Monday, January 30, 2023

The Cube Project

Project Void Lands

Hello there! I'd like to take a moment and share the last year of progress on my game! I began this game as a part time project in January 2020. For about 2 years I worked part time on the project until I finally decided to work on it full time in January of 2022. I left my job and began full time development of this project that I have been dreaming about since 2011. Currently, I am looking for new work as well as ready to put this project back on the back burner for a little bit. This project has meant a lot to me and I am tremendously proud of where it is at despite not being a full featured game yet.


Welcome to Void Lands! Testing out terrain generation with an alpine forest aesthetic.


What have I learned?


I wanted to say that being a game developer is problem solving on a whole new level, but upon further reflection, I no longer feel that's the case. Problem solving is problem solving. It boils down to: there is something I wish to make or accomplish, and I don't know how to make or accomplish it, so I start from square one and begin learning what it is that I don't know and then following it up with energy to grow my knowledge and seek to understand.


Games are just as fascinating as other kinds of development.


I love being a software/web developer. The problems I face when going into a project are fascinating and I love seeing how systems work. It's why I love full stack development, so many frameworks, systems and tooling, goes into producing a usable product. Learning how to make a game from scratch was no different, just required for me to learn a brand new area of development.


Making a game is really fun and really hard.


Being a game developer requires so many hats to be worn. Everything from game architecting, game design, level design, coding, world building, story writing, audio engineering, parallel computing, shader programming, graphics rendering pipeline, animating, modeling, and probably a few other hats I'm forgetting. I really like wearing hats and for this project it was no different. Getting to learn about so many new areas of development was really engaging for me personally. It solidified for me that switching up what I'm working on every so often keeps work enduring for me.


It can be some of the most rewarding work ever done.


I am following through on an idea that I wanted to pursue when I was little. The idea of making a game, this specific game, has been simmering in the back of my mind for about a decade. It has given me tremendous resolve on top of my already consistent excitement to learn new things. Even though this game might be taking a back seat, it will continue to be worked on in the in-between time of my life. Pursing this game was much like pursing anything else I carry tremendous love for.


What is the goal?


The goal has always been built on a couple pillars.

After reading The Last Lecture, I knew I wanted to open source this project. I wanted to contribute my life energy to a codebase that others could use to grow their knowledge and abilities. It's why I ended up using Unity instead of writing my own engine, why every decision I made considered the level of effort it would take to learn how to use the systems I've developed. Anyone should be able to pick up this project and extend whatever it is they would like to extend. I've put thousands of hours into this project already and I believe that this project is just meant to be my love letter to the world.

Enjoy the process, understand I will do lots of things wrong, and learn from my mistakes and improve the project. I have loved every moment of working on this game. I started off doing so many things wrong and not sure on how to do anything. By the time of writing, I have iterated on the several ways I do things in the project and have found a great rhythm, learned lots, and I'm proud of the growth I can see in myself and my project.


Where is this project going?


This project will continue to be worked on. It will continue to get the prototype features it needs: quests, points of interest, world building, more combat features, new enemies, etc. It will eventually see the release of its source and a prototype to the public.


The Adventure


Playtesting combat mechanics
Looking out for adventure in the forest!
Interaction system for making entities pickup-able. Clearly there are still some bugs ðŸ˜…
Testing out custom grass shader for having a sweeping breeze
Testing the day night cycle, added a new torch item for seeing in the dark
Prototyping the dialog system
Testing placements of grass and foliage elements with the yellow cubes

Sunday, August 5, 2018

Once again, new keyboard!

It has been quite a while since the last post! Since then a lot has happened. I was the President of the mechanical keyboard club for the Fall semester of 2017! Managing the club was an awesome experience. The pictures down below are from our workshop.



I was able to assemble, solder, and program this keyboard (yes, the one I'm using to type this out right now as I'm sure you were wondering) all in one day! With 42 keys and a completely unique design I made this is the sleekest keyboard I've made yet.



Sunday, May 7, 2017

Keyboard update

So over the last couple weeks I've been updating it. I got the middle layers inserted and I made my own mini usb cable. I also switched to cherry profile keycaps, these still contour but are thinner overall making the profile of the keyboard much nicer.






This is the first completed keyboard off of Dane's (President of our club) laser cutter. I couldn't be more happy with how it turned out. The next thing to decide is what will my next keyboard be... I am thinking something with magnets though!