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Making a game is really complex. With the years since 2007 when I started on the subject of creating a video game, I have gone through all kinds of prototypes to imagine, creating menus, how to create a button, understand concepts, create radgoll, all this started with Blitz3D, going through bmx, unity, torque, cry engine, neoaxis and arriving at the best tool that fits my computing power with very good graphics, Motor Leadwerks.
So in these days after reading a book on how to create indie
The stacking of boxes has been successful, this is thanks to the system that has been implemented, kicking the box, carrying a box, and releasing a box.
You could make things better, more realistic, such as when the kick and that the tip of the foot of the character to touch the box is flying, but the truth does not matter is just a simple game.
At this point everything has been a challenge, and what is done at the moment is just an immersion learning process in the set of tools that L
Despite the obstacles you continue with this, a challenge of making a video game, and on the basis of this come a number of questions. Why do you do it?, What do I get from this?, the truth is nothing, nothing matters, for some reason with the passage of time, I've noticed and I think I've already said it once, this is a hobby, that if it ends in something, it would be great, but if it doesn't, everything is fine.
The inconveniences at the moment, the ban of the steam account, I think it wa
I have taken up my project called Pawn, inspired by that chess piece that has the lowest rank in an army that seeks to defeat another in this strategy board game.
The game aims to solve puzzles with the character who from my point of view looks like a pawn, at least in his round head. Where you will have to find out how to open a door and things like that.
At the moment the mesh has no animations, and will have them in the future, for now I'm going to focus my efforts on