This computer engineering/applied computer science student has: - Coding experience. I have been working with C, C++, C#, Java, Javascript, TorqueScript, UnrealScript and Visual Basic. - Mapping experience. I have been playing around with: Hammer, CryEngine Sandbox, CryEngine 2 Sandbox 2, FarCry 2, The Elder Scrolls Construction Set, Fallout 3 G.E.C.K., UDK, Torque 3D Engine, Unity. I don't recall ever fully completing a map though. I also enjoy making small ArmA II and III missions for private (co-op) use. - Blender experience. I can make meshes and I have a basic understanding of animation.

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0 comments by Metalspy on Dec 22nd, 2013

Hello there and welcome back to Metalspy's wondrous game (development) blog!

About four months ago I posted about my first steps using UDK, mainly as a preparation for my internship at a (small) game company. In those four months I have barely done any game development, or software development in general, in my spare time. A lack of time and especially a lack of energy prevented me from doing so. Last week however I got a sudden boost of motivation and energy, so I launched UDK and Visual Studio to finally continue my work on my game project. Oh my, was I in for a surprise. As soon as I exited "Play in editor" mode, the UDK editor crashed. According to the log this was caused by my own code. Diving into the code to fix the error I was met by a second surprise: the code I had written in my 'UDK beginner phase' was ugly, lacked organisation and did not allow a lot of easy expansion of the existing feature. So I decided to throw everything away (it was uploaded to a repository so it wouldn't be permanently lost anyway) and start all over. I did this with the following goals in mind:

  • Write easy-to-maintain code with a decent, modular and easily extendable 'architecture'
  • Only derive from standard engine classes, not from UDK or UT classes, to prevent having a lot of unused variables and functions
  • Apply the new code conventions I have picked up a few weeks back to (hopefully) improve readability
  • Use plenty of comments, so other (new) UDK users can easily understand what is going on (I consider releasing the project's source code in a later stadium)
  • EDIT (2013-12-28): After reading the first chapters of Robert C. Martin's "Clean Code" (ISBN-10 0-13-235088-2) the last two points above have changed to "apply the lessons learnt from reading Clean Code to make the code readable for new users and improve maintainability".

(Basically: write good software that's accessible to beginners!)

After approximately six hours of work I had set up and recreated most of my previous work (which wasn't all that much and certainly nothing special). Four months ago that took me FOUR WEEKS. This time my code was shorter, a lot better organized and easy to expand. It even changes the material of the object during the placement phase and allows the player to rotate the object (s)he is placing, which was not possible before. Working full-time with UDK during my internship certainly allowed me to gain a lot of experience! And the most important thing: I had a lot of fun during those six hours of developing. I definitely hope I won't lose this energy and motivation anytime soon so I can create a prototype of the game I had in mind!

Anyway, here are some screenshots of the current state. It's basically the same as last time, but the code that's running under the hood is way better :)

1. Placement phase

2. Result after placement phase

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Post comment Comments  (10 - 20 of 61)
Oxyxix
Oxyxix Apr 26 2012, 8:31am says:

Hola senor

+2 votes     reply to comment
Flash112
Flash112 Apr 17 2012, 11:32am says:

About that tablet : Youtube.com (the video i got inspired from)
*cheap excuse,so you would check out my reply on my blog.. xD
Anyhow, ill try to make a video soon to prove my words! :D

+2 votes     reply to comment
Garyn Dakari
Garyn Dakari Feb 19 2012, 1:12am says:

Lol, yeah, I know, that's what I *should* be doing...I can't help it though. I've always got 10 or so things going. Not very smart. Hopefully by the end of the year, I'll have that down to one, or two things, so I can focus all my attention on one thing.

...Also, I got an idea for a new project yesterday...Kill me now...

But anyway, for the time being, I'm going to focus on animating with Softimage, modeling with blender, and programming with C++. I'll get back to texturing, programming with Java, and level design later.

+2 votes     reply to comment
Garyn Dakari
Garyn Dakari Feb 18 2012, 5:43pm says:

Well, I started with C++ for a little side-scroller project, and I'm learning Java because it's very similar to Uscript in UDK(Which I'm trying to learn), and so maybe I can make minecraft mods at some point :P

But yeah...I kinda switch between them sometimes...Which probably isn't very smart xD

+2 votes     reply to comment
iQew
iQew Feb 17 2012, 7:18am says:

Hey Metalspy, how's the coding career going? :)

+2 votes     reply to comment
Suduki
Suduki Jan 19 2012, 6:42am says:

Bethesda Softworks is under Zenimaxx Productions, so they are in no way indie.

EA published alot of Valve's games, so they wouldn't be considered indie either.

Vivendi Games owned Blizzard, Activision and Vivendi Games just merged, so Blizzard isn't indie either.

+2 votes     reply to comment
moci
moci Jan 5 2012, 4:14pm says:

None, I've had a bit of 3d modeling in class a few years ago. Other than that no special game oriented education.

Whenever I do something for a team it's usually modeling (no texturing).

+2 votes     reply to comment
chaosmaster4
chaosmaster4 Dec 6 2011, 12:55pm says:

I'm just lurking and cant bring myself to close my moddb tab on firefox xD besides, i missed the old moddb feel ^^

+2 votes     reply to comment
macacos2
macacos2 Aug 3 2011, 1:23pm says:

I'm realist

+2 votes     reply to comment
DangerousCat
DangerousCat Aug 3 2011, 3:19pm replied:

No, you're not.

+3 votes     reply to comment
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