This is going to be the final reflection of the year, and so for that sake, I'm just gonna quickly reflect on this year. Frankly, it's just been kind of awful. I don't know if I can say it was better or worse than last year, but it just wasn't all that good. Numerous different things ended up happening for several different reasons, and it just didn't feel like it was very pleasant overall. I don't really have much else to say, since I don't really think I want to elaborate on specifics in terms of why it was so bad, but I feel like either way, we all know this year wasn't the best. So with that, I'm gonna end this off as the final reflection of 2021. Hopefully next year will be better. See ya'll on the flipside.
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Since Christmas just passed, this reflection is going to be all about how Christmas went. Truth be told, as I'm sure it did for everyone else, it didn't feel at all the same this year. It didn't feel special or very happy, especially when combined with a few outside reasons. It just sort of felt like another day to pass by this year. I don't really have much to say, I guess we did go to my grandparents' place for a bit, and I got far more gifts than I expected, but full in full, it just didn't really feel very unique from any other day in this month, or even this year. It just felt mundane and sort of saddening, even with the gifts. That isn't to say I was completely sad, but it just didn't feel the same as in the past. Anyway, that's really all I have to say, so I'll see ya'll in the next post.
The process of creating my exploration game, which I have chosen to call "Fading Fragments," was a pretty difficult but admittedly quite fun one. Despite all of the issues I had with learning the ropes thanks to unity constantly crashing during the tutorial period, I was able to figure pretty much all of the things required for the game within enough time that I could have finished the game within the original deadline had the power outage not occurred. The 3D assets were pretty interesting to try and make, specifically the statue and NPC. Both of those were made in 3ds Max with various tools, and the story I have loosely in mind to link everything together also contributed to the creation of the 2D assets.
The textures weren't too hard to make, with the hardest ones likely being the grass or gravestone textures (the gravestone is referring to the slab in the statue's chamber). Even so, though, it was still interesting to create all of them, especially the textures for the objects that lead you very loosely to the statue. I've chosen to call those headstones. The Level design was also really fun, because with the way I wanted the maze to work, I wanted it to be a pretty simple path if you knew where you were going, but if you didn't know where to go right away, there would be a lot of different places you could end up. I didn't want something that'd be super difficult to navigate, just a maze that would have many places to go, but only one fairly manageable correct path. |
AuthorHello! I'm Alex, or John. I already told you quite a bit about myself in the About Me Page, so I won't say too much here. I'll just say that I like to do things like roleplay, make concepts for characters and stuff like that, and overall like to do things that require visual things, like drawing. Archives
January 2023
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