There are a lot of tutorials on singletons and what they are, so I’m gonna skip that.
I wrote a class that’s a template for making Unity MonoBehavior Singletons that can run with an update and stuff, and which don’t suffer from the usual “null” pointer tedium.
I’m not going to do too much explaining of it here, as it’s sort of self-explanatory, I think. Basically, the “self” accessor always makes sure you have a gameObject with the script running on it, and provides a reference. So when you use Class.self in another script, you never have to worry about … Continue reading
I like how this one turned out. I used to really like Van Gogh in art class — his work seemed to show everything in a fierce motion. Dunno how to explain it.
This is my attempt to shoot for something similar — not necessarily in style, but in urgency.
I based the image off of a picture I found by googling “pretty landscape” or something.
I did a painting of Sylvester McCoy, my favorite of the old-school doctors, with Brigadier Alistair Gordon Lethbridge-Stewart — my favorite of the old school companions.
The image reference for this was from the story Battlefield, which was “King Arthur meets UNIT.” Nuff said, amirite?
I like the color palette I ended up working with. It makes the light parts seem lighter and the dark parts darker.
I did a few drawings… well more paintings, of the Doctors (third, fourth and fifth).
I like how they came out — they feel like the correct “mood” for each of em.
I picked out stills from episodes and based the poses on those.
Click on the picture to see full size:
Here is a painting I did real quick of the fourth doctor with K-9.
Warning — I didn’t give this post my usual level of editing and scrutiny because I haven’t been feeling too well.
I wanted to post it, even in its raw state. Hopefully you’ll find some use from these rough notes, and when I move on to the later parts I’ll develop them more fully.
Think of this as a chance to peer inside an in-progress design.
In our last adventure, we went through the theme and designed the enemies. Part 2 is about designing player abilities. If you haven’t read the previous article, this one might not make much sense. … Continue reading
In any human endeavor I’ve been exposed to, I’ve found this distribution of attitudes in people:
1) The “Aggressively Incompetent” – In my whole life, I’ve only seen a handful of these. But just one of them is enough to ruin an entire project. One of these can negate the work of dozens of people. Fire on sight. The key sign is this: They become this way the second their crap starts reducing someone else’s ability to “produce” (whatever the fuck that means).
2) The “Zoned” – Not too many of these either. These are the people who (no matter … Continue reading
The last few days when people come to help me
the spiders pour out from my brain and crawl on them.
I try to stop the spiders with clenched teeth,
or with hands over my ears or eyes.
As their sickening alternatives present themselves
my own reasonable options fall below.
Fuck, it screams, shit. Smash it all and let them burn.
Another part wants silence (but it will never get silence).
The third part…
The third part is far too afraid of silence to ever let that happen.
It plays itself out as … Continue reading
I’ve been playing a lot of Blizzard’s new digital-only collectible card game Hearthstone, and I really like a lot of the decisions they made. There are a few things I really miss from
playing Magic: The Gathering, though — and I’d love to give the following “merger” of the two a try some time:
Magic: The Warcraftening
Rules:As Magic: The Gathering, except: