Projects Panel

Projects:
Showing posts with label dailyupdate. Show all posts
Showing posts with label dailyupdate. Show all posts

Monday, 2 October 2017

Resurrection, or: Regarding my Blog's Change of Name

In the forgotten city of blogspot.com, an ancient mystery stirs. An odd, dolphin-like monstrosity rises above the murky deep, and shakes itself off like a grotesque, wet dog. A disgusting hybrid monster, long dormant, finally awakened by the cruel whims of some capricious creator. It moans in pain, the pain of existence as much as the pain of this chafing rubber dolphin head. The monster is just some guy wearing a dolphin head, of a kind that probably briefly became popular after the death of Sharknado as a meme and before the birth of Horse Head Mask. He discards the shark pun and sets off into the sunset to wreak havoc upon the world once more, pensively stroking a book of Dickensian literature. "Little Dorrit? Nah, too mainstream," opines the former monster. "Oh, what about-"
My blog's changing it's name from The Odd Dolphin to Clennam's Compendium.

Why, you ask? Well, I've been rebranding everything else I have from TheOddDolphin to Clennam, because Clennam's Compendium just sounds more pretentiously appropriate than a shark pun. The Odd Dolphin, cuz it's a shark, geddit? Ugh. >:(

A lot's happened since my last post. I picked up an internship job at Virtusa! Not quite gamedev royalty, but I will undoubtedly learn valuable skills in the year I'll be there.

As usual, I only do a daily update when I have a slew of posts to put up (defeating the daily part of the label, but introducing a great mechanism of suspense, because I am nothing if not an artful writer). You, dear reader, should see the first of these posts soon.

Friday, 21 April 2017

Everything of Note From GDC 2017

Author's Note: This is the text of an article that I originally wrote to be published on ReadMe. Unfortunately, I did not manage to get it published in time, and due to the timely nature of the subject, it is now too late to do so. In case you, dear reader are interested, here you go:

Everything of Note from GDC 2017
The Game Developers Conference took place this year from the 27th of February to the 3rd of March at the Moscone Center in San Francisco. The conference brought out many innovations, especially in the fields of graphics and AR/VR, with speakers from giants in their respective fields – Facebook, Oculus, Google Play, AMD and NVIDIA, to list a few, speaking on several aspects of game development – game development, game promotion, game design, audience engagement and growth, and so on. Several indie developers also announced exciting new projects. Furthermore, this was the first GDC that was open for the public to attend, instead of having to watch from home, so there were much larger crowds than usual.

Here is a list of the most interesting announcements from the Conference.

The State of the Game Industry
Every year, the organisers of the Game Developers Conference poll attendees in an attempt to identify emerging trends in the field, which they subsequently release in a document titled “The State of Game Industry”. The key points from this year include:

  • ·         Diversity

This year’s GDC showed a slight improvement in representation, with 20% of attendees polled identifying as women, 2% up from last year.
The geographical locations of attendees remained mostly the same, however, with 67% percent of respondents from North America, 3% from South America, and 22% from Europe. Pan-Asia accounted for 8% of attendees, and 0.3% percent were from Africa.

  • ·         Business-wise

Most attendees felt that VR/AR was the future of gaming, with mobile AR as a specific focus going forward, with as many as 1 in 10 game makers working on a platform-exclusive VR/AR title, and 75% of attendees saying that they believed VR/AR had long-term sustainability.
The ESports industry is also on the rise in terms of investor confidence, with 90% of attendees professing confidence in its sustainability.
PC and mobile devices remain the mainstay of most developers, however.

  • ·         Platforms and Hardware

On the topic of VR consoles, the HTC Vive was gaining popularity over the Oculus Rift. Don’t worry, though – the stats read 24% for the Vive, and 23% for the Rift, with the PSVR coming a distant third at 13%.
In the mobile arena, Android finally surpassed IoS in terms of developer interest (54% against 51%).
Interest in mid-cycle console re-releases, like the PS4 Pro and Xbox Scorpio, however, was mediocre at best, with many developers feeling that it would only further divide an already fragmented market.

Innovations in VR/AR
  • ·         On the first day of the conference, a slew of new games was announced for VR devices, specifically for the Rift. These new games ranged from traditional first-person experiences to a wide variety of genres – strategy, tactical, turn-based, dungeon crawler, story-driven, procedurally generated, the list goes on.
  • ·         Microsoft announced plans to bring “mixed reality” headsets to the Xbox and Microsoft Scorpio by 2018.
  • ·         Oculus also made a surprise announcement – they would now sell the Oculus Rift and Touch in a bundle that comes to around $600, a price drop of about $200. On their own, each piece of hardware is about $100 cheaper, coming to $499 for the Rift headset and $99 for the Touch controllers. Hats off to Oculus for their efforts to make VR software affordable to a wider audience.
  • ·         AMD have announced that they will be working with Valve to support Valve’s Asynchronous Reprojection on their graphics cards, a technology meant to enhance the VR experience and eliminate judder – a partnership that is a big win for AMD, who have been losing the graphics market share to NVIDIA.
  • ·         Epic Games have announced their Unreal VR Editor, a ground-breaking extension to the Unreal Engine that allows developers to be in the environment that they are developing, helping to provide the right sense of scale to make realistic, believable environments and make it easier to navigate the environment while developing.


The GDC Awards
On the 1st of March, the Game Developers Choice Awards and Independent Games Festival Awards took place at GDC. Many much-loved indie games and many bigger, AAA-standard titles competed for the coveted awards. A quick recap of the more popular/controversial picks from the GDCA:

GDCA
  • ·         The Game of the Year award went, unsurprisingly, to Blizzard’s new title Overwatch. They single beat out other nominees like Naughty Dog’s Uncharted 4, and Bethesda/Arkane’s Dishonored 2.
  • ·         Niantic’s Pokemon Go won the Best Mobile/Handheld Game award. The previously almost unknown studio beat out Supercell’s Clash Royale and companion Pokemon title Sun/Moon, by Game Freak/The Pokemon Company.
  • ·         One of the controversial picks, No Man’s Sky won the Innovation Award, the troubled game from developer Hello Games.


Friday, 3 February 2017

Feb 03, 2017: Hopes.


It's the end of another long day.

GSOC 2017

We had a session on GSOC 2017 today at uni. I had been interested in GSOC for a while, so I've resolved to at least attempt to participate this year. I hope I find a good project! Fingers crossed :)

MIC 2017

Also on the menu is the Microsoft Imagine Cup, which I and a few friends plan to form a team and make a submission to. Unfortunately, there seems to be a sum total of zero data on the Sri Lankan National Finals - a cursory glance at Microsoft Imagine's Sri Lanka landing page gives us the message "Your country has not yet announced plans for Imagine Cup 2017" or something similar. Once more, fingers crossed that sorts itself out in time.

Empire: Warlords! (It's a working title) ;)

This ambitious little project finally has a proper artist. Really, he's got a graphics tablet and everything, he must be a pro. Well, he's actually another friend of mine from uni. I hope he'll live up to expectations.

The Inquest: Cursed Sword

TICS, as I have come to refer to it, moves along, slow and steady. I am working on a demo that will demonstrate the core functions and systems of my planned final twine.

Labyrinth

This one you may not have heard of. It's a rushed little demo a friend and I made on Unity for Android in 12 hours for a local game jam. It was edutainment-based, and we've had a lot of interest in a stable release on the Android platform.

Gamedev notes

I've been messing around with Unreal Engine 4, and can I just say, WOW. Will writeup a short gamedev note in a separate post, watch out for it.

EDIT: Formatting. HTML is a harsh mistress, but they tell me I'll eventually come to love her.
EDIT 2: Fixed missing hyperlink to Microsoft Imagine.