![]() ![]() One thing I was satisfied with was the implementation of the in-level UI. I assume this was possibly because of the project’s past baggage being brought forward on top of being behind schedule. Even though I was able to keep going, the slight feeling of unhappiness towards the project never fully went away. Thankfully I have a very supportive wife that was able to keep my spirits up, and working towards completion. I must admit that this did affect my attitude towards the project negatively. With my regular day job as my priority, It did mean that I had ended up about 2-3 weeks behind on where I would have liked to have been with this remake at the end of this period. And secondly, I had a spike in new projects coming through for my day job from clients. Firstly I failed to account for all of the long weekends and public holidays that would occur between the middle of April and May, and how that would disrupt my day job. However, the reworked scripting meant all that was flexible.Īt this point in the project I felt optimistic about the project, and even entertained thoughts that I might be able to finish before the 10 week deadline I set for myself. ![]() The blueprints were very ridged before, for instance, I could not alter the amount of balls in play per level. On top of that, the reworked system also gave me a lot more flexibility and scalability in how the levels worked. It only took me a weekend to redo all of the work done prior, and because I completely reworked how the blueprints functioned, I was able to fix/solve a lot of the bugs I experienced when attempting to make Barroom Billiards. To my surprise, recreating the gameplay mechanics from scratch took a lot quicker than what I expected. (With the exception of migrating over some meshes and materials) After I took one look at the blueprint spaghetti monsters I scripted 21 months ago, I realized how much I learned over that time and decided to start the project over from scratch. And can only be a personal hobby, educational, and portfolio project.Įven though my initial intentions were to convert my existing project from a few years ago into this remake project, in reality I am happy to say that, that didn’t go to plan. Leave figuring out AI behaviour for a versus CPU mode in a future game remake.Ĩ – This game project can not be released for distribution, not for sale, nor for free. (I have mostly worked with made-to-purpose meshes for the 3d projects I worked on, and wanted to familiarize myself with creating modular kits for game development application)ĥ – Do not try and make an accurate physics simulator, instead try and match how the balls moved and collided on the default settings in the original game.Ħ – There is no need to make the ‘friction’ user settable like in the original, only focus on the default settings.ħ – Only focus on the Single Player mode from the original game. (Up until this point in time I had only used sound cues.)Ĥ – Learn how to create a modular kit to easily produce the various stage layouts. ![]() Starting the second week in March I set myself a 10 week deadline to finish the project.ģ – Get some sort of familiarity with the MetaSounds system. With how much I enjoyed finishing the remake of Arkanoid this was my top priority.Ģ – Set a fixed time frame to complete the project in. Once I made up my mind about converting my old project into this remake I set out the following goals I wanted to achieve:ġ – With some exceptions remake the game in its entirety. With one difference though, instead of finishing my old project Barroom Billiards, I decided to rather convert it into my own interpretation and remake of Lunar Pool on the NES. It was probably a bit of both.īut after I earlier this year committed to, and finished, a full remake/interpretation of the NES block breaking game Arkanoid, I felt good about fully completing a project, so I decided to revisit that old project. Unfortunately for various reasons I was unable to push that project past the initial gameplay prototyping phase Whether this was due to time constraints, or because I lost interest, I can’t really recall. ![]() Almost two years ago I started a personal project called Barroom Billiards, which was intended to be a Billiards Putt-Putt cross over type game inspired by the NES game Lunar Pool. ![]()
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