Weekend update…

Wow, is this guy overdue. Well, since I was ill Sunday through to Tuesday, this is the first opportunity I really have had to write this update.

On all previously active projects, there was no work done over the weekend. Again, with being sick, there wasn’t quite as much time as I would have liked going into development.


I did, however, start a new project. This one is not a test, playground, sandbox, or showcase, though. This will be my first “real”, monetized, full-featured game I will release as Nekoyoubi.

I will attempt to keep the updates going out as to its progress as well, but some things with it may need to remain undisclosed until they are more fleshed out or, in some cases, until release.

The reason for halting other projects in favor of this one is simple. I read a great quote on Twitter last week: “Indies make money to make games; non-indies make games to make money.” I realized on Friday that in order for me to be able to really make games… I mean really make games, I need money. Not for me, not for putting food on my table, not even so I can buy a new Woot! shirt. But so I can make more games better, faster, and for more platforms. If I can write games full-time some day, that would be amazingly awesome, but the tools are what’s needed at the moment.

So what is Fizzle? I won’t spill all the beans just yet, but I can tell you a little bit about who Fizzle is.

Fizzle is probably who would come to mind if you were to try and picture an emo Harry Potter in his early years. The main difference being that Potter was an amazingly quick study. Fizzle, on the other hand, can’t seem to get anything right. As such, he’s been thrown out of his wizardry school for youngsters, but unlike good-old Harry, Fizzle has no “simple” or “normal” world to go back to. This is his world.

With no help from anyone, Fizzle will have to “learn” his way back into school by showing that he can make it as a young wizard in a tough and sometimes tricky world. Spells, while not Fizzle’s strongest study, are now the name of the game for him. Learning how and when to use what he can remember will guide his progress and shape his future… hopefully for the better!

As of right now, Fizzle is only being worked on for PC (and possibly Mac – assuming Unity cooperates). I was originally working with Flash-style drawn vector graphics, but have since moved to a full 3D experience, as this feels most comfortable.

Anyway, it should be a fun trip (making it, that is) and I will try to keep everyone updated along the way.

That’s it for this weekend… (ish?) update. 😉

Weekend update…

Seeing as how this Easter weekend, that got a lot of attention – Zombs, however, did not.

Easter 2011

I put a bit of work in on a mini-game for my kiddos that lets you toss Easter eggs onto baskets for points. It’s really hard to miss the baskets, but then again, it was for my 7-year-olds. 😉

You can see the details here, but the general gist is that you get an egg spawn directly in front of you. It gets tossed slightly vertical – like a baseball that you’re about to crank into the outfield – and when it “feels right” simply [LMB] and watch it fly. Hit [Space] if you DO mess up and miss (or if you just really want to zip through the rando and see the different eggs). Get the eggs in the basket to increase the score.

Again, nothing special from a “game” perspective, but it was fun making all the different eggs and my kids seemed to love it!


Zombs was under-loved this weekend, only getting a slight bit of modeling work done for “actual” zombies (not the iPhone joke ones). I’ve been really inspired by Patrick Spens‘s zombies, and while I have next-to-no modeling talent, I’m still giving it a go. If you look at his zombie style (Acquired Taste / If I Only Had a Brain), there should be no question that those cute little undead menaces need some 3D love and a game to help further glorify them. 😉

I did however, finally decide that the aiming/movement system that we were going for just simply will not work – at least not for what I want. I’m thinking we’re going to need to go back to the way it was; standard mouse-look for Y-axis rotation as it is now when moving, but with the added ability to aim up and down as well like standard FPS control. The “shooter”-style was great for a moment, but the more I get into it and go that direction, the more obstacles I hit and the more the style just generally displeases me.

Weekend update…

Okay, so unfortunately, nothing was updated this past weekend. I got to (very) briefly use the new Blender, but other than that, no new developments.

Initial impressions of Blender 2.5

  • The new window splitting is a bit disorienting, but once you get the hang of it, it’s very nice. If you’re already familiar with Blender, you no longer split windows from their edge. Now you’ll want to look for the “drag-size”-style handle in the corner and simply click and drag it.
  • I love the new starting layout. Things seem to be organized so much more clearly. Mesh tools to the left are nice, too.
  • The new menu seems extremely helpful if you know the name of what you’re looking for because you can just press [space] and start typing and it will search all menu commands for you. Biggest problem I’ve found with this is that if you’re still learning Blender, this could stunt your learning by not making experimentation easier.
  • With regard to Unity unfortunately, a manual FBX export is required. Fortunately, however, everything appears to be working fine past that export. Perhaps the next version of Unity will come with direct Blender 2.5 auto FBX importing as previous versions do.

Zombs Update

So Zombs hasn’t had an update in a few days, but that doesn’t mean it’s not going anywhere. It just means that I didn’t get to work on anything over this past weekend.

Zombs has a few things still upcoming in the very immediate future, including (but not limited to) the following:

  • Changing the aiming system to be based on screen/cursor position to allow full range of motion for targeting (including vertical).
  • I will stop the auto-spawning of zombs and start doing trigger-based spawning instead.
  • In order to make the trigger spawning work right, the “level” (currently two platforms, a ramp, and a hallway) will be greatly expanded upon and turned into a real, playable level (with a goal!).
  • I will be implementing a BFG for Zombs (Bunny-Firing Gun) *wink-nudge*.
  • I still am aiming to include a custom action for PlayMaker soon that will grab me a random image from Flickr and apply it as the zombs’ screen texture, but this may take longer than the others, as it will be the first real code that I write in Zombs, and the goal all along has been to see how far it could get on the FSM alone.

Also, about Blender 2.5, if someone knows a shortcut to the original menu, I would be much obliged if you’d throw me a comment here, or send me a message @Nekoyoubi on Twitter.