Skip to main content

A week in a cuban game programmer's life

Saturday: bus from Havana is late, so I arrive home at 10 AM instead of 8 AM. A minute after opening the door, lights goes off. In the end, I can only work 2-3 hours in the game, instead of the whole day as I expected.

Sunday: a day for resting. More exactly, an afternoon for the only nap in the week, morning is for my daughter. Also, it is super bowl night, so no work.

Monday: day work, and work in the game during night.

Tuesday: some weird fire in a sugar cain filed produces an space-time singul;arity that leaves half of the country without electricity during 6 hours. My half, of course.

Wednesday:  day work, and work in the game during night.

Thursday: a day of work is too much. When I come home, power cut for an hour. When power is back, cell phone network is down.

Friday:  day work, and work in the game during night.

Saturday: A human error causes a massive failure in the electrical network, 90% of the country without power. Of course, my 90%. Blackout lasts until 8 PM, so I can only use a couple of hours to work on the game.

Disclaimer: everything before yesterday is blurry in my memory, so the dates might be incorrect. But in essence, that was my week.

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.

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started. Start Unity3d and in your scene, add an empty GameObject, we will call it target . Create a camera object and drag it to target to make it child. The result looks like this: Now select Camera and set the values to this: For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom). Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code: if (Input.GetKeyDown(KeyCode.W)) {             dir = UP;         } else if (Input.GetKeyDown(KeyCode.S)) {             dir = DOWN;         } e

Testing animation retargeting in Godot 4

 We have finished the project and it is time tostart a new one. This time, I have convinced the team to work on a combat  prototype and try Godot 4. After a month, Im quite pleased with the progress. Specially, we have applied animation retargeting, which is a new feature in Godot 4. In previous project, our main artist devised a clever way to reuse animations, but now we have a native solution. Our first attemp didnt worked, but I found that remapping the armature starting by the feet solved the problem. Weird, isnt it? By the way, you can see the prototype here . WE are keeping it public to let people learn from our mistakes. And, if you need some animation retargeting tutorial, this is the guide we used: