Author: Faison Zutavern

  • I Don’t Give a Craft Art Update

    Hi everyone, today is the day when you get to see the art style for I Don’t Give a Craft!

    Before we get to the images, I thought I would talk a little bit over what I was imagining for I Don’t Give a Craft. For this game, I wanted to give players the experience of playing in a pop-up book. So the game world will be 3D, but people, creatures, and objects will be popped-up 2D animated images. I already have some great ideas planned to really give this pop-up feel to I Don’t Give a Craft and I look forward to sharing it with you all in the next day or two.

    [nggallery id=3]

    There is the awesome artwork from Valerie (my lovely wife 😀 ). We’re going with construction paper assets and my plan is to use programatic motion tweening to animate individual pieces of characters and to build more complex objects with multiple art assets. For example, look at the tree with leaves (Image #6), it’s just the tree without leaves (image #4) with a bunch of green bushes (Image #5) pasted on it. Then look at all the goblin images (#7 – #10), it uses the same set of images, but positioned and angled differently. By going with this route, we can have heavily animated characters without leaving a large memory footprint, which allows us to include even more graphical assets!

    That’s it for today. Please share this, ask questions, leave comments, and follow me on twitter for more updates. Tomorrow, I plan on giving a special update about how these images will be displayed in game.

    Bye for now!

  • Menu Prototypes

    A coworker of mine occasionally uses a program called Pencil to prototype websites. I decided to give it a try and create prototypes for the menus in I Don’t Give a Craft. The great thing about prototyping tools is that i get to structure UI’s without worrying about the details of how it should look, which is great for me since all I typically know I want is rounded corners.
    [nggallery id=1]
    So obviously not perfect, but I got those finished in far less time than it would have taken me to create 9-patch images, draw up some buttons, come up with a color pallet, and write up the code to display the menus. Those menus are probably my fifth revision, and I will definitely be modifying the structure more as my requirements continue to take shape.

    But now an explanation for the above images. In order to help players become immersed in I Don’t Give a Craft, I’m putting a lot of work into making sure the whole experience is cohesive. Part of what makes a game cohesive is how it uses menus. The menu I show above is one that will be used for many purposes, but to give some examples I have provided prototypes for what a Blacksmith would see when practicing smelting or crafting items. The common parts are outlined in the following image.

    By defining the areas specified in the image above, I am setting standards that I will follow when creating all in game menus, and by sticking to these standards, I will end up providing you all with a much more cohesive and immersive gaming experience.

    So this is a very small update, and probably not very interesting to most people, but I want you all to know that I’m not just trying to slap something together here. I’m planning, prototyping, and diagraming. Speaking of which, check back tomorrow and watch for my tweets as I will be giving an update regarding how the game will look!

    Thanks again everyone, and as always, leave a comment and tell me what you think!

  • I Don’t Give a Craft

    I Don’t Give a Craft is #myouyagame focussed on crafting, adventuring, and leveling. You just finished learning from a master craftsperson and it’s time to open up your own shop! Keep your store stocked by purchasing raw materials and crafting a variety of items, increase the quality of your items by playing minigames based on your trade, and learn to make new items by taking special job requests.

    Money is going to be a main factor to how much you can do in this game. If you want to make better items, you have to purchase pricier materials. Before certain items can be added to your repertoire, specialized equipment needs be be bought. If you want to increase your shop’s inventory space, you will need to pay for an expansion. The primary way to make money in I Don’t Give a Craft is by having items on your store shelves. So purchase raw materials, craft a plethora of products, and place a selection of them on display. Durring store hours, people will offer you money for an item, and you can decide to sell at that price or hold out for more money.

    People are willing to pay more money for quality products. So if you want to gain more money, the best way is to improve what you make. This is done through Cooking Mama-esqu minigames where you try to craft as quickly and accurately as possible. As a blacksmith, you will need to keep your iron hot enough to hammer into shape. As an alchemist, you will need to stir your potion as it cooks to keep it from boiling over. Your best attempt will be saved, and that product will now be higher quality and bring in more money when sold!

    You start the game with basic crafting knowledge and a small amount of items in your repertoire, which is enough to keep your store afloat, but you won’t see anything neat in the game that way. Every so often, someone will come into your store asking for an item that you don’t know how to make. You can tell that person “tough luck, I only sell basic items” or you can ask them where they heard about this item. This person might run an apple orchard and they heard about how a goblin tribe out east uses a special tool to harvest apples much faster than the conventional methods. So you go on an adventure to find this goblin tribe and when you get there, you have a question to answer: how do you get a one of those goblin apple pickers from the goblins? Do you slay goblins in the apple grove until they drop an apple picker? Do you sneak into the goblin camp and steal the apple picker? Or do you offer an item to the goblins as trade for an apple picker? Either way, when you acquire the item, you will have to play the minigame in order to create your first apple picker. After you create it, the customer who requested the item will show up in your store the next day to purchase whichever item they wanted.

    I Don’t Give a Craft will also have skill levels, equipment for adventuring, cities to move to, romantic interests, puns, and much more that I will talk about at a later date.

    I’m announcing this right now because OUYA is giving away developer consoles to people who tweet about the game they would make for OUYA’s launch in March. So I wanted to share this with everyone, hopefully get a small group of people following the growth of this game, and get a bunch of people favoriting or retweeting about this game using hashtag #myouyagame.

    Thanks much, everyone, and please ask questions and leave comments.

  • Tell Me if My Site Looks Broken

    One day, a month or so ago, I was assigned to help a client renew their domain name. After digging up the website that our client registered their domain name at, I promptly went to browsing it (It’s always a good idea to get familiar with a website or application before attempting to guide a client through it). To my surprise, the site looked broken! When I say broken, I don’t mean that it needed someone to take the time to make it look better (See Example), I mean nothing was styled.

    My site if it was broken
    My site if it was broken

    Was I to tell our client to trust his credit card on that site? Not at all. (more…)

  • Setup Git and GitHub for Windows 7 for use with Bitbucket

    Git is an excellent tool for programmers, one which I have yet to see the full potential of. Recently, I needed to get familiar with it for my job and a coworker suggested a few applications to use. All but one of the programs were for Macs (a problem, since I’m a PC user), and the only other program, GitHub for Windows, wasn’t exactly optimized for easy use with bitbucket. So I just stuck with Git for Windows, the command line Git Bash.

    After a few weeks, I needed to bring some fellow PC using coworkers up to speed with git and bitbucket. So I finally made an effort to figure out how to get GitHub for Windows working with bitbucket. Since everything I needed to know was scattered across the web, I decided to consolidate all that information in one place for my coworkers to use.

    Important Update!!!

    The people behind BitBucket, Atlassian, are running a beta for their windows git client: SourceTree for Windows. View my quick post about it.

    Summary

    This guide will help you setup GitHub for Windows to use bitbucket repositories on Windows 7 (and I suppose Vista too), and go over basic usage of GitHub for Windows. This guide combines information found on Atlassian’s guide to Git and bitbucket and Steve Bumbaugh’s Guide: “GitHub for Windows Client: For bitbucket”, and also experience I’ve gained from using Git, bitbucket, and GitHub for Windows.

    I’ve successfully tested this process a few times now, but things tend to go wrong. So if you have any issues, add a comment and I will try to help you out. Also, if you had a problem and found the solution, add a comment describing what you did so I can add it to the guide.

    Credit where Credit is Due

    Steps 1 and 2 includes information consolidated from Atlassian’s guide to Git and bitbucket.
    Step 3 includes information gathered from Steve Bumbaugh’s Guide: “GitHub for Windows Client: For bitbucket”
    Special thanks to Russ Offord for testing this guide and helping me iron it out!

    The Steps and The Skills

    Step 1 – Install Git: Basic computer skills
    Step 2 – Setup SSH with bitbucket: Basic computer skills
    Step 3 – Install GitHub for Windows: Basic computer skills
    Step 4 – Clone a Repository from Bitbucket: Basic Git learned from previous steps
    Step 5 – Manage the Repository with GitHub for Windows: Basic computer skills
    Step 6 – Commit Changes with GitHub for Windows: Basic computer skills
    (more…)