Hello again! There hasn't been any updates in the last two weeks because I have been diligently preparing to attend the Game Developers Conference (GDC) in San Francisco! I am going to be a part of the Conference Associates program this year, and I am honored to assist the Conference in giving the best experience possible to all attendees. I am also very thankful that UBM will be providing me with an All Access Pass for my work. I am very excited to get out there and meet a bunch of intelligent minds as well as begin applying to studios for software engineering positions. If you are going to be in attendance at the conference, please use the contact page to get in touch with me! I would love to grab lunch and get to know you.
See you there!
Hey all! As said in the previous blog post, I had some time this past weekend to clean up some of the code in Plumber Simulator 2KInfinity (PS2K8) and was finally able to publish it on itch.io! Builds have been uploaded for Windows, Mac, Linux and an HTML5 for those who just want to play it in browser- I also added an HTML build of Seeds of Friendship, but the play itch.io window changes the aspect ratio rather annoyingly, I'll have to play with that to fix it. I'm personally not a big fan of browser builds. I've had some issues with them before, so I recommend downloading it.
There aren't any big game development updates this week. Plumber Simulator should be getting an update real soon and my GitHub is shaping up nicely and I will be dropping links to that all over this website very soon.
However, this past weekend I didn't do much game development. My wonderful girlfriend Emelia Douglas is the Treasurer of OUGDA as well as a talented animator and got together an incredible team for the 2017 Ohio University Media Arts and Studies 48 Hour Shootout. As president of OUGDA/supportive guy, I wanted to be there for them to check in and get them things as they needed help. Emelia and the director Tom Wade were too busy producing to do their part in the animation and asked if I could give a hand to help the other members of OUGDA's team. I spent the whole weekend with them and had a blast doing it.
I am exceptionally proud of the team for their hard work. Also, I am proud to announce that their animation: Reluctant Reaper won the 48 Hour Shootout. Here is their animation taken from concept to final product in just two days becoming the first animation to ever win the shootout.