As I struggle to type these words out, I have come to the staggering realization that with less than 24 available hours left, with still no clear end in sight, I am struggling to complete a project that in the end won't even turn out. After struggling for hours on multiple critical failures, I have realized just how out of time I really am. I had begun writing this post on Wednesday night, and I am only now sitting down able to finish it now. I'm not even sure why I'm still writing this, especially with a timeframe so short. Maybe it's because I just want to desperately give up and I won't let myself, maybe it's because I already have. In any event, I have nearly cried forfeit. My critical failures refuse to be solved. This experience has rocked my to my core, and I am uncertain if I can get back up in time. Even now as I type with shaking fingers and red eyes I still consider throwing in the towel, and yet I know that despite it all I will continue to at least attempt to single out my problems and confront them head on. Is it determination and perseverance? Perhaps, but it's most likely apathy and defeat that fuel me the most at this point. I have given up on giving up, so I guess pushing foreword at this point is my only option. I cannot describe my current setback, as with every fix comes another problem that is left for me to solve, and I am running out of the strength to solve problems. I will be left with what I can conjure up in this limited time, and the thought of leaving this all behind is my only solace.
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To put things into perspective, I have been solidly working on developing and programming my end of year game project since the beginning of April, and I am only about 20% done with the coding and that's being generous. That is coding alone, not even accounting for individual art assets and 3D models, nor any sort of particle effects or camera animations. Even if I were to work an extra 2-3 hours every night and during my AGAD period, not accounting for issues in code and other projects in different subjects I have been assigned, nor studying for both upcoming tests and finals, it is still very likely that I will not finish this project in its entirety. Adding insult to injury, to complete the majority of my work assigned starting from the second half of third quarter, I have had to sacrifice most of my free time and related activities, or to put it bluntly, my work schedule has reduced my ability to digitally draw and paint freely to the point where I have not produced nor finished a new piece in its entirety since January. To ask that I now create in detail fully colored and customized UI and sprite assets for this project is simply asking the impossible given the time I need produce said assets and my current time frame. It is disappointing to see all the plans for this project I had started with, as it now seems impossible to bring even the most rudimentary foundation to fruition. If I could describe my current state, I would refer to myself as desperate, either for more time or a way to escape it all. I am going through the crunch before I should have to.
So in my firsthand, personal opinion, working with 2D is much, much easier, as you typically only have to concern yourself with two planes of direction rather than three. On top of that, I much prefer the creation of simple 2D art assets as opposed to having to 3D model everything. (Though that very likely will change once I can have a spare minute to fugue out Z Brush.) And call me old fashioned, but anyone who knows me is likely to realize that RPGs are my favorite genre of games, and I much prefer them with pixelized, 2D graphics as opposed to their more modern 'Dazzling' 3D versions. (Sprite art just has way more versatility in my mind.) Besides their artistic merits, working with 2D unity programming is a bit simplified, at least when it comes to your Vector 3s and your coordinate mapping, since for me, having to think of rigid bodies, triggers, and hit boxes in three dimensions tends to... complicate things a bit. There's also my preference of tile mapping over environment molding, as tile mapping is more akin to painting on individual 'squares' of artistic assets, unlike environment molding which is more similar to digitally sculpting clay. (However it certainly seems far more appealing over character modeling) As for camera and scene views, well, I much prefer only having to map out and see how everything looks from one angle, rather than all of them, as 2D scene mapping typically only needs the user to analyze everything on a single 2D plane. For instance, one of your colliders is causing your character to clip off the environment, and the collider you need to change needed to be moved up slightly but you couldn't see that due to your current camera angle.
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Creator InfoThis is a blog for a Game Art Design class. Future programmer and currently an artist and writer. Archives
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