29.04.17

You know, despite all the new games I play, there's almost never anything really good. Something actually enjoyable comes along maybe once a month, and a truly great game maybe once or twice a year. I suppose the specific games differ depending on which genre you're after, but there's still a very lengthy period between completing one good game and finding another.
Although with ~100 games that are still sitting in my to-play list, I shouldn't be the one to make these complaints. I'm just getting the feeling like my efforts of looking through all the games myself are kind of going to waste, because if ever another really good game came along I'd know about it anyways.
This was actually just a small rant / prelude to explain that I'm not really satisfied with the games I found after fixing my parser and going through nearly a week's worth of Steam's new releases, but I figured I'd pick something at least. And oddly all my three picks have an aesthetically similar look to them.

WaveLand is like a platformer, but it's made for speedrunning, not puzzles, as they usually are? From my own description, I guess it's kind of like Super Meat Boy, except it looks like the movement feels different? Heck, like I said, I wasn't particularly satisfied with what I found this week.
Flinthook is the most promising of these three. It's a room-based grapplingflint hook rogue-like thing. And from the screenshots, a whole lot is happening at all times. But I won't know how good it is until I try it, so until then.
And then Red Obsidian Remnant, which is also a rogue-like. Except it's Chinese, looks cute, and is a dungeon-crawling RPG. Uh, yeah.

28.04.17

I regrettably kind of wasted this day. Should have at least gotten the Steam parser back working, but no. It's a tedious task.

27.04.17

While the new lootboxes and other shinies in HotS are pretty sweet, there's been no changes on the gameplay side, so it's still the same game. I haven't gotten to Factorio yet, but they're releasing a hotfix every day or two right now, so it's not too stable anyways.
And speaking of unstable things, my Steam parser broke down a few days ago. Turns out the issue is some unknown change in what Steam expects in a request to get past the age verification thing. So I'm a few days behind on Steam games until I fix it.

26.04.17

Long day, plenty of catching up on studies to do, nothing to report.

25.04.17

With Ludum Dare behind me, I turn my attention back to my usual activities, realizing I have a ton of homework that I now didn't complete over the weekend as I usually do, the next (kind of) big release of Factorio is out, and the biggest update of HotS is coming out tomorrow. So I'm sitting here and scrambling to get all my stuff done so I could enjoy these new updates to some of my favorite games. So, sorry, but Trillion is on hold for a little while.

24.04.17

By the last day I was already getting tired from working like 14 hours each day.
Not many additions on the last day, but rather fixing of anything broken or incomplete. Got the little enemy sprites and animations in, made a boss, balanced out the enemies and complected them into progressively more difficult encounters which were placed on the map. Got some small story elements in, put in some particle effects... And well, we managed to complete something. Here it is.
In hindsight, I think there are two major design flaws. One is that making good melee action combat takes longer than we knew we had time. The other is that it's not fun the be the slow and sluggish boss, even if you hit hard. That's kind of the reason why traditionally, the player is the small, agile, and smart one. (Also, I'm not allowed to actually make the AI good enough that it would beat the player, so this game can't even be a reverse bossfight simulator.)

23.04.17

By the end of the second day, most of the stuff was coming together quite well.
We had various types of enemies who could mindlessly charge you, evade your attacks, be stunned, be knocked back... Most of the player animations and attacks were in, we had scenery, movement and attack sounds, music, and a level, a tutorial, and various GUI things were being made from them.
The game was already kind of playable, but still quite bare and slightly broken.

22.04.17

So here's a retrospective coverage of what Ludum Dare was like for me.
Taking part of a local event, I got into a team with two programmers (me included), an artist, a sound person, and someone who ended up mostly putting all the various things together into one level.
As the theme was announced slightly past midnight, we got to deciding the game in the morning. The theme we had to follow was "A Small World" and after like 4 pages of various ideas we settled on an action game where you're a giant and have to kill tiny enemies. So it's like the tables are turned, and the tiny enemies are more agile and are trying to outsmart you.
This idea phase was actually the most fun part, and it was a difficult decision between this idea and one where the game's like an RTS and you control a bunch of villagers living on a small island. The goal would have been to build dams and drain the water to expand the island while managing your resources and making sure none of the dams break from the water. I actually liked this idea the best, but alas, the team did not fully agree with me.
So, back to the idea we did go with, I decided to be the one writing the AI for the little enemies. The first day's progress ended with some basic AI that can run towards you, keep a distance, and also fire stuff. On others' end, we got player movement, some attacks, and character sprites. Possibly some other stuff, but we were each working on our own things for that day mostly.

21.04.17

Starting with Trillion: God of Destruction today. As expected, the game is made to be played with a controller. I figured I'd get into it and find out the keybindings as the game went along. Well joke's on me - there are no keyboard keybindings by default. So after it took like 15 minutes to get through the initial dialogue, I got into battle, and none of the keys on my keyboard did anything at all. Fighting's no fun if you can only control the camera and attack the tile in front of you. I don't understand why proper keybindings are so hard to come by on console ports. It really should be a trivial task in comparison to everything else.

20.04.17

So it's been another long while since I've last picked up a new game. The next four days are mostly filled with Ludum Dare, then it's the busy part of the schoolweek again, and only about an entire week from now will I properly have time again. I've acquired Trillion though, and it'll be the next game I play. Didn't have high hopes for it before, don't have them now either, but it doesn't look bad so I have to at least try.

19.04.17

I've never played console games, and as such I don't know of any games on them. But apparently Bayonetta was something rather popular and people are excited for it coming to PC. I haven't heard of many port issues, the game looks fun (although a bit over-the-top), I see no reason why not to give it a try. It looks a little old... Although it's from 2009, so I guess it's just the design? shrug

18.04.17

It's been over a week again with no new games, so after some consideration I deemed The Signal From Tölva worth trying. At first glance it bears a lot of similarities to other open world FPS games I've played some time ago. It remains to be seen if that is true, but if it is then I'm afraid it won't fare too well in my eyes, because it seems precisely the quality and quantity of the content is the weakest point. I wouldn't recommend a game that's mechanically similar to another, but not executed as well, even if the original game was good. But that's far too many assumptions for now.

17.04.17

generic filler text
School's keeping me busy, and will probably continue to do so until LD takes over on the weekend. Could be worse. Time consuming things could be happening simultaneously instead of consecutively.

16.04.17

This is scary actually. 24 hours is a really long time if you start to think about it. And every know and then you just lose one such period of time. What was I doing on Sunday again? For the most part, no clue.

15.04.17

Some schoolwork, some HotS, some Factorio, but a lot of the time went on CodinGame. I'm currently hovering around the 70th place overall, which I'm quite satisfied with considering I have no specific movement code of any kind. Silver - Legend leagues will open up on Monday, so maybe I'll take another look at my code between my tests and Ludum Dare.

14.04.17

Oh look, more Duelyst look-alikes. Shardbound is a card game with a gameboard, and minions that can move around. The reviews aren't too good, but it seems the main complaint is about the lack of content as the game is very new. Well, it's free to play, so I'll just add it to my Library and get around to it at some point or another.

13.04.17

Well, I found out today that buying earbuds for 1.57€ is probably a bad idea overall and spent a lot of the day learning exactly why, and how I could choose better.
Oh, also, the next Codingame event is starting tomorrow. Meanwhile I'm just grasping for time, and it's mostly eluding me.

12.04.17

So much to do, so little time. I want to try some new games, but I have multiple big tests coming up early next week. Then there's Ludum Dare on the weekend after this one, and it'd be nice to get some Unity practice in before that. Also consistently being bombarded with homework. And then there's various other things I'd like to do, like Factorio modding, practicing my art skills... It's useful to have a little more on your plate than you have time to deal with, as it ensures you never run out of stuff to do, but I'm getting a little overwhelmed here.

11.04.17

Tuesday - Thursday are busy as usual, but uh... I managed to hit Diamond 3 in HotS. It's definitely starting to feel like my rank is a bit inflated, but I'd love to reach Master, even if I don't deserve it.

10.04.17

I've got unexpectedly much to do, so no news today.