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Tenebris Infinite @[email protected]

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in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c

Tenebris Infinite
Posted 2 months ago

Hey my dudes and lady dudes! Hope ya'll are doing fantastic as we wrap up the first month of 2025 here, here in southern Ontario we've had this insane cold snap for the past week, -30 and below some days 🥶🥶
So what better time to work on my studies and learn to code! Progress on C++ has been slow but steady, already feeling my grasp of what im doing which is a good sign I think. Once i write my first true line of code i plan to share it here so please stay tuned - up till now i've mostly just been making text do stuff in the editor and debug.
For the techy folks out there, my IDE is going to be visual studio for MS, its built in use of copilot (AI) will be quintessential to the project - working with an AI is trippy, but also kinda cool! I consider copilot to be my little buddy :D

So the rest of this post might be a bit on the longer side but this week i thought i'd talk with you all about music, specifically the music i plan for Project T!

The game we all know and love; Generation Zero, had a really mixed bag for its soundtrack. The main menu music was boppin, but the battle music and ambience was really weak - it was an odd imbalance that always struck me about the game.
Why didn't they pay the main menu guy to do more music? Why did they lean into synths for the menu but then tribal drums for battle? Why didn't they take the ambience seriously, adding in a personal touch of sweden instead of the same exact stock audio files from hunter COTW?
SFX guy was on point with the guns, but it feels like the music side of the game was neglected.
Some of the many questions that will never be answered i guess for that one, but i intend to make music and the general soundscape of my game lush as all heck my dudes.

First for the ambience, i plan on renting some high quality microphones for a few weeks to capture the bird song in my local area. I live right beside a huge forest, and the birbs are always chirping away in there, with mixed cries from songbirds to bluejays, crows and all in between, its something i greatly appreciate in the summer when i take hikes through the trails - im a hippie at heart i'll own it :)
Another thing, and this is maybe a long shot, but i'd love to go to location to record natural ambience there too! I'm sure the deeper boreal forests of Hudsons bay would have a totally different soundscape to it. But that ones maybe a pipe dream.

For the other half, the soundtrack - and this is where i plan to do something entirely different from typical games.
In Project T your menu will be accessed through a [REDACTED] this will be your way to see your journal, map, inventory and most importantly to play music.
Music will be a collectable item, kinda like classic games from the 90's, and as you explore you will find little flash drives to pop into the [REDACTED] that will add songs to your menu.
For controllers you'll need to open the menu but i intend to add hotkeys for my mouse n keyboard bros out there, make this game immersive as all hell.

Now there runs an issue, how do i get enough music in my game to make it worthwhile as a collectable? That will likely be the hard part but i have put together some very extensive music lists to get things ready.
The idea is that music will be gathered from the local youth in the area, so it will be current day music - phonk, dubstep, breakcore and their subgenres. I'm considering a jazz and classical playlist for those that enjoy those tunes, but that stuff will be much simpler to source.
For the phonk and dubstep and all the mainstay music i hope to have, i plan on reaching out to artists to see if they'll be willing to negotiate rights of use and further to offer them the opportunity to whip a song together for the game, if so they will be credited as a composer and also be offered revenue. A pretty spicy deal i think!

I also plan to approach it as an open forum when things have more momentum, where aspiring artists can apply to send in their music and be compensated. The main goal is to make this reciprocal for the artists that will be involved 💪💪

If you're interested in checking out where i'd like the soundtrack to go you can listen to the playlists i've made on my personal channel here -

(ULTRA ETHEREAL)
Dubstep, breakcore and phonk. I've made 7 playlists of this stuff now 😱😱😱

www.youtube.com/playlist?list...

(ULTRA NOSTALGIA)
Synthwave and mellow phonks, gz fans will appreciate ;D

www.youtube.com/playlist?list...

(ULTRA BRAZIL!)
Phonk, funk, crush and slide. The latest playlist, i'm stoked with how this one turned out! Exotic and heavy, but also kinda classical and medieval.

www.youtube.com/playlist?list...

If you need any more music, my personal channel is like a bottomless pit of this stuff :'D

But for now, cheers all hope the weekend comes quick for everyone! If you listen to the mixes you're a legend, the next post might be in a little while as i have to focus on getting C++ downpat but i hope to have another update sometime next month, till then much love folks! <3

34 - 27

Tenebris Infinite
Posted 4 months ago

Hey folks first of the year check-in here! Hope ya'll had some excellent holidays over the past few weeks - i took things a bit easy on the whole "making a video game" thing for a bit, but i didn't slack off entirely over the past two weeks so i'll fill you folks in on the plans i've whipped together.

One is vehicles in the game, i had designed my maps roads to run like a circuit but i wasn't sure how i'd like to go about vehicles and driving and such.
My current plan is vehicles will spawn in the game when you start a save - these will be one time spawns only, and if destroyed then sadly that vehicle is gone. This will go even further with certain vehicles having only one spawn in the map, so it will be like a luxury you will have to choose when to use and ensure it will be safe throughout. Common cars and trucks will be plentiful, but the fancy cars will be something you will need to covet. I won't be going super deep on vehicle systems initially, i'm hoping i can make vehicles a relatively simple process... but i do want them all to feel unique and give you a reason to drive them - so that will be the next challenge :)

The other is multiplayer, i wasn't entirely sure how i wanted to go about it - either as part of the main game, a later addition, or something else. And i chose option C in this case, i won't focus on multiplayer until the game is feature ready. Then i will start separate development on a multiplayer version, it will be geared for multiplayer optimization and then the single player game can be geared for single player optimization. As a solo first time dev, i need to be realistic and if i can't do multiplayer i will have to nix the idea. But for now this seems to be the smartest approach, backburner it until the time is right - and have that separate version so it doesn't muddy up the main progress. 💪

Tomorrow i'll be starting those lessons i outlined a month or so ago, the countdown has begun for project T!
Cheers and thanks for reading, hope you all have met 2025 in top form!!

80 - 12

Tenebris Infinite
Posted 4 months ago

And, i'm super proud to say; here it is! After 4 weeks of working almost everyday (i still like my weekend breaks) the map is now finished!!
I started out wanting just 4 really solid maps, with organized design and utilization of canadian biomes. I came up with a fake township called "Fort North Creek" where this will all happen, in this township you have a number of locations to visit so lets go through the legend of this map and then i'll share some more info at the end -

Green = Boreal Forest (a mix of conifers and deciduous trees)
Pink = Interspersed Birch Forest
Orange = Interspersed Maple Trees
Light Blue = Apple Trees
Lime Green = Small Islands (i will work very hard to make drivable boats in my game)
Light Blue = Water Bodies (fishing, boating, optimized reflective surfaces)
Brown = Swamp/Marshland
Burgundy = Trails/Hiking Routes/Dirt Roads
Dark Grey = Back Country Road (gravel/paved)
Black = Bear Cave
Light Grey = Rocky Plateaus
Peach = Barn Location
Yellow = Farmland
Red = Industrial Locations
Light Purple = Town/suburban
Blue Grey = Hunting Buildings/Stands
Olive = Sandy Beach
Tan = Rocky Beach
Dark Purple = ???
Dark Yellow = ???
Cyan = ???

Now lets talk the fun stuff - map design and why things are as they are!

First you might be wondering on the ??? locations, the elephant in the room, and these locations will be tied to major player progression.
Locations like hunting stands, town and industrial areas will yield medium player progression.
Everything else will yield minor player progression.

The roads in my map run like a circuit in a racing game, this is intentional design and i aim to make some incredibly well made and personal driving experiences in my game. We will talk vehicles likely shortly after xmas wraps :D
Paths and trails will be your easiest route through forests, though i will have bushwhacking that you can perform with hatchets and survival machetes, these will not be weapons but instead be the "tools" you will use in my game.

Forests will emulate canadian forests, erratic tree lines, mixed trees, thickets, fields and all the natural beauty i can cram in this game.
Rocky plateaus will be a really fun essence of this natural feel, in Ontario we have some pretty wildly varying hiking trails and paths due to rigid changes in elevation - thats what imma do with these plateaus! No mountains, but hills and steep jutting walls, hidden rocky alcoves and caves - most importantly the bear caves where you will likely want to set up bases in!

But to do anything in my game you will have to fight for it first.

So thank you for reading and following along folks, this project T is blossoming into the most important thing i've ever done and i intend to make it so.
Happy holidays my dudes and lady dudes, hug your loved ones and be merry these next few days!

83 - 36

Tenebris Infinite
Posted 5 months ago

Hey folks! Bit of a chatty post today just venting some thoughts and aspirations into the void here :')

First and foremost, the design document as of last Thursday is completely done. Lock and keyed until i approach it for revising later on through this next year.

It's a bit surreal but i am in the process of designing and then creating a videogame that will be unlike any other. Not even GZ will compare except in the fact that the games will share similar enemy ethos.
It's not a competition, but what i am aiming to make is the videogame of my dreams.. and thats a big goal. Nothing truly great is ever done without dreaming big in life, and so for this one time i want to dream the biggest.

There is an entire plotline/timeline and pseudoscience mumbo jumbo to make things spicy, the story will not be directly told to the player (similar to fromsoft style world building) for gameplay there will be hunting and fishing, there will be drivable vehicles in the form of cars and boats, as well i will have a healthy roster of weapons to choose from ranging from fire-axes to hunting firearms.
Anything military related will be seriously gated by player progress, and to make that progress you will have to explore every corner of my map to find the answers.

Melee combat will be a serious undertaking, in my game melee will not relate to direct damage, instead based on a rather in-depth approach to physics i will instead have enemies have a "stamina" system similar to the player, enough damage done to the stamina and the machine will have to recover itself. Though i do not plan to make this stamina system easy to cheese or take advantage of, you will have to be smart, reactive and most importantly accurate to where you intend to do damage to etc.
In a similar relation to the stamina system i will have traps, these again will be largely physics based. Tripwires and potentially log traps (rolling/swinging) explosives wil not be easily accessible but if you are crafty there will be methods of making simple IEDs to use. No frag grenades or the sort, again until maybe late game.

This stamina system will be adverse for the player too. Damage done to you will not just affect your health, but your stamina, as well as your max amounts of both stats. Food/drink/medicine will buff and heal these stats, though for medicine you will be limited to what you can find in a everyday pharmacy (again up until the late game)

Speaking of the late game, you'll also get a [xxxxxxxxx] which will require [xxxxxxxxx] and if you want to you can [xxxxxxxx] and then [xxxxxxxxxx] and even [xxxxxxxxxxxx], but i don't want to tell you folks too much about that idea right now.

For enemies too, this game will revolve around a "heat" system, the more overtly you do things the more your heat will rise. At certain thresholds enemies will spawn within your vicinity then hunt you down. The goal is to have them be aggressive, daunting and even brutal encounters. You will have a foot soldier, a sniper/spotter, as well as evil little crab bois 🦀




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[ţ̶̢̧̡̣̠̞̮̗̼̟͎̖͑͑̓̈́͑͜ḩ̴̮͉͈͉̞͚̬͔͖͓͖̱̣̞̭̥̘̙̼̥̈́͒́́̑̈́̕̕͠ę̷̢̛̘͉͕̝͈̙̤͒̌̾͆́̉̿̊̌̾̿r̶̢̢̯̭̲͈̞̰͉̤̭͉̖̙̐͒̀̑́́̈́͌̾̾̊̏̕͜͝͝e̸̢̧̼͈̰̗͎̠̣̫͓̜̥͖̜̻̥̰͕̘͖̠͔̱̟̩̾̾́͒̎̑̕͘͝͠ͅ ̵̢̡̡̛̫̤̤̜͍̥͎̺͕̠̲̞͇̹̱̲̘̖̮̖̬̙̒̍͗̏̈́̃̽̑̕͜w̷̖̙͇̝̪̮̟̝̹̥̣̺͓͍̞͙̬̱̦̒͑̀́̐͊̊͒̄́̓͂͛́̚͜ͅȉ̴̧̤̱͖͈̺̫̞̖͕̙̙̲̟̝̯̔͛́͂̒͑̉̈́̅́̓̿̉́̕͘͜͠ļ̵̤̥̬̙̰̦͔̦͈͕̫̮̙̗̮̲̝̱͛͛͑͑͋̓͋̈́̅̔̄̿͗̍̒͊͘͘͘͜͝͝͝͝l̵̡̡̢̡̢͈̝̮̣̞̮̼̯̩̯̺̭̥̯̝͕̯͌̃͛͂͌̂̇̀̈̀̄̎̃̐̎̋͌̊͐̓̀͋̏́͋͜͠͠͠ ̵̧̧̻̖͖̜͖̞͖̩̖͎̥͉̟̍̑͋̀̐̓͑̐͐̄͑̓̔̿̀̋̋̈́́̈͌̈́͑̚͘͠͠ą̷̡̢̫̳͓̖̝̻͉̞̙̟̳̰̰͚̩̭̤͎̹͓̗̌͋̉́̆͆̈́̇̑̅̋́̀͘͘͜͠͠͝͝͝͝ͅl̶̨̨̨̡̡͙̼̘̭̖͖̥̠̱͙̠͖̙̠͉͖̻̬̭̠̇̓͗͊̌̑͊̓͠ͅͅs̴̡̢̙͍̟̤̱̖̝̩̙͆̾̌̓̎͌̈͐́̂̔̄̈́̂̐̋̕̚͜͠͠ͅͅǫ̶͉̞̟̮͂̏̄̓̉̆̽̕͝ ̷͚͖̪̣̔͆̂͊̆̌̔͗͐͘̕͝ͅḅ̷̡̢̹̟̳̥̣̪̼̱̠͚̠͓̝͕̝͙̫̈́͋̈́̽́͜ȩ̶̢̜̻͇̳͖͚̗̘̲͚̞̠̰̪̰̠̞̟̲̘̋̄̎͑̽̃́̈́̏͠ͅ ̵̨̢̰͕̙͗̿͌̽̏̐̚ő̵͚̣̘̭͎͔n̸̛̛̛͚̭̹̥̱̩̬̞̖͓͕̻͙͋̈̊́͆̈́̀́̓̌͑͂́̽̓̾̿̐͘̕͘͜ȩ̶̯̞̞̫̹̮̼̪̙̩̳̺̓̾̏̋̅̃̈́̈́̽̔͊̃̇̾͑̊̇͗͐́͑̈́̐͛̚͘͘͘͝͝ ̷̨̨̢̡̠̫̙̬͎̲̰̹̰͊͘͜v̸̛͉̹͋̇̀̔͒̀͛͌̃͆̈̓͒͘͘͠e̸̡̢͖̞̜̤͓̥̫̥̭͎̹͕̯͖̱̪͖͎̥̹̪͖͉͗́̓̋̐͊̊̎̒̐̄͋͒̿͒̔̌͜͜ͅŗ̷̢̧̢̨̜͉̬̤̼̳͍̟̯̯͖̪͔̝͍̙̳͖͖͍̯͂̕͜ͅy̶̨̧̢̬͎̻̪̖̞͎̬͛̾̀͐̋̌̈́͛̓́̃̈́͘̕͘͠ ̴̛̟̱̟̹͆̓̉́͗̒̀̀̏̈́̈̈́͘͜͠l̵̫̳̭̘̣̝͚͖͍̰̳̝̺͈͈͎̞̮̺̎͑̐ͅͅą̸̛̩̩͉͉̣̰͔̻̲͍͆͐̉̂͗̊̐̓̉̏͑̓̒̕̕̚͝ͅͅr̶̦̗̥̫̦̗̫̱̘͗̈́͛̽̃̉͌̋̅̀̚g̶̡̧̛̖̮̦̘̞̫̜̩͙͕̼̞̫̣̀́̃͂̾͐̈́̍͊͌̏̐́̆̓̚͘͘ĕ̷̢̝̺̹͎͔̗͊͛̃͆̉̅̃͆̇̓̑̇̓̄̈́͂͋́̕̚̚̕ ̴̛̛̳̩͉̠̰͕̺̹̮̼̅͌͗̆͋͊̀͗͗̂͋̎̉̂̽́͐̄̇̎̕͘ę̵̡̛̱̙͕̦͈̖̪̘̦̘̰͔̩̼͉̮̦͓̫̞̫͚̾̋̋̄̃̈̈́͗͊̉͒̊̔̆̔̊̄̀̓͠n̸̦̤̱̼̘̒͑̃̓̈́͑̄̄ẹ̸̡̡̻̼͓̺͓̫̝̱̞͕̞̼̗̝̗̝͓̘̺̝̿̒̎̐̌̈̔̇̓́ͅm̸͓̹̠̙͖̥̞̪̰̼̱͖̦͈̟̠̩̬͑̔̀̋̌͘̚͜ͅͅy̷͍͍̭̭͈̳̗̩̼̣̲̙̽̐̎̋͐̑̓̎̊̎̎͜͜͝]
[ţ̶̢̧̡̣̠̞̮̗̼̟͎̖͑͑̓̈́͑͜ḩ̴̮͉͈͉̞͚̬͔͖͓͖̱̣̞̭̥̘̙̼̥̈́͒́́̑̈́̕̕͠ę̷̢̛̘͉͕̝͈̙̤͒̌̾͆́̉̿̊̌̾̿r̶̢̢̯̭̲͈̞̰͉̤̭͉̖̙̐͒̀̑́́̈́͌̾̾̊̏̕͜͝͝e̸̢̧̼͈̰̗͎̠̣̫͓̜̥͖̜̻̥̰͕̘͖̠͔̱̟̩̾̾́͒̎̑̕͘͝͠ͅ ̵̢̡̡̛̫̤̤̜͍̥͎̺͕̠̲̞͇̹̱̲̘̖̮̖̬̙̒̍͗̏̈́̃̽̑̕͜w̷̖̙͇̝̪̮̟̝̹̥̣̺͓͍̞͙̬̱̦̒͑̀́̐͊̊͒̄́̓͂͛́̚͜ͅȉ̴̧̤̱͖͈̺̫̞̖͕̙̙̲̟̝̯̔͛́͂̒͑̉̈́̅́̓̿̉́̕͘͜͠ļ̵̤̥̬̙̰̦͔̦͈͕̫̮̙̗̮̲̝̱͛͛͑͑͋̓͋̈́̅̔̄̿͗̍̒͊͘͘͘͜͝͝͝͝l̵̡̡̢̡̢͈̝̮̣̞̮̼̯̩̯̺̭̥̯̝͕̯͌̃͛͂͌̂̇̀̈̀̄̎̃̐̎̋͌̊͐̓̀͋̏́͋͜͠͠͠ ̵̧̧̻̖͖̜͖̞͖̩̖͎̥͉̟̍̑͋̀̐̓͑̐͐̄͑̓̔̿̀̋̋̈́́̈͌̈́͑̚͘͠͠ą̷̡̢̫̳͓̖̝̻͉̞̙̟̳̰̰͚̩̭̤͎̹͓̗̌͋̉́̆͆̈́̇̑̅̋́̀͘͘͜͠͠͝͝͝͝ͅl̶̨̨̨̡̡͙̼̘̭̖͖̥̠̱͙̠͖̙̠͉͖̻̬̭̠̇̓͗͊̌̑͊̓͠ͅͅs̴̡̢̙͍̟̤̱̖̝̩̙͆̾̌̓̎͌̈͐́̂̔̄̈́̂̐̋̕̚͜͠͠ͅͅǫ̶͉̞̟̮͂̏̄̓̉̆̽̕͝ ̷͚͖̪̣̔͆̂͊̆̌̔͗͐͘̕͝ͅḅ̷̡̢̹̟̳̥̣̪̼̱̠͚̠͓̝͕̝͙̫̈́͋̈́̽́͜ȩ̶̢̜̻͇̳͖͚̗̘̲͚̞̠̰̪̰̠̞̟̲̘̋̄̎͑̽̃́̈́̏͠ͅ ̵̨̢̰͕̙͗̿͌̽̏̐̚ő̵͚̣̘̭͎͔n̸̛̛̛͚̭̹̥̱̩̬̞̖͓͕̻͙͋̈̊́͆̈́̀́̓̌͑͂́̽̓̾̿̐͘̕͘͜ȩ̶̯̞̞̫̹̮̼̪̙̩̳̺̓̾̏̋̅̃̈́̈́̽̔͊̃̇̾͑̊̇͗͐́͑̈́̐͛̚͘͘͘͝͝ ̷̨̨̢̡̠̫̙̬͎̲̰̹̰͊͘͜v̸̛͉̹͋̇̀̔͒̀͛͌̃͆̈̓͒͘͘͠e̸̡̢͖̞̜̤͓̥̫̥̭͎̹͕̯͖̱̪͖͎̥̹̪͖͉͗́̓̋̐͊̊̎̒̐̄͋͒̿͒̔̌͜͜ͅŗ̷̢̧̢̨̜͉̬̤̼̳͍̟̯̯͖̪͔̝͍̙̳͖͖͍̯͂̕͜ͅy̶̨̧̢̬͎̻̪̖̞͎̬͛̾̀͐̋̌̈́͛̓́̃̈́͘̕͘͠ ̴̛̟̱̟̹͆̓̉́͗̒̀̀̏̈́̈̈́͘͜͠l̵̫̳̭̘̣̝͚͖͍̰̳̝̺͈͈͎̞̮̺̎͑̐ͅͅą̸̛̩̩͉͉̣̰͔̻̲͍͆͐̉̂͗̊̐̓̉̏͑̓̒̕̕̚͝ͅͅr̶̦̗̥̫̦̗̫̱̘͗̈́͛̽̃̉͌̋̅̀̚g̶̡̧̛̖̮̦̘̞̫̜̩͙͕̼̞̫̣̀́̃͂̾͐̈́̍͊͌̏̐́̆̓̚͘͘ĕ̷̢̝̺̹͎͔̗͊͛̃͆̉̅̃͆̇̓̑̇̓̄̈́͂͋́̕̚̚̕ ̴̛̛̳̩͉̠̰͕̺̹̮̼̅͌͗̆͋͊̀͗͗̂͋̎̉̂̽́͐̄̇̎̕͘ę̵̡̛̱̙͕̦͈̖̪̘̦̘̰͔̩̼͉̮̦͓̫̞̫͚̾̋̋̄̃̈̈́͗͊̉͒̊̔̆̔̊̄̀̓͠n̸̦̤̱̼̘̒͑̃̓̈́͑̄̄ẹ̸̡̡̻̼͓̺͓̫̝̱̞͕̞̼̗̝̗̝͓̘̺̝̿̒̎̐̌̈̔̇̓́ͅm̸͓̹̠̙͖̥̞̪̰̼̱͖̦͈̟̠̩̬͑̔̀̋̌͘̚͜ͅͅy̷͍͍̭̭͈̳̗̩̼̣̲̙̽̐̎̋͐̑̓̎̊̎̎͜͜͝]
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Circling back to the map thing, it's maybe over ambitious; but the original 4 maps have expanded to six, with five designs finished so far. Next week i will show them off as one cohesive piece, i've put the four together so far and it seriously is turning out good. At least from my crazy design perspective.

So yeah, we aren't at the starting line just yet still.. but lets say the engine is revving at maximum power.
Thank you for reading, hope whomever this gets to is doing well and is excited for the holidays coming up - much love folks, and see you next week with the finished map design! 💪

92 - 46

Tenebris Infinite
Posted 5 months ago

There's something really cool in those first few hours of exploring a map in hunter COTW, ripping around picking up fast travel spots - hunting whatever you spook along the way, or at least attempting to. After i get the lay of the land and discover some spots i'll do more thorough searching, then usually set up some tents in tactical locations, possibly set up blinds or stands if need be. I haven't played too many hunting games, but cotw always just has a soft spot in my heart. :')

I kinda want my games map to feel like that (excluding the fast travel) where you want to explore it naturally - find the best spots to hunt some animals or robots, maybe set up a camp near a lake and do some late night fishing, or a hidden cave where you store your ammo and supplies for bigger treks across the map.

Speaking of which; map section #2 of 4 is done for project T, and i'm super happy with how the ideas are flowing so smoothly on this! It's been like 6 weeks straight of hardcore conceptualization in a organized and regulated approach. Also i'm partially thinking of expanding how many sections i make, but that will sit tight till i know more about UE5 memory allotment and how to properly segment and partition an open world map.

When i'm finished i'll show off my current map design - albeit a bit embarrassing because its actually like crayon drawings, i still want to show you folks what i have in mind.. so stay tuned! :D

62 - 21

Tenebris Infinite
Posted 5 months ago

Hey folks, a shorter post this week but as usual progress is being made!
For the past day and a bit I've put the pen to the digital paper and started on a 2D design for the map, and today I just wrapped up work on the first quarter. It's not pretty, as I'm doing this work in paint - but it's super cool to get this all out.. again I think these ideas have been brewing in me for a long time here.

If you've followed along you know the plan, setting a sci-fi apocalypse game in the Canadian wilderness, namely near Hudson's Bay.
Geographically this will be set in a made up location between two IRL locations named Hearst and Fort Albany, Ontario. Close to the James Bay area of Hudson's Bay.
I'm researching into stuff I don't know about the area such as hunting, using nearby lodges as sources of good inspiration and information. After that will be hiking, camping and fishing.

I'll combine this all to make believable and potentially naturally beautiful hiking routes, and enrich whatever design i make for hunting/fishing and other side activities with real life foundation.

But back to the map work, now that i have the first quarter, i plan to make a second version of it that is more topographical instead of location based. I'll take that approach with the next three maps too, then when i have my foundation in unreal a few years down the road, begin transposing the entire map in engine :D

I have much more to share as we go along here, the design document just keeps getting more solid as time goes on. Literally like a piece of clay i am molding my ideas, and will not stop molding them till i believe they are properly finished. The conceptual stage of this game will go on for a few more years here in tandem with learning how to be a zen-master dev.

I'm going to probably take the next few weeks off posting here and just continue to work away quietly on the concept. But stay tuned, we are so close to the starting line for this crazy endeavor!! 💪

91 - 25

Tenebris Infinite
Posted 5 months ago

Hey all - this one is going to have lots of links but is essentially my template incase anyone else wants to take on their own journey of learning how to make a videogame.. curated and put together with a specific focus on making a FPS open world game!

Also i'll let ya'll in on some more info on how things are coming along in these early formative stages :D

First of all, the design template has expanded greatly. My major focus right now is getting all my ideas sorted and put together, i've gone over some rough map design, and have started working on major POI's you will encounter across the map. I will be using simple topography the try to emulate the terrain in the Canadian shield.
(dense forests, open fields, rocky plateaus, lakes/rivers, mountains and hills, valleys and more!)

As this will be set in the Canadian wilderness, there will be a ton of "empty space" in the map, but i intend to fill these empty spaces with a sense of purpose.
From hunting and fishing (you folks know i like my relaxation in video games as much as the adventure) as well as foraging and finding resources.
I would like to have AI that will track you down through the forests, and visual design to lead you to the larger "behemoth" type enemies.. though you might regret challenging them early on!

Since this is going to be a FPS game set in Canada there will be a lot of strict rules the guns will have to follow, stuff like no automatic weapons (for civilians) magazine limits and barrel limits. Scarcity and rarity will be paramount in gear progression. So certain factors of this game will make it more difficult than the rest due to how Canada handles gun regulation.. GZ folks will maybe be surprised to not find a .50 cal in the trunk of a white bjork :'D

I also am planning the "end game" currently - I feel most games don't think hard enough about what their end should be, or feel like, and i want my ending to be more of a breath of fresh air to those playing instead of the feeling of finalism or pressure to complete things which is a common experience in games.
So I'm thinking on how getting to the end of my game could feel like getting to a whole new playthrough for you to invest in - something that feels like an expansive DLC but is just part of the base game. It's a wild ambition but lets just say the early design process is moving along smoothly! :D



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So for the learning materials - if you yourself would like to approach game dev, then this will be what my first semester looks like -

-C++ LEARNING MATERIALS -
Learn C++ Beginner Course
www.codecademy.com/learn/learn-c-plus-plus


Unreal Engine 5 Course – Learn How to Code Video Games
www.freecodecamp.org/news/developing-games-using-u…


Unreal C++ Full Guide
www.tomlooman.com/unreal-engine-cpp-guide/



-JSON LEARNING MATERIALS-
JSON Tutorial For Beginners - Full Course
https://www.youtube.com/watch?v=IWcUJ...


JSON - Crash Course
www.udemy.com/course/json-crash-course/



-UNREAL LEARNING MATERIALS -
Welcome to Game Development (Full Course)
dev.epicgames.com/community/learning/paths/OR/welc…


Hour of Code: Unreal Engine - Build Your First 3D Game
dev.epicgames.com/community/learning/courses/kna/h…


UE5 - Introduction to Blueprints
dev.epicgames.com/documentation/en-us/unreal-engin…


Unreal Engine Blueprint Tutorial | Fundamentals - Ask A Dev
www.youtube.com/playlist?list...


Working with Data in Unreal Engine; Data tables, Data Assets, UPROPERTY specifiers and more!
dev.epicgames.com/community/learning/tutorials/Gp9…




-Video Game Practical/Theory Seminars-
Nanite for Artists | GDC 2024
https://www.youtube.com/watch?v=eoxYc...


Free Range AI: Creating Compelling Characters for Open World Games
https://www.youtube.com/watch?v=jDCFM...


Nuts and Bolts: Modular AI From the Ground Up
https://www.youtube.com/watch?v=IvK0Z...


Modeling AI Perception and Awareness in Splinter Cell: Blacklist
https://www.youtube.com/watch?v=RFWrK...


Taking Back What's Ours: The AI of Dishonored 2
https://www.youtube.com/watch?v=VoXSJ...

Hehe hopefully all those links work, i haven't tried making a post like this on YT before.. but either way things are cooking folks, well though technically just preheating the oven ya bois whipping up a wicked recipe.

So cheers my dudes and lady dudes, as we're moving into December now i hope ya'll have some fun holiday plans ahead.. that final GZ update looks like its coming along really nicely :)
I'll have a significantly shorter post next week but for now much love folks! <3

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Tenebris Infinite
Posted 6 months ago

Feels like home man

First impressions - STALKER 2 is really dang good, so much of the soul of the original games but with a fresh coat of paint. So good to see a game living up to it's potential, GDC have poured some real heart into this and you can really tell :D
(Still figuring out the best graphics settings for fps/image but man the zone is looking beautiful!!)

71 - 18

Tenebris Infinite
Posted 6 months ago

Hey all, so I want to try to update you folks each week as i go through this Game Dev adventure, realistically there won't always be something to share.. but from what i'll learn to what i make i'm sure there will be a lot of fun and sometimes even whacky things to share with you folks! :D

For now the working name of this is "Project T" most of you know my love for this channels name, so it only feels right to continue to carry the moniker :')

I'd also like to share just a few more details here - the story is like 75-80% complete, i'm approaching this really smart for a solo dev i think and there won't be a huge narrative to this game. Lore is closer to 50% as there are a lot of factors i still need to flush out.
I want to have the story feel like more of an experience, what you do in the game is the real story and not something given to you along the way by an NPC or even clear-cut quests.
This is going to be set in an apocalypse so i hope to really make it feel like that.

It will be an alt history story, with lots of mysteries to solve - most importantly the why, how and when.
I'm considering a journal, this would be multifaceted as it could work as a way for you to store in game guides to mechanics, crafting recipes, as well as a chance to give some backstory to the character you'd be playing as.

The map will work as a medium sized open world. There will be a few biomes for you to explore that match the Canadian wilderness.
I won't be using any real locations - just to not have any legality potentially, some people might not like their city being destroyed in a video game who knows xD
Also in a hypothetical setting i have much more creative liberty!
The plan is for this all to take place in the Canadian shield, through the boreal forests of Hudson's bay.

My design document for this game is up to two pages, and that's just been over the past few weeks of putting the pen to the paper. Most of it is plot and lore, but the gameplay design side is coming along very nicely on a conceptual level.

I also have what i'm calling my "first semester" of lessons planned up.
The main focus early on is learning UE5, understanding how to make diverse and enjoyable AI, and the core fundamentals!

I'm gunna wait until after i've had my fill of Stalker 2 to start this, i don't want any distractions early on so here's hoping its a bangin' game to send me off! But i will likely take the first real steps in learning maybe late December or early January.

Hopefully this gives an idea of what I've got planned, though i do need to keep most of my cards close to my chest at least until the time is right. :)

Hopefully a lot of you are excited for Stalkers return tomorrow! Next week I'll share what my lesson plans are, and maybe some fun screenshots from my adventures in the zone too☢️☢️
Till then, cheers folks! <3

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Tenebris Infinite
Posted 6 months ago

Hey folks it's been a while here - but i'd like to check in with you all , i guess kinda post-mortem in a way :')

First of all, from the very bottom of my heart.. thank you all so much for the kind comments on the post about my departure from content creation. Some have even brought a tear to my eye and i'm extremely proud to have been a part of so many peoples lives over the years 🙏🙏

But onto the spicy stuff here, ya bois planning to teach himself to code and make a dang good video game.

After all these years working alongside and afar from game companies I think I've learned a lot about video games, not just on the side of the game either, but a much more thorough understanding of the business aspect of video games.
Then a much more comprehensive understanding of my own love for video games too, in my thousands of hours creating content in games over the past almost 8 years aggregate here - I think i know what really makes that magic happen in a video game, the magic that lets you sink in thousands of hours.
On a darker note, I also have learned what can kill that magic. In observing systemic reaction (the creators of Generation Zero) from their inception till now, I very much know how a video game can go awry. Ubisoft with Far Cry 6, Cyberpunk and many more.

So i have a five year plan;
Step 1 - Teach myself to code in Unreal Engine 5. And I mean code everything. Realistically this will be ongoing over the whole duration, but so was my learning of how to make content - so let's just say i'm up to the challenge.
Step 2 - Make a prototype FPS game.
Step 3 - Start the plan I have for a game which i'll happily detail below :D
Step 4 - Make said game, outsource art - i already have artists in mind, and my other hope is to have a Phonk based soundtrack.. but that one might be a pipe dream :)
Step 5 - Launch game and support it for minimum five years after launch, with a full game plan and little room for error. This would start "Five Year Plan 2 - Electric Boogaloo"

I will be putting this plan into action as the year comes to a close. I still have some hurdles to overcome, but I'm not the kind of person to just sit and wallow.. No matter how dark it gets for me.

Now next up is the game concept, and it might sound slightly familiar -
It will be a hardcore shooter set in Canada, mysterious giant machines have arrived from outer space and are destroying the land. (Will further refine from this initial stage, keeping it more of a "blank slate" for now)
The goal is to have them be imposing, destructive behemoth challenges.
There will be a focus on immersive elements, especially in regards to looting.
I hope to create a "shelter" system, where you will be able to fortify locations with premade structures.
An injury and full body health system.
As well as RPG mechanics, I love making builds in games, so i think when i get to those elements let's just say they will be very detailed :)
There's much more, but for now I think it's a good conceptual foundation.

I likely will let this channel rest, it was a really good learning experience for me, and proved that against all odds if I work hard I can make something quite unique.
But i do think i may post a few updates along the way here, and if i can get this ball rolling steady - this will likely be the first place i announce things!

This is one of those things that will take a serious amount of time and dedication, and i do not expect folks to stick around while i cook - but hopefully on the flipside my game will be one that will appeal to many of you in the coming years.
For now though,
Peace out my dudes <3

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