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slayemin's Journal

Profile
Seattle, Washington, USA
Indie Dev
363 comments
20 followers
89 entries
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slayemin
April 30, 2015
Zombie Game
All my attempts at pursuing investment partners so far have failed. That's to be expected though. Usually, if you want to get funded, you're going to need at least six months of effort to get it (assuming you're worth funding, of course). I'm closing in on the end of the first month of effort in pu…
2,517 views
slayemin
April 22, 2015
First investor pitch result: mediocre
Alright, I did my first ever pitch to a large group of investors last night. I gave a two minute pitch to a room of 150 people.

I fucked it up.

My rehearsed pitch was three and a half minutes long. I had two minutes. I wasn't going to care about going over time, but then I did when I got up there. Th…
2,043 views
slayemin
April 11, 2015
VR and Leap Motion: Early lessons learned
Leap Motion:
This is actually really finicky to get working properly with UE4. I don't know what exactly the issue is, but I'm experiencing some pretty big latency between my hand gestures and the device response.

Issues so far:
USB Speeds: I was using the USB port on my computers front panel display.…
2,674 views
slayemin
April 08, 2015
Oculus Rift and Leap Motion arrived!
I got an Oculus Rift DK2 and a Leap Motion gesture recognition device yesterday! I really wanted to play with it all day, but I had to present our game and game company in front of a 20 person panel. The hope is to get some advice and investors to become involved with our project.

The format is pret…
1,982 views
slayemin
April 01, 2015
April 1st: VR pivot
I had a hard time falling asleep last night due to my excitement.

Yesterday I decided to take the big plunge and take a massive risk by deciding to build a Virtual Reality game. It's a bit of a direction change for us, but in our day to day operations, it doesn't have a huge change yet. We're still…
2,118 views
slayemin
March 26, 2015
Game Production Update: Jan - Mar 2015
A lot has been happening in the last few months and I've been procrastinating on writing this journal entry.

Game Summary:
The currently untitled PC game is a 4X turn based fantasy strategy game where you have to grow an empire by capturing nearby territories and competing against rival factions. You…
2,516 views
slayemin
December 17, 2014
Magic Game Update - December 2014
The source of my stress stems from money issues. I had this idea that I would invest all of my savings in the stock market and then operate my business off of the interest of the investments. Great idea, in theory, but it assumes that your stocks are going to be worth more rather than less. In my c…
2,588 views
slayemin
November 26, 2014
Month 5: Radical refocusing in game design scope
Alright, I have some bad news.

In light of last weeks realization about what a "prototype" should look like and what my existing "prototype" was (a pretty tech demo with game elements), I decided to readjust radically on how I prototyped my game. Let's reflect for a moment on the past: I've been wor…
2,275 views
slayemin
November 18, 2014
Stress and production
I'm feeling the stress of financial pressure right now. My face is a bit scrunched in deep concern right now. Where is this coming from?

I'm looking at my total savings and have calculated a monthly "burn rate", which is how fast I am consuming my cash per month. I need to assume that my project isn…
3,160 views
slayemin
November 06, 2014
Screenshot of my game engines sloppy particle system
I know it's a complete waste of time since Unreal Engine 4 will do all of this for me, but I really wanted to implement my own particle engine. It only took me two days to implement since my rendering engine already renders point sprites super efficiently. Here is a screen shot of a bunch of meteor…
1,609 views
slayemin
October 23, 2014
Over-architecting is a form of premature optimization.
Something I learned today: Over-architecting is a form of premature optimization.

"Uh, what exactly do you mean by that?"

If you've got a fixed use case to build something, you don't need to make a generalized implementation. Just build the dirty implementation with hard coded variables and values fi…
2,947 views
slayemin
October 01, 2014
Month 4: Resisting Temptation
I've titled this post "Resisting Temptation" because it seems to be something I really need to remind myself to do more often. When you're building a prototype, as I should be trying to do, you don't want to spend a lot of time on stuff that doesn't matter. Right? ...right?! It makes no sense to bu…
2,801 views
slayemin
September 24, 2014
Quick screenshots
I'm excited enough to post an early screenshot of my prototype. I just got dynamic directional lighting to work! I have a sun which arcs across the sky and acts as a directional light source with color being dependent on its position in the sky. The sky color is also a function of the sun position …
1,739 views
slayemin
September 05, 2014
Month 3 Review
It's been a busy month. I've bolded the topic heads so you can skip around.

Intel Buzz Workshop
The Intel sponsored seminar at Digipen was kind of a waste of time. The fact that it's sponsored by Intel should tell you a bit about the tone of the seminar (technical sales pitch and evangelism). The fir…
2,172 views
slayemin
July 30, 2014
Month 2: Prototyping
For the first half of July, I was on vacation in northern europe visiting family and friends. As expected, that put a big speed bump into progress. That's okay though, I don't really have a hard due date to hit (yet).

It's always tough to pick up work where I left off after getting back from vacatio…
3,847 views
slayemin
July 02, 2014
New Studio: First month in review
This week is a bit unusual. I'm taking a planned vacation on Friday and will be gone for two weeks. All I see is costly expenses and that's causing me to grit my teeth a bit, but I'm trying not to be too concerned about it. Life is too short to not take a moment to relax and enjoy it, right?

So, I f…
2,112 views
slayemin
June 28, 2014
New Studio: Week 3 - Prototyping
?Tuesday:
It's Tuesday night, I'm sipping a beer and barely feeling it. Let's do this!

My artist (Dan) and I started building the initial prototype for our game this week. The first thing we did is put together a user interface storyboard which explains how the magic casting system works in real time…
2,704 views
slayemin
June 21, 2014
New Studio: Week 2 review
These are my reflections on the second week of my new indie studio. I wrote them at the end of each day of the week while things were fresh on my mind. It's a bit unedited and long, so bear with me.

Links to previous weeks: [Week 0] [Week 1]

Monday:
I spent the early half of the day trying to figure o…
2,300 views
slayemin
June 15, 2014
New Studio: Week 1 review
The first week is over. The work days certainly feel a lot longer and much more busy. I thought I'd spend this journal entry detailing a few of the first week issues that I experienced and how I worked through them.

On Sunday afternoon, the day before the first day, I spent most of the day building …
2,543 views
slayemin
June 05, 2014
Starting my studio
Well, I'm taking the dive and going full on into starting my own game dev studio as an indie developer. I'm paying entirely out of pocket and have zero business income. It's got me a bit nervous.

I hired my first 3D artist/animator last week. He was asking for $36k/year, I counter offered a much hig…
9,053 views
slayemin
April 25, 2014
Thick line rendering revisited.
I realized that the thick line rendering I came up with in my previous post was deeply flawed. I had been drawing thick lines in 3D space but thinking in 2D. I had assumed that the normals for the thick lines would all be the same. Boy, was I wrong!

So, what I'm aiming to do is allow users (myself) …
2,199 views
slayemin
April 17, 2014
Lines with rounded corners
My girlfriend asked me today if I'm behind schedule on my game. I didn't really want to answer her, but she pointed out that I was planning on hiring an artist to work with me in December. It's long past December and I'm not really ready for an artist to come in and start making art assets. That's …
1,730 views
slayemin
March 26, 2014
Quads on the GPU using HLSL
Let me preface this entry by saying that I'm a newbie when it comes to HLSL and GPU rendering. This is mostly a cronological thought process of my research and development of my first GPU based primitive system.
----------------------

I've been working on creating a "primitive system", or as some peo…
4,249 views
slayemin
February 20, 2014
Refactoring and Mad Ramblings
A few weeks ago, I posted an article on OctTrees. I put two days worth of effort and time into creating it. It needed to satisfy my own criteria for what an adequate article on the topic should cover and how it should cover it. It was kind of fun to get the exposure and I'm happy with it, but I'm a…
1,786 views
slayemin
December 20, 2013
Projectile Motion
YEAH!!! I got it! I got my math down for projectile motion in 3D space and it works!

Alright, so, let me explain what I was trying to do and how I figured it out.

Problem description: I am a wizard standing at any given position in 3D space. This position is given by the coordinates X, Y, Z. I am lau…
10,836 views
slayemin
December 13, 2013
Forget about requirements -> design -> code?
I'm trying to work out how I want my spell system architecture to work. I always complain about other games having a really weak spell mechanics system. I think I stumbled onto an interesting idea for software engineering and I thought I'd share it.

In an ideal software engineering world, what shoul…
1,466 views
slayemin
November 25, 2013
Very Early Screenshots
I suppose I should post some screenshots to show what I've been working on.


Caption: This is my "debug mode" view of the game world. You're looking at a second camera, its view frustum, up direction, some hilly terrain, and a white c…
1,839 views
slayemin
November 23, 2013
Nov 23rd, 2013
Alright, I've really been struggling.

I really need to focus and work a lot harder on my game. I started measuring my exact expenditures of time on a day to day basis and have found that I average about 3 hours of real work per day. It's no wonder my game is taking so long. What's the problem with m…
1,561 views
slayemin
October 01, 2013
Optimal Terrain Generation is a bitch
Well, this is my first journal entry. Before I get started in the technical aspects of game development, I feel I need to caveat myself to you. I am truly an idiot. I say that with full intellectual honesty & humility. I will make mistakes. Lots of them. And I will travel down a path which is a…
1,273 views
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