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Randy's Changelog v3

The Changelog v3
G’DAY!
Hope you’ve had an excellent week - send through ya biggest win if you’re keen on sharing it.
/resources
I’ve gotten a new site up and running: tomrandall.net
It’s another long story, but my goals with this new site are simplicity, stability, and ease of use above all else (hence the wordpress).
I’ve also released a little update regrading a big change at the centre of my life. You can read about it here.
That’s been rummaging around my mind ever since I quit live streaming late last year. If you’ve got any thoughts or questions that spring to mind about it I’d be keen to hear em.
I wouldn’t really say I’m aiming to be a Polymath, I just want more of a holistic approach to my content.
Here’s the article that inspired me to write about it.
/life
A week ago I arrived in central Australia. I’m spending some time here to take a cohort-based writing course and get some solid work done on the new game.
It’s so quiet.
I’ve been slipping into a pretty great routine.
For one, I’ve picked up learning math again. It’s the first time I’ve touched Brilliant since back when I was still streaming.
Still going back over the basics hehe.
I’ve found it to be an awesome pre-workout for the brain before a nice lil programming sesh. 5 days in so far, let’s hope the habit stick this time around.
If you’re keen on giving it a whirl yourself, you could use my affiliate link here for a bit of a cheeky discount (and some kickback on my end).
/gamedev
As for the game, it’s coming along pretty great.
This week I’ve implemented some proper physics for tree chopping, which was made piss-easy with Unity’s physics system.
(I believe they just use Box2D, but I could be mistaken.)
You can now split the tree into logs, which’ll act as your building materials.
/programming
Feel free to skip this section if you don’t fuck with the 1’s and 0’s
Since there’s a few actions starting to pop up now, I’ve gone about setting up a state machine.
Unity has a pretty cool built-in animation state system, but I didn’t find it too friendly for implementing actual state-based logic.
Transitions, parameters, behavior scripts, it all just felt like too many steps. In practice it just felt odd using it for an actual state system, I can see how it’d be really useful for animation blending though.
So I sought out some proper script-based state machines. The advice I came across didn’t feel too good either. There was so much polymorphism it had me gagging.
I opted for a few simple switch statements on an enum state instead of scattering the logic into 4 different corners of the universe.
Time will tell if this was a fool’s errand, but I’ve got a feeling it’ll do just fine (even with a bit of complexity).
I’m sure I’ll receive some passionate replies to this, but if you’ve got the experience, go ahead.
/closing-thoughts
All in all, I’m pretty excited.
Excited about the game, excited about writing, excited about this newsletter, excited about life.
Now that I think about it, I’m kinda in the middle of a rework on my existence. Rebuilding my content and starting from scratch. Optimising for the long-run with consistency front and centre.
Consistency and generalisation sound like they’d be tricky to reconcile, but that’s a topic for another day.
Until then,
Take care (:
- randy
P.S - I’d love to hear your thoughts on the change of style. The last letter felt a little too robotic and specialised for my taste ;)
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Randy
Randy @bigrando420

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