© 2015 Flicker Lighttm Studio All Rights Reserved

News March 5, 2016

The Light Way Game, A Jar

My book is now just weeks away from publication and only minor editing remains. SO I have time again to focus on the game. I resolved the technical issues I struggled with for the past months. YEA!!  I have sufficient understanding and knowledge now and will proceed with a far less brittle environment. I am learning the Unreal blueprints and feel capable and competent, although certainly not as an expert. The demo level is still only 80% completed however, it is playable at this time. I have to work on the audio which although nice is to demanding on the cpu. I have a Korg Kronos keyboard and will record my own audio as the game progresses. Now that the technical difficulties are resolved, I can begin to build the three worlds that form the basis of the game.

January 15, 2016

It has been a slow month. Holidays and other responsibilities took my time. I finished my auto-biography and expect to publish it in Jan 2016. I expect to begin working on the game with renewed effort and intensity in 2016. The tutorial level is about 80% complete.

December 15, 2015

Unreal supports HTML5 but I have had limited success so far with a HTML5 version. Unreal requires a 64bit browser and so there would be a very limited audience who could play. I continue to progress the tutorial level is about 60% complete. A few more quests to create and a few technical things to fix associated with tracking the player stats.

November 24, 2015

Integrated the quest system and began the tutorial level design and creation. Still not totally clear on how the UI works but like all things it will become known or I will stop learning. The game has evolved. The story arch is beginning to materialize from the chaos of my mind. Many years of thinking about thinking and purpose creates a wonderment of potentials that are now components of the game.

November 1, 2015

Finished the front end menu system and resolved the character movement issues that I failed to comprehend initially. Its been a great couple of weeks of progress, learning, testing, design, and fixing things. Making a version now that should be a good base for further development work.

October 26 2015

Another month of unreal learning LOL Now at least I can fix the things I break most of the time. Accomplishments have been many. The inventory system is up and running. The game player character stats and associated HUD is integrated but not fully expanded. After many tutorials and experimentation, sometimes crashing unreal, I finally have an understanding of a character (player pawn), its movement, possession, control, and where the various settings for game player input can be found. I now have a much better understanding of classes and inheritance. Working to integrate a dynamic camera and quest dialog system finally. Lots of work to do but getting the systems running and integrated allows me to spend more time on the story, quests, and and game play.  I still have to work on the crafting system but the main parts are integrated.

October 15 2015

The steep learning curve associated with the Unreal Engine is beginning to flatten out. I am able to create the objects and behaviors that are important to the Game. When I finally grokked the menu system, a lot of other things made sense. That was followed by many other revelations and understandings of how the engine worked. I have a preliminary design of the various worlds that will interconnect in the Game. With a greater understanding about how it works, I can now work on the worlds I mapped out the character attributes and stats and their controls and weights and have begun work on the tutorial world. As seen in the screen shots.

October 2015

August and September were spent learning Unreal. Creating a landscape using a terrain height map I exported from Vue, a 3D scene creation program made me realize how much detail I would have to manage in a game world. The progress in the past few weeks has been great. I feel more confident and capable using the tools to express my type of reality.

May 2015

Made a choice to use the Unreal Engine after verifying that Poser could create characters I could use in Unreal. Began teaching myself the tools associated with game creation using Unreal.

February 2015

Began research and design of the Game. Began using Unity and associated tools.
A Jar*
© 2015 Flicker Lighttm Studio All Rights Reserved

News March 5, 2016

The Light Way Game, A Jar

My book is now just weeks away from publication and only minor editing remains. SO I have time again to focus on the game. I resolved the technical issues I struggled with for the past months. YEA!!  I have sufficient understanding and knowledge now and will proceed with a far less brittle environment. I am learning the Unreal blueprints and feel capable and competent, although certainly not as an expert. The demo level is still only 80% completed however, it is playable at this time. I have to work on the audio which although nice is to demanding on the cpu. I have a Korg Kronos keyboard and will record my own audio as the game progresses. Now that the technical difficulties are resolved, I can begin to build the three worlds that form the basis of the game.

January 15, 2016

It has been a slow month. Holidays and other responsibilities took my time. I finished my auto- biography and expect to publish it in Jan 2016. I expect to begin working on the game with renewed effort and intensity in 2016. The tutorial level is about 80% complete.

December 15, 2015

Unreal supports HTML5 but I have had limited success so far with a HTML5 version. Unreal requires a 64bit browser and so there would be a very limited audience who could play. I continue to progress the tutorial level is about 60% complete. A few more quests to create and a few technical things to fix associated with tracking the player stats.

November 24, 2015

Integrated the quest system and began the tutorial level design and creation. Still not totally clear on how the UI works but like all things it will become known or I will stop learning. The game has evolved. The story arch is beginning to materialize from the chaos of my mind. Many years of thinking about thinking and purpose creates a wonderment of potentials that are now components of the game.

November 1, 2015

Finished the front end menu system and resolved the character movement issues that I failed to comprehend initially. Its been a great couple of weeks of progress, learning, testing, design, and fixing things. Making a version now that should be a good base for further development work.

October 26 2015

Another month of unreal learning LOL Now at least I can fix the things I break most of the time. Accomplishments have been many. The inventory system is up and running. The game player character stats and associated HUD is integrated but not fully expanded. After many tutorials and experimentation, sometimes crashing unreal, I finally have an understanding of a character (player pawn), its movement, possession, control, and where the various settings for game player input can be found. I now have a much better understanding of classes and inheritance. Working to integrate a dynamic camera and quest dialog system finally. Lots of work to do but getting the systems running and integrated allows me to spend more time on the story, quests, and and game play.  I still have to work on the crafting system but the main parts are integrated.

October 15 2015

The steep learning curve associated with the Unreal Engine is beginning to flatten out. I am able to create the objects and behaviors that are important to the Game. When I finally grokked the menu system, a lot of other things made sense. That was followed by many other revelations and understandings of how the engine worked. I have a preliminary design of the various worlds that will interconnect in the Game. With a greater understanding about how it works, I can now work on the worlds I mapped out the character attributes and stats and their controls and weights and have begun work on the tutorial world. As seen in the screen shots.

October 2015

August and September were spent learning Unreal. Creating a landscape using a terrain height map I exported from Vue, a 3D scene creation program made me realize how much detail I would have to manage in a game world. The progress in the past few weeks has been great. I feel more confident and capable using the tools to express my type of reality.

May 2015

Made a choice to use the Unreal Engine after verifying that Poser could create characters I could use in Unreal. Began teaching myself the tools associated with game creation using Unreal.

February 2015

Began research and design of the Game. Began using Unity and associated tools.
Game