It is official – I now co-own an indie game dev studio!

Well, bureaucracy has been overcome, and Way North Studios AS is at last an officially registered company in Norway. Huzzah!

To celebrate, we registered a domain name (http://www.thetaverngame.com) for the game we’re making (codename, and actual name: The Tavern) and put up a small prototype test/teaser thing. Be warned! It requires the Unity Webplayer plugin and it’s not super impressive. It doesn’t actually do anything except just sit there and play some ambient effects at you as the artificial wind blows through the trees surrounding the placeholder tavern building (it’s just a model!).

It does, however, give an indication of what we want the game’s graphics to look and feel like.

For the horribly interested, visit the Games-section of the Way North Studios webpage for a few early details concerning the game.

Disclaimer: Anything and everything we say about the game currently is subject to change in the coming weeks and months.

 

 

Bureaucracy, huh, yeah! What is it good for…?

…absolutely nothing!

Having been back in Norway for nearly three weeks already,  I can hardly sit still in anticipation of finally being able to get up in the mornings and go to work at a location actually intended for getting work done, using a computer that’s not more than a decade old and doesn’t try to oppose me at every click of the mouse, at the supermegaawesome office of the top-secret (shh!) and not-yet-officially-launched indie game development studio I’m co-founding – Way North Studios!

*gets up and dances a jig*

What’s the hold-up? Partly, waiting for the new computers, paperclips and/or dance-dance-revolution mats? we ordered to arrive (any day now – woho!). Partly, bureaucracy (meh!) we need to trudge through in order to finalize the registration of our dev studio as a proper company in Norway, as well as to get all our Internets, insurances, hidden cameras, circus-operating permits, alarms and lethal guard hamsters sorted out, amongst other crucial and critical things.

Meanwhile, I pour over design documents, make plans for art and asset pipelines, try to choose what version control scheme to go with (currently leaning towards Mercurial), figure out how to deal with data-storage and the safekeeping of said data and – whenever my current computer is being agreeable – explore and uncover all the secrets and forbidden techniques hidden away in Unity.

In other news, I managed to find my Collector’s Edition coin (a Septim) from Oblivion in an unopened, sealed plastic bag – just lying at the back of a shelf all innocent like. Naturally, I promptly opened it and declared it forever my lucky game development coin. For the curious – it’s made of solid fake gold, is about 36 mm in diameter and 2 mm thick, and this is what it looks like:

Oblivion Collector's Edition Septim Coin
Oblivion Collector’s Edition Septim Coin

 

 

We’ll get along just fine, my preciousssss Ssseptim. You’d better bring me luck, or I’ll melt you down! (Just kidding, I wouldn’t do that (I totally would, though))

 

 

Passing time in Montreal with Unity and shields

In these my last days and weeks in Montreal, I spend most of my spare time poring over documentation, tutorials and example-projects for Unity – and to some extent, Blender – soaking up as much knowledge about and experience with these tools as I possibly can. The goal: to become self-sufficient and able to create games and/or prototypes of games in Unity, entirely on my own. Not necessarily to go at it all on my own, but I figure it will be a good foundation for whatever comes next.

My existing “foundation” has been slowly built over the past 13 years and includes (but is not limited to) exposure to and experience with C++, C JavaScript, AI scripting using visual tools as well as asset-handling/basic animation work in 3ds Max, gameplay design and gameplay-related worldbuilding efforts. I am by no measure close to being an expert in any of these matters individually, but I am hoping that the collective sum of experience and knowledge that I have obtained over these years – from both inside and outside of the industry itself – can serve as a springboard of sorts into the world of Unity and independent game development.

UnityScript vs C#

UnityScripting in action
UnityScripting in action
Speaking of Unity, and scripting; I’m finding obscure joy in converting various Unity tutorial scripts from C# to JavaScript. “JavaScript!? Why on earth would you do that?” you might ask. Well, firstly – it’s not regular JavaScript, which is why many users prefer the nickname instead: UnityScript. Assuming I’ve understood it correctly, UnityScript is an object/component-oriented, .NET-based (Mono) JavaScript implementation based on the Boo programming language. In practice, it seems to me that it is used very similarly to C# in Unity, albeit with slightly different syntax, certain peculiarities and some potential limitations (depending on what you’re using it for).

Secondly, while converting tutorials from one language to the other I’m learning how it’s done in both languages at the same time, and though I’ll sometimes run into stumbling blocks where language-specific implementation of code is required, it forces me to apply my braincells, dig deeper and really figure out what’s going on and why.

Of course, that would be true when converting the other way around as well, but since I happen to like Unity’s Javascript-syntax and C# not so much, that’s what I’m going for. Worst case scenario, if there’s something I’m unable to achieve in UnityScript I might be forced to also use C# scripts in the same project. I might see things differently if I end up collaborating with someone who prefers C#, but I’ll cross that bridge when I come to it. *shrug*

Meanwhile, at work…

Example of shield-clipping in AoC
Example of shield-clipping in AoC
My final days at work mostly consist of tinkering with AI scripts for an (unreleased) dungeon that I have been working on, updating the documentation for said scripts in preparation to hand it off to whoever will work on it next, as well as diving into an issue that’s been a thorn in my side for quite some time, but which hasn’t had the highest of priorities: Shields.

More specifically, shields that clip through the heads of characters, stick through their hands/arms, are incorrectly positioned/rotated when equipped and/or are seen from the side in the inventory instead of the front (making it hard to actually see what they look like).

Having previously already gone through every single shield-asset in the game and documented what was wrong/needed fixing with each, I’ll now be trying to fix as many of those issues as I can before I pack my things and jump on a plane back to Norway.