
Or the full title ‘Why my first game will not be an instant success and why I am okay with it’.

Or the full title ‘Why my first game will not be an instant success and why I am okay with it’.
Here is a 5-second video showing the Retool logo in action. It makes the game look 11% better than before.

This week I have worked on updating the GUI and lighting. The GUI and lighting I was using was mainly for test purposes. I have now updated them so the game is easier to understand and better to look at.
I have made a video showing the first playable version of Retool, and I do use playable in the loosest sense. In the video, I talk about the following points:
Drop me an email if you want to try out the practice level and give me feedback.

In my last post, I talked about how I wanted the AI to work in Bounty Hunter. I had a chance over the past week to implement the AI and found out something important… the game is not fun with smarter AI.

I have been working on Bounty Hunter for nearly two months now. So far, I have managed to create a player that can move and shoot, NPC that walks and runs from gunshots, and guards that chase and kill the player when they see him. Now I want to improve the AI of the guards. I am going to improve the AI of the NPC but at a later stage of development as they are not that important just yet.
Now I have been researching on how to make the AI feel more human and react better when they see the player, see a dead body, or hear some noise. Here are the things I will (try to) implement into the game to achieve my goal of better stealth AI.

I am trying to make a game… again. But this one I intend to finish unlike my first attempt.

As you may remember that at the beginning of this year, I decided to make around twelve games. Well nine games in and I have decided that I am going to stop creating one game a month.

I have completed my game for the GameDev.net Jam. If you had been following the development of the game, you will know that I have been working on it this past week. I am quite proud of how the game turned out. The only thing I am sad is that I did not get a chance to implement an online leaderboard system.
The goal in Toys In Space is to retrieve the stolen toys by pulling them in to your spaceship by using your magnet. This is done by controlling different aspects of your spaceship separately.
Toys In Space is also my game for September 2014 for One Game A Month.
I have also embedded a video at the bottom of this post to display the gameplay. This is mainly for people who might not understand on how to play the game.
You can download and play Toys In Space from itch.io.

This month I have decided to participate in the GameDev.net’s ‘The Week of Awesome II‘. This is a game development competition (game jam). I decided to create this post to state that I will be participating in this competition. I will be writing about my progress during the competition on my journal on GameDev.net. This blog post will also serve as my development log to make it easier for people to follow my progress. Everything what I talk about on my journal will also be updated on here.