General Thoughts
I’m feeling even more disorganized, but progress has marched forward. I’ve finally tackled the world of 3D modeling, and after several hours of fruitless fiddling, I finally have a T-posing zombie.
I also have set up a small demo arena, and plan to use that to get my first test run of the game going. While setting up my demo, I’ve run into several things I’m not sure I like. Namely, a lot of my references are path-specific. This means when setting up a new area, I need to make sure each Node has the exact right name or there will be errors. Maybe I should just make a bunch of pre-named scenes. That seems like the easiest way to avoid things while still keeping things flexible.
On the note of organization, it feels like my node names and whatnot are a little careless. There is a specific process for adding collision maps to my grid map that I’ve forgotten. I have files related to the game strewn all over my computer. I need to sit down and make some time to clean everything up, but that’s never fun. Maybe I’ll make sometime later today and just get it over with. This sort of links into my earlier thoughts. Both my workstation and my game dev environment feel a little messy right now. I have a nasty wire situation on my desk that I would love to clean up one day.
I also don’t have a great place to store notes related to the game. For example, the collision mapping process I mentioned that I have forgotten (and will need to relearn), I’d love to write that down but where does that live? In a readme in the game? Will that easily be searchable for me? It would be nice to take some notes here because I know I’ll forget things as time goes on.
All that said I’m very happy with the progress being made. If I were to speak in extremes, I’d much rather have a finished game with chaos dominating the planning than a perfectly planned game that never gets finished.
Finally, I do want to step my foot into content creation. I’m scared of the time involved in video recording and editing though, and with trying to learn Blender as well it feels like it will have to wait for later.
Thing I’ve Done
- Added a zombie 3D model for the enemy. It has no animations yet.
- Edited EnemySceneTemplate to turn toward the player as it moves
- Redid the collision for the EnemySceneTemplate
- Created a new World environment called “Demo”, and began setting it up
- EnemySpawn location now is randomized among children inside of node instead of a single fixed location
I’ll sign this off with a proper AI rundown. Today it’ll be the first local/open source model. Catch you on the flipside! ~ Marcus
Prompt Used: “I want you to analyze a body of text for actionable items. I am going to send you an entry for a game development log. This log belongs to a single developer. I want you to analyze the text to determine what the next steps should be, ending with a single motivating quote. If you understood this message, say “Ok!”. Afterward, I will send the text that will be analyzed”
MythoMax L2 13B GPTQ’s Game Dev To Do
Actionable Items:
- Clean up your workstation and game dev environment to improve organization and efficiency.
- Create a system for storing important game development notes, such as a wiki or notebook, to easily reference information when needed.
- Prioritize finishing the game over perfect planning by focusing on tasks that move the project forward, but be mindful of maintaining organization and efficiency in the process.
- Begin learning video recording and editing software to create content for the game, even if it’s a slow process initially.
Motivating Quote: “A journey of a thousand miles begins with a single step.” - Lao Tzu