hopefully my work will be worth while once it’s done.
So there will be behind the scenes Dev-Blog videos, Storyboarding Videos, Cast and Crew Videos as we record and have our fun for the day making sure that things get made. I have no idea how long it’ll take to get made but I’m sure it’ll be faster than trying to do everything in a game single handily–and who knows, I may be able to find people that want to help out in the local area with my animators group. But for now I’m going to be spending the days storyboarding as much as I can while recording the process and saying that, I should probably get back to work. I’m unsure why I couldn’t put up a custom thumbnail though I did verify myself, but it’s no matter, it’ll work it’s self out or I can force them in the front of the videos if I really have to.
Here’s the first Dev-Blog Video of Marlin’s Journey:
Dang after rethinking the drawing there are multiple sectors of acceleration condensing and stretching along the lines of space time and instead of drawing what I thought was condensing what I’ve actually drawing is an area of stretching. Where is states as “R” is where it should condense because that’s where both lines of travel for the space time area are closest and as such should be the most powerful.
This is assuming two planets with two different gravitational rotations since one has the other way of the first type. Of course if a planet continues to increase its spins fast enough and breaks up its time also becomes zero so thinking of “T”ime as one vector may be a mistake though it is a simple remedy visually. Perhaps that drawing is in order, just so I can fix my mislabel and clarify the types of curves I can think of at the moment. Just three to start:
I suppose that “T”ime is a wall that eventually all things hit. So there’s that. The types of Space Time that I can think of Tonight if using two differing planetary gravities [I use planets but just think of them as gravitational bodies and it’ll apply to pretty much anything]:
I’m going to call them Orbital Plays: Flat Acceleration: A planet that speeds up until “T”ime death of the universe or breaks up before then. Flat Deacceleration: A planet that slows down until “T”ime death of the universe. A planet: that speeds up until breaking up, of which Flat Acceleration can be a part of: A planet: that speeds up, lenses, and slows downs until “T”ime stops it: A Stretched Timeline: that thickens while it’s between the lenses and has multiple outcomes based on where times when it comes out of the lensing: Condensing: Where a gravitational points pulls a body towards another speeding up that area between them as the gravities are initially overcome by the stronger force and then equalize as they come into proper orbitals of each other.
Please forgive the late upload time. It took literally hours to get it up today. Wasn’t expecting the slowdown as the system I used was really fast for a video half that size. May have to switch to something else. Not sure yet. Oh well. It’s up now.
So I was able to get a couple of hours of work done today. Feel free to grab your favourite snacks and watch along as we learn how to do things together. Tomorrow I hopefully get into attack animations–the fun looking parts where Don Quixote attacks the evil biscuit. Maybe carbs are his windmills. I wonder if I could find a free windmill and attach it to the enemy because I would find that endlessly entertaining within my training. I’ll see what I can do. Please visit asimovcomic.com for updates of the project, comics, art, free books, and other things I’ve made that you might enjoy. If you want something on a shirt or the like I can do that too. I think I’ll try my hand at a 3-d style of drawing for a character I have in mind and see what gets made tonight just before I call it a night, and see if anything comes of it. If you want to keep learning with me from the very beginning then please smash that like button and twinkle that bell and we’ll be well on our way to journeying together. If you have suggestions please feel free to leave them below. I’m trying to figure out if I want to go the twitch route and do long format broadcasting, or the shorter edited route of YouTube. They would be easier to get through, but you wouldn’t learn anything. So it’s sort of up to you. Do you want content where (which I will honestly do my best to improve upon) I take my time learning, or just the good bits sped up to get things in a moving fashion? Daily Update if You’re Bored: Today was an odd day, as I woke up manic after having 1.5 hours of sleep and spent an hour coding and tried to exercise off the energy on an indoor bike. Had some food and decided to take my morning meds, and promptly slept until my therapy appointment. Literally two minutes before an emergency back up alarm woke me up. I’ve been groggy all day, and will hopefully sleep well tonight with the work done, and no coffee in my system for the day. I’m excited to try this 3-d style out as if it works it’s one step closer to a potential look for the game I want to make for mum. She’s alright, if a bit snappish at the moment–like her usual self so she must be feeling a bit better from our conversation the other day.
I’m using boats as a reference here because this is what I dreamt of about ten minutes ago–playing with my brother. Some type of military boat game.
Every country has radar of some type, and all you need to do it make your self slip through it is to move within the interference zones of each type at the vector intervals ranges between their minimum and maximum based on gravity and motion of travel to not be seen as well. They already design boats to have a lower footprint. I’m sure that goes for every unit type of the old war style.
So how do you disrupt your whole entire ship/planes/cars units footprint? By making it resonate continuously with a dedicated device at its appropriate place(s).
Let me show you a few badly drawn diagrams to show you what I mean:
The problem is now that we’ve got satellites pumping them down as well. So you’ve got to make 3-d adaptive versions of this. They don’t look dissimilar to:
So to solve that issue you have an inner ring and an outer ring of these creating these sin (I keep seeing sin but it could be another function. It’s just the simplest version to get the point across that I could think of) functions in 3d in all directions cycling against what is found by your own technology and it should vastly shrink your units footprint. The outer casing may look similar to a geometric golf ball. But it may be possible to utilize these functions without much of a casing at all.
I spent today writing my first Game Development Documentation for Mole City. I also got to speak with my mother about what it is she wants in a game. What she wanted at first was a bit unrealistic for one person to do quickly, so I told her I would make her an RPG with puzzles in it the way she likes to play, to open doors or solve various things to get to secret places/bonus items and what have you.
She seemed alright with that. Hopefully it’s doable.
I already know there will be an elemental base to the game. Earth, Light, Dark, Fire, Water–stuff like that. I’ve even come up with a few characters that’ll be in the game. 5 so far that will be playable. I’m thinking three will be there 3 main party members and a 4th that can alternate depending on where you are in which area.
There may be a magical frog. A dancing Mole healer. An explosives expert youngling. And a faithful pickaxe throwing miner in the mix so far.
I wasn’t able to get much else done today other than paper work because every time I tried my drawing tablet crapped out on me. It’s not even registering every stroke I make at the moment and it’s killing me. Seriously.
What I did get done was a basic outline of some areas, some abilities, some characters, some pitfalls that might befall the characters, a tiny bit of a dialogue tree, stuff like that.
Here’s some throw away sketches just to brainstorm a bit.
Oh and I’m a little over 10% done with my first Unity course. So much more to learn. But it’s exciting.
Today was a big day. I got to learn how to make a character move to a target, move the character around objects using Nav meshes, what baking was, as well as how to get a player to move with click to walk. All fun stuff that didn’t take too long to learn. C# is a bit odd to me though coming from Python but that’s okay, they all seem similar once the basics are down. But I’m just a beginner in that too. Head to Mole City on Youtube to see more cool stuff and to catch up on to what’s going on with this project and other things I’ve been working on.