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Sage 2013?


Betaman

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To be fairly honest, I have absolutely no problem with it taking place next month. That gives me plenty of time to wrap up Maze -o- Matic and finally be done with it. (Seriously, just working with that game was a nightmare.)

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Last year's SAGE was actually a big deal for me because it was the first one I had ever attended, let alone participated in as a game creator. I'm getting excited this year because we've had a large influx of newbies and I'd love to see them show their stuff. Unfortunately things seem to be falling a bit flat.

My only advice is this though:

Only enter if you're ABSOLUTELY POSITIVE that you can get what you need to done before the submitting stars. I thought I could get everything done last year, but my bad planning mixed with a metric buttload of unforeseen IRL stuff and caused the incredibly lack-luster and buggy Epsilon that was unleashed to the poor, unsuspecting people of SFGHQ.

Would it have been a hit if I had planned it better? Probably not, I am by no means a skilled programmer. However, if I hadn't been lazy all summer, it would have been at least somewhat enjoyable. That's why the real development for Maze -o- Matic started in May, when school let out for me.

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I'm still hoping to do a Livestream for level design. Once there's more details about dates and events, I can probably see how it'll fit into my schedule this semester. Things to do include getting a better computer for the livestream, and setting it up.

Looking forward to seeing all the other projects this year!

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Good news everyone! My project is finally getting somewhere for once, and I still haven't lost my steam yet. The running physics are pretty much exactly how I want them, and all that's left for the bare basics is air and water physics, a little animation work, and some tweaks to the camera system, and I've got a demo.

Also trying to figure out precisely how to apply Sonic Generations shading in Unity. Shaders aren't my specialty, but I've recently overcome a huge roadblock in that regard.

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