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Finally an Update: Semester Retrospective, Year in Review, and What’s Next

Hello everybody, it’s been a while since I last wrote. I have my reasons for not showing anything much, but I probably should have at least written a note saying that I’d be gone. I’ve just had a long semester, some burnout, and then a massive amount of re-prioritization as I think about what skills I want to improve and what kind of stuff I want to make in the future while I’m still in school.

In case you haven’t been following my sparse twitter activity or scrying into my apartment, this post should officially sort of summarize what’s been going on and where I think I’m going as we head into 2019. I’ve tried to write this several times over the last month, so it might be a little scattered. Let’s get right to it.

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Atavism Dev Log 22 – Takeoff, Head Positioning, Giant Plan

Update 22: August 16th – September 5

It’s been a while!

Three weeks, actually, instead of the usual two since the last update, and this is entirely due to trying to adapt to the new schedule I have from starting this semester at University (fall of my 3rd year). I had accomplished so little last Wednesday that I honestly just forgot this was supposed to be the day to write a blog. A few days later I realized what was up and just decided to aim for next week. It’s likely that this marks the end of my consistent, content-filled updates that made the summer

On the personal side of things, I’m a few sessions into running that D&D game for my friends and my other 2.5-year-old campaign with the same group is shaking back to life from another hiatus. I finished Slaughterhouse: Five and I have to say I was pretty stirred by it, particularly the frank first chapter as Vonnegut tries to collect his thoughts before writing and the part where Billy watches the war scene backwards on his TV. The book gave me some pretty raw vibes about how ridiculous and terrible humans can be sometimes and how silly it looks from such an outside perspective.

On another track, I also finished The Last Guardian a few weeks ago, and I was totally wrecked by the ending in a way that no game or movie ever has before. It was an absolute journey – beautiful to look at and engaging to play all the way through – and I can probably say it’s the best game I’ve played from this decade. I binged a lot of the developer diaries and interviews about the game a bit after and they were also super cool and inspiring. I’m fully onboard for whatever they have next, and I can’t wait for it!

On the development side of things, the scattered handful of hours from the last 3 weeks came together to roughly form almost a devblog’s worth of content, so let’s just get right into it.

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Atavism Dev Log 20 – Landing and Seeking

Update 20: July 12th – August 1st

Alright so it’s not August 1st as promised but I’m not that late.

On the personal side of things, I just had the loveliest vacation in Colorado. I went with my sister and we had a huge road trip, saw Pike’s Peak, spent a couple days at the Great Colorado Sand Dunes (inspired by my favorite book) and generally just had a good time. I got to just completely relax for probably the first time since my Christmas week off.

I thought the week after that would be good for the normal schedule (besides move day) but I was pretty wrong. I got a fair amount done on Monday and Tuesday, but I’m still unpacking after Wednesday (when I thought I could write the blog) and only got internet up a few hours ago. And bills, man. Even setting them up is a pain. Anyways I only lost 5 hours of productivity this week so it’s not a big roadblock.

Development-wise my time is split between the first week when I worked on the Bird AI’s seeking and attack patterns when grounded and the two days this week when I thought I’d try out a different venue and casually revamp the character controller. More on that later.

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The greatest part of a single player game is the mystery of unraveling it. This post goes into depth on the AI of the game and may spoil the experience for the casual reader.

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Atavism Dev Log 19 – In-Depth Bird AI

Update 19: June 27th – July 11th

Another two weeks, another progress post.

On the personal side of things, I finished Shadow of the Colossus and Ico, the former of which I’ve been replaying before I get to The Last Guardian. I knew they were good, but I was caught off guard by how good they were and how well they hold up. Ico especially, as both the incredible use of space and gorgeous architecture left me impressed moreso – I think – than the spectacle of the slaying colossi in the other game. After finishing them, I read some interviews and such from Ueda (the studio’s director) and some critics on his games, and I’ve been rather sucked in by the minimalist style and design philosophy that the games do so well. Overall it got me thinking a lot about my plans and priorities as well as what makes elegant game design, something I feel inspired into refining myself as things go forward.

They also made me really appreciate inverse kinematics and finer attention to kin-aesthetics, something I’d like to really experiment with soon.

Development-wise, I’ve ended up refactoring almost all of the Bird AI – something that doesn’t really feel like progress, but it is – and built some more on top of it to kind of finish off the flying part of their behaviors. Still some spitshine to do there, but I’m ready to move on I think.

This blog goes well into depth about what I’ve written, so avoid it if maybe you’re a casual viewer or at all interested in avoiding spoilers about how they work.

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Atavism Dev Log 16 – Natural Elements

Update 16: May 16th – 30th

It’s been an unusually chill two weeks. My new living space has been treating me well, work has been easy-going, and dev time has been pretty productive. I’ve been planning a dnd game for my friends too, for which they recently made characters last weekend, and now I’m working on harder material so I can start running soon. In addition, I’ve been getting closer to finishing God of War and it’s really ramping up the tension, making a lot more emotional impact on me than I thought it would.

For dev-related things, the first week began with some bugfixing but was spent mostly on some interaction with the environment and experimentation with shaders, but the focus of the second was largely on learning the particle system and making a fire model and some effects.

I guess it’s time to get down to the details.

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Atavism Dev Log 14 – Parrying and a Demo Level

environment

Update 14: April 18th – May 1st

It’s been a busy fortnight between semester finals and Atavism, but everything is coming out pretty well. My work was generally split into two parts; the first week of which was spent on making a level to show off the Tribesmen for my Gamedev club and the latter week of which was spent implementing some new features. I’ll be talking about these things, a bunch of smaller stuff that got done, and then, as always, about what I’m going to be aiming at doing for next update. Without further ado, let’s get down to it.

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Atavism Dev Log 13 – Group AI, Health, and Feedback

Update 13: April 4th – April 17th

Hey I’m back again. Last week I announced that I decided to switch to a bi-weekly update schedule so that I’d have more to talk about, which is already paying off because I have a ton to talk about this update! I’ll first be talking about the changes to the AI that I made, then talk a bit about the health system and some of the feedback I’ve implemented before I talk about what I’m aiming for on the next update.

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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.