Hey everyone 🙂
A lot has happened since the last update.
Since then I’ve finished my C++ book! I’m very happy about that because I’ve never quite understood C++ and going through this book has given me the basic understanding that I’ve always wanted. I highly suggest the book if you’re looking to get into it and have a bit of programming experience already. It’s called Accelerated C++.
Shortly after that I attended GDC (my 3rd time) and it was great. I met a lot of interesting people, played some cool games, and left with a renewed sense of inspiration. It made me really want to buckle down and finish Run and Gun. I’m going to try and do that this year! But in order to do that I need to learn some things I’ve never done before. For instance I’ll probably need to figure out exactly what kind of aesthetic I want for the game, more on that later, and bringing in someone to help out with the 3D assets would be great. I’ve never commissioned anyone before so that will be a new learning experience.
A little bit about Run and Gun. This project originally started off as a learning project. I’ve never done a 3D game before so I sort of just started with that and dove in. Everything about the game has been thought of on-the-fly except a few things like the wall-running. Because of this, I didn’t do some of the vital things one usually does before starting the game. I didn’t make a game design document, I didn’t plan out an aesthetic, and I didn’t really come up with what I wanted the finished project to be. Now that I’m more serious about working on the game, I’m playing a bit of catch-up on these subjects. So I’m going to take some time to gather my resources and figure it out. What do I want the art to look like? What kind of character models? What kind of music, sounds, atmosphere? All of this I need to figure out. That being said, Run and Gun will change a lot over the course of 2018 so hopefully stay tuned for that.
And finally, I put a new build of Run and Gun on the website. It has controller support! You can now plug your favorite XBox controller into your PC and use that to play. In addition to that I fixed a handful of pesky bugs (like the jitter while wall-running) and did a BUNCH of refactoring and code-cleaning. Play the new build, see how you like it, and get back to me with any feedback you might have: mharris161@gmail.com
Other than that, I’m just sitting here eagerly awaiting E3.
That’s it for now!