I've been making games on my own consistently for a little over a year now. I used to make games with friends in high school and middle school, but I never finished anything until I started working on my own. I have always wanted to make video games for as long as I can remember, but through the years my confidence in abilities have kept me from actually perusing my goals. I partially never made games because of this stigma where I thought the games I made had to have a specific level of quality or something, it was a fear of not knowing how to program at all and being intimidated by coding languages and different software. This fear is a different fear that I think some of the friends that I worked on games with had. Most of them did not want to waste time working on games if they didn't get some sort of reward after like being able to sell the game or have some sort of wide recognition for making the game. I have always felt that because there are so many people in the world and on the internet that do or make anything (and a lot of those who make games) that expecting recognition is an almost futile effort and an effort that is earned in plenty of failure like any other activity that humans do.
Anyways, since I started using GM and KnP and MMF2 my life has improved in the way that now I am making video games and that part of my life has been fulfilled to some extent, however I have learned just making games is not enough in a way. I have come across different obstacles like, "I want to be making games basically all the time instead of just in my free time but not work in the games industry", "I want to make very large scale games, but I feel like I don't have the time to do so", "I don't know how to really program very much", and "I would like to make games, but not sell them".
My questions to you is what do you do for a living and would you ever want to work in the games industry, and if you don't why?
I'm starting to work on a new game. My ultimate goal is to have a bunch of (hopefully) procedurally generated motored mobiles that race. I want to create a 3d environment where you can walk around, place bets on the mobiles and watch the races from a viewing area. It's really ambitious for me, so I'm going to try and just make smaller pieces of it. Eventually I may get enough experience making the pieces that I can make the game as I envision it, but until then I'm just going to kinda prototype it in smaller modular games. First, I'm using Unity's physics stuff to make the mobiles. I'm not familiar with hinge-joints and motors, but I'll get there by just trying to make some of these.
Here's what I've managed this morning:
Waiting in the Rain is a short (about five screens or so) Knytt Story based on a song by Lee Rosevere called Waiting in the Rain. It's about getting to a friend's place in time for dinner, and also the friendship between two women. I hope you like it.
I usually have trouble expressing my feelings in text form (e.g. on current events).
And that is where the photoshopping skills come in..
Tommorrow the collab will start, but i'm gonna show you what the story will be for the collab...
The main character is revealed to be Rick...
And here's the story:
Rick is one boy who lives behind a small house, but when he gets on his pc, he is warped on the world of internet full of strange and wacky realms by a unknown demon who claims to control the internet and dares him to find him by escaping all of the internet's worlds and reach to him to claim the prize. Will Rick get through the world of internet and find him?
Great Opinion and Speculation also Introspection, no Questions are Answered, only Asked:
So, I have been making, like, 3-4 games for the past few months and haven't really released anything because I'm not using the "gusto" that is required to be a glorioustrainwrecker. But, is gusto related to speed? I think it is. Speed shows confidence. It seems ironic or coincidental (lol) that I am nervous about making a trainwreck. Is this going to be a so good it's bad trainwreck or a so bad it's good one or is it going to be a it's a bad BAD trainwreck. What is good and bad?
"It's all in the eye of the beholder", lol, what a cliche, but (let's get back to the point) we all know what is culturally "good" and culturally "bad". Because I am making games on this site, you the reader is probably making games on this site, we are aware, yes, this is where bad/good things should be, this is the house in which trainwrecks sleep, this is the context of the things we are making and the house gives us that context. This context is what separates "genuine failure" from what happens here. Does this box limit us? It is freeing and limiting at the same time. One side says everything bad that you do will be in the context of "it's supposed to be bad", so nothing is bad. On another side if you do something good will it be good? Depends on the context, what is good? Will genuine good weaken intended bad? Will unintended bad weaken intended bad? What is good on www.theglorioustrainwrecks.com and what is good outside of www.theglorioustrainwrecks.com? Are they the same good? Is good outside of www.theglorioustrainwrecks.com good on www.theglorioustrainwrecks.com?
It seems "good" on www.theglorioustrainwrecks.com is usually "bad". "Bad" comes in several different forms. One form is a self aware "stupid" (when the game is disguised as if the person making the game is not aware of the cultural mainstream of what "good" games are) I.E. games in the Mr. Cat series. Another form is a clear parody of a mainstream trope I.E. games by sylvie and jams like the Flappy Bird Jam. The third kind is an "I don't care attitude" I.E. Klik of the Month Klub games. These different perspectives for the makers of "good" on www.theglorioustrainwrecks.com can and usually are mixed at different levels to create interest.
Do "bad" games have to be jokes to be good. Are "bad" games with "intended badness" automatically jokes. Should everything that is "bad" be laughed at? Are there "serious" and "bad" games on this site or elsewhere? Why don't my hotlinks to www.theglorioustrainwrecks.com work?
Behold mates, Mr. Cat's games has its own site now!
It has been half a year since my last information on my game in progress, "Poor Thing". Since then I have maintained a fairly steady pace in development and added a lot to the game, however there is a looot of work still in front of me. I have calculated that I still have more or less 100 levels to add. I have 178 levels in my game so far, but some of them are placeholders and some more can be cut out. If no other obstacles emerge, I should be able to fit my game within the planned maximum of 255 levels.
While still adding new levels, I alternate it with either fleshing out already existing locations or finally adding some action sequences. I worked out a way to make objects standing in the middle that can be either walked in front of or behind, which adds a lot of 3d feeling to the game.
At the same time I am working on the story and characters, because I really mean it to be a complete tale, with beginning, middle and an end. Things are constantly falling into place, or switched around if they do not work.
I think I am rambling, but I am really excited that I have kept at it so long and do not feel bored or intend to stop. I calculate it will take about a year to complete and add details to all the levels, then probably another year to interconnect everything, hunt bugs, beta test and add sound effects and probably some music. A long, long way... but almost every other day I keep developing it further.
I hope 6 months is an enough long pause not to be pushy with my project. Truly said, I often have to fight the urge to share every new detail that I am proud of, with you lot!
I go back to working on the game now. As always, lots of love to you lovely people, and keep creating!
What's up people?!
Today i just beaten Teh Forum Game without closing the game and beating in one single setting, and that was fast, due to mashing keys, concentration with my brother going out to play his ball and glorious skills. Before i beaten this game, i was stuck at the 1st Half of the 7th Level, due that i accidentaly avoided the notes all the time, but now, i had to never avoid, and so i beaten level 7...oh the joy. In the end, i have beaten all levels and shockingly saw the ending, i felt so happy that he was free from the scientists. TOTY. Trainwreck of the Year.
In the Extras there was nothing more but just a image gallery and a boring bonus level that i didn't interested right now to play a megaman-esque game. Anyways, you can see above the screenshot showing the stage select screen after beating the game (sorry if i spoiled)
And now onto Mr. Cat's future.
Yes, the setting for Mr. Cat III will be THE SAME THAN THE REST OF THE MR. CAT SERIES, because the game is going to have suckish grammar like always but with intense action, even more glorious levels, etc. And there may have more bad antagonists and not just only ONE (Like Arthur from Mr. Cat 1 or Sanic from Mr. Cat 2), but more, more and more, along with a evil organization that will appear in this upcoming 3rd chapter of the Mr. Cat trilogy. Btw, Mr. Cat's Scary Halloween Holiday isn't part of the trilogy, it's just a short spin-off with only 5 levels and few bosses. And yes, if you believe that he was JUSTICE MUSTACHE, probably, it's because i was addicted of Smedis2's games and that's why i wanted more fun based on that. Anyways, i don't have ideas for more games i should do but i can just listen to music i might put for the 3rd chapter of Mr. Cat.
Since i found back my klik projects i made, i decided to start working back to the Mr. Cat Halloween Special named Mr. Cat's Scary Halloween Holiday.
There will be more lacky cutscenes, levels and more stupid stuff pretending to be poorly made, and maybe failing to make a halloween special.
(Yes, i'm still in the habit of poorly made games)
But i might not release in halloween because i might be afraid of going through the new year of school.