Author name: Eric

Writing

Down the Street

A five minute walk from my parents house would take me to the home of a kid in my grade. His name was Jason. I did not care for him. I wouldn’t call him a bully but he said things that always made me feel bad about myself. But as it was the 90s, when […]

Writing

God in the Game

My parents got married in a Catholic church. That is likely why they took me to a Catholic church for the majority of my childhood. I don’t hate them for it. But it does explain some of why I’m fucked up. But it was a habit. Custom, culture, etc., et cetera. Every Sunday morning. Fuck.

RPGInAMonth

November RPG: Days 25 – 30

I had a big tournament scheduled before I decided to work on this project. Between that, the translation work that came up and then busy work days this week, I ended up not even opening Unity these last six days. So, this was a "failure" in that I don’t have a finished RPG. But I

RPGInAMonth

November RPG Day 23 and 24: Damn Work

So, this is the kind of thing that worries me about my life situation. I was so into making this game, and by so into I was doing a few hours a day, and then I got some freelance work. Which is great, because that’s more money than I’ll make from this game, if previous

RPGInAMonth

November RPG Day 22: Fixed!

Kind of fixed, at least. In the check for an enemy being dead or not, I just check if its Max HP is zero. If it is that means it hasn’t been initialized yet, and this is getting the battle going for me successfully. A bad hack? Maybe. But right now it works!

RPGInAMonth

November RPG Day 21: Oh Fuck, Oh Shit, Oh Damn

Okay, so I’m trying to layer the battle system on top of the exploration system. You know, give it a bit of that Dragon Quest feeling. Here’s the problem I am having, though. Starting and stopping the battle. See, my thought was just loop through the enemies and see if any of them are alive.

RPGInAMonth

November RPG Day 20: Input, Input, Input!

Up until this point I had just been using the standard Input.GetKeyDown()` in Unity to check for controls, but I know that can get messy in the future, so I finally made a class that handles all the potential keys, so I can do stuff like `CustomInput.IsDown(MenuButton) in the game and then can add all

RPGInAMonth

Day 17: Selecting Things

Hooray! I can select things. I forgot to put this up yesterday, so I’m going to cut down on the writing. Just want to say that there is progress being made.

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