Author Topic: Game Development (in Real Time) - Werewolves and Wanderer  (Read 345 times)

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Offline JRedant

Game Development (in Real Time) - Werewolves and Wanderer
« on: June 29, 2019, 12:54:13 PM »
Hey guys . . . here is my new project, developing an SCI 1.1 game and streaming it on YouTube in real time.

I'm pretty sure this is going to interest no one else but myself. I did want to tally up my own literal hours to see how long it takes to develop one game.

KEY:

T - Training (Going to the Sandbox, using the API, Tutorial and this website, of course . . . aka "I dunno how to do this.")
R - Research (reading through the source code, grabbing stuff off of Google, etc . . . which goes towards the development of the game)
C - Coding (coding the actual game)
D - Debugging and Testing (I won't get to this part until I have at least two rooms set up)




Offline JRedant

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #1 on: June 29, 2019, 12:57:42 PM »

Episode 1:


Totals:
T: 1h 10m 45s
R: 0
C: 0
D: 0

Episode 2:


Totals:
T: 1h 10m 45s
R: 10m
C: 10m 20s
D: 0

Offline JRedant

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #2 on: June 30, 2019, 05:50:34 PM »
Episode 3:


Totals:
T: 2h 8m 31s
R: 10m
C: 10m 20s
D: 0

Episode 4:


Totals:

Totals:
T: 2h 37m 52s
R: 30m 41s
C: 54m 27s
D: 0

Offline JRedant

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #3 on: July 04, 2019, 03:53:11 PM »
Episode 5:


Totals:
T: 2h 23m 2s
R: 10m
C: 1h 12m 10s
D: 0

Episode 6:


Totals:
T: 2h 38m 18s
R: 12m 51s
C: 1h 42m 37s
D: 0
« Last Edit: July 19, 2019, 01:20:46 PM by JRedant »

Offline MusicallyInspired

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #4 on: July 04, 2019, 04:07:12 PM »
I haven't seen any of these yet but they're all on my Watch Later playlist. Can't wait to watch them!
Brass Lantern Prop Competition

Offline Kawa

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #5 on: July 05, 2019, 01:55:21 PM »
Always nice to see your work in others' videos. Even if it's then transformed into something a little more original :3

(added irony: that player character was itself edited!)

Offline JRedant

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #6 on: July 19, 2019, 01:23:20 PM »
Episode 7:


Totals:
T: 2h 23m 2s
R: 12m 51s
C: 2h 56m 13s
D: 0

Episode 8:


Totals:
T: 2h 23m 2s
R: 12m 51s
C: 4h 20m 6s
D: 6m 5s
« Last Edit: July 19, 2019, 01:31:21 PM by JRedant »

Offline JRedant

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #7 on: July 19, 2019, 01:34:41 PM »
Always nice to see your work in others' videos. Even if it's then transformed into something a little more original :3

(added irony: that player character was itself edited!)

Not entirely. Johnny Nongamer is me. So I'm broadcasting my own work.

I'll be honest, this stuff gets pretty isolating after a while, and kind of kills my momentum. This is my way of keeping myself motivated and keep going.

Even if one or two other people watch it.

(There is no way this is going to get to the level of viewership of YouTubers such as  PewdiePie or Logan Paul. Not in my lifetime.)

Offline JRedant

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #8 on: July 19, 2019, 01:42:22 PM »
Episode 9:


Totals:
T: 2h 23m 2s
R: 12m 51s
C: 4h 20m 6s
D: 19m 17s

This is where I stopped my "first day"  (IE: Work Day = abt. 8 hours).

Then I had an idea to launch a new series called "TL;DW" (too long, didn't watch) to compress all of the 8 hours into a little less than 8 minutes. This is based on the EOD (ie. End of Day) reports that I would submit to my boss.

Because eight hours is a lot. I don't expect anyone to watch all of that.

TL;DW (EOD 1)
« Last Edit: July 19, 2019, 02:55:05 PM by JRedant »

Offline JRedant

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #9 on: July 19, 2019, 01:45:29 PM »
Episode 10:


Totals:
T: 2h 23m 2s
R: 12m 51s
C: 6h 26m 0s
D: 19m 17s

Production values have improved. Bought a power converter for my microphone. Installed a remote control for my streaming software. It looks a little more professional now.

Offline Kawa

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #10 on: July 19, 2019, 04:16:16 PM »
Might I suggest making it look a bit less like Space Quest 5, with the font and status bar being as they are in the template? It can be as simple as replacing some font resources and swapping most of statusLineCode::doit for a DrawStatus call.

You know, it's not unlike the SCI0 template having Larry 3's color menu item, but somewhat more in your face.

Offline JRedant

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #11 on: July 20, 2019, 09:58:11 AM »
Might I suggest making it look a bit less like Space Quest 5, with the font and status bar being as they are in the template? It can be as simple as replacing some font resources and swapping most of statusLineCode::doit for a DrawStatus call.

You know, it's not unlike the SCI0 template having Larry 3's color menu item, but somewhat more in your face.

Oh i like that!

And just for that I'll give you a shout-out on the next one.

Online EricOakford

Re: Game Development (in Real Time) - Werewolves and Wanderer
« Reply #12 on: July 20, 2019, 12:11:13 PM »
Might I suggest making it look a bit less like Space Quest 5, with the font and status bar being as they are in the template? It can be as simple as replacing some font resources and swapping most of statusLineCode::doit for a DrawStatus call.

You know, it's not unlike the SCI0 template having Larry 3's color menu item, but somewhat more in your face.

I have actually been working on a whole new SCI1.1 template. It's built on top of the ImagiNation Network demo, whose interpreter is an exact match for the interpreters included in the SCI16 source. Said demo also has a complete set of system scripts.

The new template is in Sierra Script right from the start, and uses original Sierra names for globals, scripts, and procedures. Various game-specific subclasses (the inventory and icon bar, for example) are now in their own scripts (this became standard in the SCI32 era). There is no assembly code in any of the scripts. Basically, the code is much simpler, cleaner, and more accurate to Sierra's original code.

I plan to upload the template soon. I also plan to create an SCI2.1 template.


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