Repeated intro
Hey everyone! My name is Akhmed. I'm from Russia. I am almost 40 years old. I have a wonderful daughter and an equally wonderful wife. Game development is my hobby, for the first time I decided to publish what I do. I'm making a Cyberwinter game.
What changed
0 fixes3 additions1 change1 removal
changedPart 1. Asimov’s Academy. Space, stars, and spaceships.I roughed out the following gameplay: the main character is a mercenary. He is a contractor, and he does the dirty work. Most tasks are related to the need to enter someone else’s spacecraft in order to steal something or kill someone. Some kind of shooter with RPG and stealth elements.
addedPart 1. Asimov’s Academy. Space, stars, and spaceships.I created a level editor and added some content (walls, doors, and environment details). Then I added the main character and one type of enemy (it was an alien monster).
addedPart 1. Asimov’s Academy. Space, stars, and spaceships.And here I am running around the spaceship, clicking here and there (yes, the game still had classic controls, the character ran to where you clicked), and I realize that I don’t like this. I was in a fighting mood at that moment. I just recently started replaying Diablo 3 on console, and I really liked to control the character with analog sticks. I impulsively moved all the controls to controller, and added a bunch of mobs to the map.
addedPart 2. Serious Sam. Blood, speed, and tears of joy.Oh yes, that was great! It took me a long time to remember what my new sensations reminded me of. It dawned on me later that this was the same joy I used to experience over and over again pouring dense fire on the hordes of various evil creatures in Serious Sam 1. Now the game that I managed to create with my own (very clumsy by the way) hands could evoke the same feeling. The awareness of this was encouraging.
removedPart 2. Serious Sam. Blood, speed, and tears of joy.While running through the level with a flamethrower at the ready and burning monsters one by one, I realized that I needed more space. In Serious Sam, battles very often took place in open areas of impressive size. I removed all the walls and doors, laid the floor throughout the entire level, and restarted the game. That changed everything! Now I felt pleasantly thrilled fighting crowds of monsters approaching from all directions, and my palms just got a bit
Cyberwinter changes
changedI roughed out the following gameplay: the main character is a mercenary. He is a contractor, and he does the dirty work. Most tasks are related to the need to enter someone else’s spacecraft in order to steal something or kill someone. Some kind of shooter with RPG and stealth elements.
addedI created a level editor and added some content (walls, doors, and environment details). Then I added the main character and one type of enemy (it was an alien monster).
addedAnd here I am running around the spaceship, clicking here and there (yes, the game still had classic controls, the character ran to where you clicked), and I realize that I don’t like this. I was in a fighting mood at that moment. I just recently started replaying Diablo 3 on console, and I really liked to control the character with analog sticks. I impulsively moved all the controls to controller, and added a bunch of mobs to the map.
addedOh yes, that was great! It took me a long time to remember what my new sensations reminded me of. It dawned on me later that this was the same joy I used to experience over and over again pouring dense fire on the hordes of various evil creatures in Serious Sam 1. Now the game that I managed to create with my own (very clumsy by the way) hands could evoke the same feeling. The awareness of this was encouraging.
removedWhile running through the level with a flamethrower at the ready and burning monsters one by one, I realized that I needed more space. In Serious Sam, battles very often took place in open areas of impressive size. I removed all the walls and doors, laid the floor throughout the entire level, and restarted the game. That changed everything! Now I felt pleasantly thrilled fighting crowds of monsters approaching from all directions, and my palms just got a bit
I just want to point out that GameDev is pure creativity for me. I consider it right to succumb to your creative impulses and follow them. No design docs or anything like that. I just listen to myself at every moment of my work trying to realize what should be in the game and what should not.
And of course, I am aware of how unproductive and commercially unprofitable this approach may be, but there is nothing I can do with myself.
Part 1. Asimov’s Academy. Space, stars, and spaceships.
One late evening I was reading Asimov’s Academy. I vividly remember that. Unfortunately, I cannot recall the exact book of the cycle. And I thought that I really wanted to create a game set in a spaceship or spaceships. In a couple of days, I set to work. I chose the isometric camera and voxel art for a reason. As a representative of the old generation who grew up with the first Fallouts, Diablo series, and StarCraft, I have always liked this kind of games. I think I’m still not used to 3D games, although I play them from time to time. I chose voxel art because this is the only art form I am good at. I must admit, this style is also challenging for me.
I roughed out the following gameplay: the main character is a mercenary. He is a contractor, and he does the dirty work. Most tasks are related to the need to enter someone else’s spacecraft in order to steal something or kill someone. Some kind of shooter with RPG and stealth elements.
I created a level editor and added some content (walls, doors, and environment details). Then I added the main character and one type of enemy (it was an alien monster).
And here I am running around the spaceship, clicking here and there (yes, the game still had classic controls, the character ran to where you clicked), and I realize that I don’t like this. I was in a fighting mood at that moment. I just recently started replaying Diablo 3 on console, and I really liked to control the character with analog sticks. I impulsively moved all the controls to controller, and added a bunch of mobs to the map.
Part 2. Serious Sam. Blood, speed, and tears of joy.
Oh yes, that was great! It took me a long time to remember what my new sensations reminded me of. It dawned on me later that this was the same joy I used to experience over and over again pouring dense fire on the hordes of various evil creatures in Serious Sam 1. Now the game that I managed to create with my own (very clumsy by the way) hands could evoke the same feeling. The awareness of this was encouraging.
While running through the level with a flamethrower at the ready and burning monsters one by one, I realized that I needed more space. In Serious Sam, battles very often took place in open areas of impressive size. I removed all the walls and doors, laid the floor throughout the entire level, and restarted the game. That changed everything! Now I felt pleasantly thrilled fighting crowds of monsters approaching from all directions, and my palms just got a bit