Here's my 2nd post for the challenge. This post covers one of the most misunderstood term when it comes to audio. I'm not sure I wrote enough about it but it is such a broad study that I can't make one blog post about it. So Hopefully it's enough for a small introduction to Psychoacoustics.
I've decided to split my devblog into non-technical and technical articles. I want to discuss some of the challenges and lessons I learn as I work with a new language, Elm, whilst not alienating non-programmers.
I've completed the first non-technical blog, and I reckon I'll be able to squeeze in a technical one this week as well.
I've been really bad at keeping a blog or anything about myself and I'd like to change that. It seems that it's becoming more important to be personal no the internet so when saw this challenge on twitter I jumped on board.
So I finally created my first blog and entry. Thank you Liam for the motivation.
Wrote a bit about myself and the current project I am working on, a sci-fi rogue-like called Delta Quadrant.
Google merchant account and living in South Africa problems. Also me at being bad at graphic design and the unity asset store to help.
I wrote a summary of my second sprint about the world editor and a technical article as the first in a series on developing games in elm about functional programming. This one has proven quite popular and got quite a bit of activity on twitter which was nice!
Sprint Two - World Editor : http://gelatindesign.co.uk/project-iso/sprint-two-...
Developing Games in Elm - Functional Programming : http://gelatindesign.co.uk/developing-games-in-elm...
In line with where I plan to take my own game dev journey, post judging at a local game jam for Global Game Jam, and in line with my mission to helping future game developers, I wrote a blog post about how collaboration is key to making real gamedev magic
So this week I've written a blog to kick-off my Gamedevology website surrounding game dev and design research, exploring How to make Non-Player Characters more interesting
This week I wrote a blog post all about my thoughts on connecting the player to the character that they play. I'd love to see more games make more of a connection.
I talk about some highs I had and about some assets I bought on the Unity Asset Store.
Good job I posted so many last time!
My latest post actually talks about the importance of taking a break, which I wrote because I was ready for a break from everything #gamedev related. This is a message we all need to heed regularly as failure to take regular breaks can potentially be damaging.
Read and share the post at: http://www.liamtwose.com/take-breaks-from-game-dev/
I talk about putting my game on steam greenlight and my day 1 performance stats.
So this week to break back into the writing mood I've started a new mini-series which looks at ways to hold your players hand throughout your game without necessarily holding it.
Read the blog post at: http://gamedevology.com/2015/03/30/creating-discreet-game-tutorials/
The series I've pretty much written out ready, just needs expanding upon and will be released slowly over the next weeks, I'm now aiming to write a new blog post every 3 days to keep my mind in writing zone.
I talk about my confusion with publishing to Desura and a steam greenlight update
I talk about marketing my game and my steam greenlight losing some momentum. Also some good news on the horizon.
I talk about my crazy week and basically no indie development. Also an update on steam greenlight stats.
I talk about my great week were I just hit 1000 greenlit votes. An all the fun we had the weekend with Ludum Dare.
I talk about my game being greenlit and explanation for my absence. Also about an upcoming game we are working on.
So this week has been a busy one for blogging!
As I'm currently running a series for #Gamedevology exploring practical AI its all systems go.
The first 4 articles you can find below...
1. Exploring Decision Based AI: http://gamedevology.com/…/exploring-decision-based-artific…/
2. Adding Priority to AI:
3. Using Queues for Priority in AI:
4. Adding Properties To The World To Affect AI
Now.. if only I got more points!!!
I talk about the challenges I experienced so far with play testing my own game.
This week I wrote another article for #Gamedevology exploring the idea of how time could affect games could affect the game world, evolve it or alter the experience.
This actually sparked from writing a blog exploring AI in games which I will be crunching down into digestible chunks and releasing over the next few weeks.