Skip to main content

When zero budget really means zero... or less

My plans for 2016 included to get myself a new PSU (or a refurbished one) and reach the 8Gb, which seems to be the rule for game requirements lately. More RAM also helps heavy engines like Unreal, and maybe Unity3D would get some benefit from the extra memory. Then my phone broke and I had to take all the saved money, and a bit more, to get a new one. Took me a year and some good luck to save it.

Now I found that I also need an Xbox controller. I already have a joystick (was a gift, didnt paid for it), which I promissed myself that I would never sell or trade, after selling my first one in a really low price. Of course, there is no way that I can buy the controller, same as there is no way I can have the PSU and RAM I need. At least, not until I sell my next book, probably delayed until 2018 (by the way, in case you are interested, my first novel is in Amazon, buy it and support a game developer!).

The problem with zero budget development in Cuba is that it is really zero budget. If you dont have a PC, you will not have it. If you have it, then dont expect further investments, unless you have some extra income (serious income). This is mostly because all operations here are made with cash, there are no credit cards you can use to spread the hit through several months (if that is what credit card do, as I said, never used one). And people needs money (thats a common problem in all the world), so, finding somebody willing to work for free or some vague promisse of a future share is not easy.

As we dont produce or assemble technology, most computer parts are imported. Again, the government barely sells a few computer parts, so the demand is covered by people that can travel often and bypass Custom taxes. They charge an extra, of course, as any importer company would do, making technology expensive, but (and this weird) technology here is cheaper than Brasil or Venezuela). Thats why I try to buy directly in USA, through a friend. But he usually comes to Cuba once in a year or less, which means that I cant buy at good price very often.

Ok, I got it: Im totally fucked. If this is not a message from the Universe telling me "invest your time in something else", dont know what it is. But fuck the Universe, I will keep writing and making videogames. With zero budget... or less.

Comments

Popular posts from this blog

Isometric camera with Godot

Took some effort and some of my sleep hours, but at last, I made it. Here is my first videotutorial: implementing an isometric camera in 3D, with Godot. Useful if you want to emulate the look of old classics like Fallout 2, but with some extra features. Considering that my voice is not so nice, and my english pronounciation is even worse, I also added texts to help you underestand what Im saying. You will also notice some background noise, but cant do anything to solve that. Any suggestion is welcome. Expect another tutorial soon.... or sor tof. This time, will be about my AI system.

Lessons about game dev

 Meet Bobby (not Kotick)! He is going to taught you a lesson about how NOT to make games. Bobby is a very sharp bussinessman, that sees everybody is playing games. More important, everybody is spending money in games. What would any smart bussinessman do? Well, get into the games bussiness, and he knows he has an advantage. See, Bobby is not going to spend hundredths of thousands dollars to make a game, when he can make it much cheaper.  And here comes the first mistake. Bobby goes to his birth city, in a shitty third class communist country, where it is easier to find a honest politician than a game developer. There, he assembles the Avengers... I mean, a team of talented guys that... never made a game in their lives. He invests in hardware, with good workstations equipped with fairly modern GPUs, pairde with the worst, cheapest 18 inches display you can get. Also, a server with a 24 VRAM GPU, because any game studio needs a server for... nobody knows exactly for what, but t...

Vulkan and open source engines

It is weird, but even when Vulkan has embraced the open source philosophy (open drivers, tools, etc), Im not seeing too much enthusiasm to adopt it in open source game engines. I have been following mostly Godot and Urho3D, yet Ogre3D and Irrlicht doesnt seems to be rushing to implement the new renderers. It is worth to mention that Godot promissed they would delay the long needed refactoring of its 3D renderer until Vulkan release, but now they say they wont be using it, favoring GL ES 3 instead. The other engines seems to be dealing with lack of man power (Urho3D leader left the work on hands of community, as he is not working on Vulkan renderer right now) and base code designed for older APIs, specifically, DirectX 9. Lot of work is required to adapt this code base, not only for Vulkan, but for DirectX 12 too. Well, nobody said that developing a game engine was easy. The advantages of Vulkan have been widely detailed. From engine point of view, it would centralize all renderers...