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Atavism Dev Log Delay And New Schedule

In short:

I’ve been busy this week about as much as I usually have been, but I’d like to say that I’ve thought about it and decided to move the blog schedule to bi-weekly, meaning that I’ll have one out every 14 days instead of every – on Wednesday as they always have been.

The reasoning for this relates to my general dissatisfaction with posting weekly while working at school, something I mentioned during last week’s report. While weekly posts made a bit of sense when I was working far more hours per week, they still take time out of my day to write and ultimately don’t convey a whole lot that’s worth drawing out just for a blog. I’d much rather write a longer blog every two weeks about more important notes of progress than struggle for something to write about every single Wednesday.

As this blog is more for posterity than for communicating with an active user-base, I’m pretty comfortable with doing things this way.

I suppose my aim with this blog was to chart my progress, meaning that as long as I have interesting information to chart, the timescale doesn’t matter. Twitter is better for posting the shorter kind of stuff I’ve been putting here, so I’d recommend that if anybody reading this would prefer it. As it stands, I’ve found a blog is more of a good way to reorient myself to my design goals, making it a necessary piece of the production as I brainstorm out my immediate goals and look at how they’ve been coming along.

With all this in mind, yeah: Two weeks, should result in longer posts. See my twitter for shorter-term but less consistent content. Next blog is next Wednesday.

Cheers!

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Atavism Dev Log 12 – Attack Process and a New Look

Week 12: March 28 – April 3rd

We are back to the regularly scheduled devlog with a busy week and some good progress. I mull over the art style a little, talk about the current and future state of combat, then mention a few small things I did before talking about what’s coming up next week.

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Status Update: GDC

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“Infinite Schism” by Leilani Bustamante

We Interrupt Your Regularly Scheduled Programming…

Hey folks, it’s Wednesday. This is going to be fairly sparse, but I want to get this out fast to get back to work, so I’ll try to recount what I’ve done recently and show a few pieces of art I’ve enjoyed recently to make it visually interesting.

I’ve been listening to a NieR Tribute Album recently, which isn’t a genre I typically listen to, but it takes a bizarre and super fresh take to what is probably one of the best soundtracks of last decade. Anyway, onto the blog.

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Atavism Dev Log 11 – Tribesman Combat AI Progress

AI KInda

Week 11: March 15-21

It’s still Wednesday somewhere in the world, which means it’s time to share what I did over the past 7 days – this time from a hotel in San Francisco. I talk a little about the AI’s current capabilities and what I hope to accomplish next.

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Atavism Dev Log 10 – More Animations, AI plans

Week 10: March 8-14

On the tail end of what could reasonably be considered a Wednesday, I come bringing progress. There aren’t any flashy gifs this time, but I go over a bit of the AI behavior I’ve been planning.

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Atavism Dev Log 9 – Tribal Animations

Week 9: March 1-7

Thus begins the task of implementing the enemy. Most of the talk is my plan while the webm’s do the real heavy-lifting if you just want to see some progress. I can also confirm this is a Wednesday blog now.

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Atavism Dev Log 8 – Tribal Warrior Model

Week 8: February 18-25

After all of my midterms passed and the dust began to settle, I finally got back to work on the weekend and spent a good long time getting this model to a satisfying place. Oh, and sorry this is two days late, but I wanted something significant to show. I’ll never post later than this on a given week.

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Atavism Dev Log 7 – Midterms vs. Modeling

Week 7: February 11-17

Hey so this week is gonna be pretty short but I’ll find something to talk about nonetheless.

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New Game – Bringer of Brilliance

Instead of the regularly scheduled Atavism blog, today I bring a postmortem of the game I’ve just made for my college game jam.

bowdrawn

Bringer of Brilliance is a First Person Action game that I and two friends made during the 2018 K-State 48-hour Annual Game Jam, a jam hosted by my own college where we competed against about 17 other teams to make a game with the theme “enLIGHTen”. Armed with more experience and ambition than 2017, the development process was smoother and more productive, but ultimately far more intensive, but resulted in a good end product that won 3rd best overall.¬†Download Link.

If you want to check out a more detailed description of it’s production, check out my postmortem here on my portfolio.¬†Leaving that there, I’ll get back to work on Atavism and should have something to show on next week’s blog relating to the game.

Cheers.

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ATAVISM DEV LOG 6 – Loose Ends and Floor Plans

Week 6: January 29 – February 4th

There’s not so much to say in this week’s devblog that I haven’t already mentioned, but you can see the fruits of my labor with the Hare AI and check out an in-depth idea of my dev plan leading up to the end of April.