proofreading
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<!--200930,201031-->
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<h1>august 2020: new server, new site</h1>
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september 1, 2020<br>
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#apache #css #html #nginx #php #server #website<br>
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#diary <br>
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<br>
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<h2>tuesday, august 4 </h2>
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<h2>week 2 </h2>
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#apache #css #php #server #webdesign #website <br>
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<br>
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<h3>tuesday, august 4 </h3>
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<ul>
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<li>CentOS VPS obtained through OVH. Always wanted a server. </li>
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</ul>
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<br>
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<h2>wednesday, august 5 </h2>
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<h3>wednesday, august 5 </h3>
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<ul>
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<li>design the website </li>
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<li>prototype of website running on the server </li>
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<li>Design the website </li>
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<li>Prototype of website running on the server </li>
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</ul>
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<br>
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<h2>thursday, august 6 </h2>
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<h3>thursday, august 6 </h3>
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<ul>
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<li>create some placeholder graphics, articles + CSS </li>
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<li>add a <a href="https://publish.twitter.com/#">Twitter timeline embed</a> </li>
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<li>Create some placeholder graphics, articles + CSS </li>
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<li>Add a <a href="https://publish.twitter.com/#">Twitter timeline embed</a> </li>
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</ul>
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<br>
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<h2>friday, august 7 </h2>
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<h3>friday, august 7 </h3>
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<ul>
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<li>decide to use PHP for manage blessfrey's blog </li>
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<li>set up a local Apache server for practice. It was a little confusing! </li>
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<li>wrote a vaguely functioning Hello World script in PHP </li>
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<li>Decide to use PHP for manage Blessfrey's blog </li>
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<li>Set up a local Apache server for practice. It was a little confusing! </li>
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<li>Wrote a vaguely functioning Hello World script in PHP </li>
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</ul>
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<br>
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<h2>saturday, august 8 </h2>
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<h3>saturday, august 8 </h3>
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<ul>
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<li>added images to live site despite conflicts with Linux's security </li>
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<li>Added images to live site despite conflicts with Linux's security </li>
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</ul>
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<br>
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<h2>sunday, august 9 </h2>
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<h2>week 3 </h2>
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#php #python <br>
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<h3>sunday, august 9 </h3>
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<ul>
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<li>studied PHP with <a href="https://www.w3schools.com/php/php_intro.asp">W3Schools</a> </li>
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<li>Studied PHP with <a href="https://www.w3schools.com/php/php_intro.asp">W3Schools</a> </li>
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</ul>
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<br>
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<h2>monday, august 10 </h2>
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<h3>monday, august 10 </h3>
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<ul>
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<li>studied PHP with <a href="https://www.w3schools.com/php/php_intro.asp">W3Schools</a> </li>
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<li>Studied PHP with <a href="https://www.w3schools.com/php/php_intro.asp">W3Schools</a> </li>
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</ul>
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<br>
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<h2>saturday, august 15 </h2>
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<h3>saturday, august 15 </h3>
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<ul>
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<li>Made a Python script that spits out new skill scenes for Godot after answering a little command line questionnaire. I could make it an plugin for the engine, but it would be a lot slower to develop + functionally no better. </li>
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<li>Maybe I can rewrite it later in JSON, since Godot can read JSON. </li>
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</ul>
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<br>
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<h2>monday, august 17 </h2>
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<h2>week 4 </h2>
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#mysql #pagination #php <br>
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<h3>monday, august 17 </h3>
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<ul>
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<li>Research PHP + MySQL while attending. I think MySQL is overkill for my purposes, since all my articles couldn't possibly be that much data. It might be interesting for analyzing data, though, like adding a word cloud of the most common tags or a search feature. I'll keep things simple for now. </li>
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</ul>
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<br>
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<h2>august 18 - august 21 </h2>
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<h3>august 18 - august 21 </h3>
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<ul>
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<li>Help run a FlightRising community event while trying out ArcheAge, since my friends play it. </li>
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<li>I told a friend I would play Go with him soon but was too busy with the raffle. Then someone told him I was online a lot in ArcheAge...oops...that looked bad lol. It wasn't like I played more than a few minutes at a time. I'm sorry, friend;; </li>
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<li>finally get access to the code for an MMO some friends work on. I start familiarizing myself with the code and start planning my new feature. </li>
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</ul>
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<br>
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<h2>saturday, august 22 </h2>
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<h3>saturday, august 22 </h3>
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<ul>
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<li>I work on pagination. The concept boggles my mind, but I can break it into pieces to solve like any other problem. </li>
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</ul>
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<br>
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<h2>sunday, august 23 </h2>
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<h2>week 5 </h2>
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#css #cssgrid #html #pagination <br>
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<h3>sunday, august 23 </h3>
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<ul>
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<li>I work on my friends' MMO more. I make my own branch and make my first changes. The work environment is Windows-only, and the server is live with active players. Pretty cool experience. </li>
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<li>I work on my friends' MMO some. I make my own branch and make my first changes. The work environment is Windows-only, and the server is live with active players. Pretty cool experience. </li>
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</ul>
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<br>
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<h2>monday, august 24 </h2>
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<h3>monday, august 24 </h3>
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<ul>
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<li>Still working on pagination in PHP to create a navigation bar for my development blog. </li>
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</ul>
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<br>
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<h2>tuesday, august 25 </h2>
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<h3>tuesday, august 25 </h3>
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<ul>
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<li>Play around with CSS + HTML for the website. The CSS Grid didn't exist the last time I used CSS (for 2000s petsite profiles), so I'm more comfortable with floats. The Grid looks so worth learning, though, for more consistent and responsive web design. </li>
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</ul>
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<br>
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<h2>wednesday, august 26 </h2>
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<h3>wednesday, august 26 </h3>
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<ul>
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<li>Get the landing page looking okay while using the CSS Grid. </li>
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</ul>
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<br>
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Last updated June 8, 2021 <br>
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<br>
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<!--200831,201031-->
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<h1>september 2020: bye php, hello bottle</h1>
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october 1, 2020<br>
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#bottle #css #git #html #regex #regularexpressions #website<br>
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<br>
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<h2>wednesday, september 2 </h2>
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#diary <br>
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<h2>week 1 </h2>
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#blogging #webdesign
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<h3>wednesday, september 2 </h3>
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<ul>
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<li>Study examples of my favorite blogs, popular blogs, and just any blogs I can find from modern gaming, retro gaming, tech, cooking, beauty, and any genre </li>
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<li>Determine essential features for my blog </li>
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<li>Plan design of blog </li>
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</ul>
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<br>
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<h2>friday, september 18 </h2>
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<h2>week 3 </h2>
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#bottle #php #python #simpletemplate #webdevelopment
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<h3>friday, september 18 </h3>+
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<ul>
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<li>decided to switch from PHP to Bottle </li>
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<li>Hello World in Bottle </li>
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<li>created templates for main pages </li>
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<li>Created templates for main pages </li>
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<li>Used Bottle to fill values in a template using variables </li>
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<li>Used Bottle to avoid repeating HTML code in navigation pane, header, and footer </li>
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</ul>
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<br>
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<h2>friday, september 25</h2>
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<h2>week 4 </h2>
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#bottle #python #webdevelopment
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<h3>friday, september 25</h3>
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<ul>
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<li>Diary snippets are formatted from data taken from their articles. The article preview is cut to the character limit.</li>
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</ul>
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<br>
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<h2>saturday, september 26</h2>
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<h3>saturday, september 26</h3>
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<ul>
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<li>Updated the blessfrey.me script to serve static content like CSS stylesheets + images. Now the pages are actually styled.</li>
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</ul>
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<br>
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<h2>wednesday, september 30</h2>
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<h2>week 5 </h2>
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#bottle #debugging #python #webdevelopment
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<h3>wednesday, september 30</h3>
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<ul>
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<li>fix bugs for blessfrey.me's static pages - no footer in the middle of the body, no unclosed <ul> tags from diary entry snippets breaking the CSS.</li>
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<li>Fixed bugs for blessfrey.me's static pages - no footer in the middle of the body, no unclosed <ul> tags from diary entry snippets breaking the CSS.</li>
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<li><a href="https://validator.w3.org/nu/">w3's Nu Html Checker</a> (lol @ the nu name) is really handy for automatically checking whether all my HTML tags are closed and CSS is valid, especially the parts generated through Bottle + SimpleTemplate. </li>
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</ul>
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<br>
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Last updated June 8, 2021 <br>
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<br>
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<!--210318,210304-->
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<h1>writing a game design document </h1>
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may 27, 2021<br>
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#gamedesign #gdd #worldbuilding <br>
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<br>
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A game design document (GDD) is a detailed document used to communicate the vision for a videogame. They are used internally by AAA game developers to keep hundreds of people on the same page, but it's worth considering keeping one as a small team or individual. I'll share how I organize mine. <br>
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<br>
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<h2>why keep a GDD if everyone's already on the same page? </h2><br>
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Even small games are complex pieces of software requiring a broad skillset spanning computer science, design, art, music, creative writing, and marketing. The development process can take years, too. A GDD can serve as a single place to collect your thoughts and document the evolution of your design over time. Even as a single person, it's been helpful to give every aspect a little thought as I fill it out. Also, whenever I need to refer back to something, it's a boon to have an organized GDD instead of random notebooks and files. <br>
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<br>
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Of course, writing a GDD isn't developing a game. Barely anyone shares their GDD outside of their team, so unless your team or publisher has extra requirements, they only exist to facilitate game development. If you can't keep the document up-to-date with development or it would never be referenced by anyone, consider alternative forms of documentation. Sometimes a GDD is more effective as a game prototype, a mood board, or merely a thought in your head. If you're keeping scattered notes like I did, though, consider compiling them into a single word document or keeping them all in a binder. <br>
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<br>
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<h2>download the GDD template </h2><br>
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Download my <a href="/download/DesignDocumentTemplate.docx">GDD template</a> and make a copy every time you have a new game idea so you never forget any! Obviously, it's just a template. If some parts aren't suitable for your genre or development process, swap them out for something better. <br>
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<br>
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<h2>worldbuilding bible </h2><br>
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I feel it's easier to keep some parts in a different format from my GDD. For worldbuilding, I use a modified version of <a href="https://ellenbrockediting.com/worldbuilding-bible-template/">Ellen Brock's worldbuilding questionnaire</a>. I keep her headings and delete the detailed bullet prompts for less clutter. In general, I try to write my own prompts so they are closely tailored to my fantasy world. If I don't even know where to begin, though, her prompts are a great starting point. <br>
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<br>
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<center><img src="/static/img/ent/gdd_worldbuilding.png" alt="(image: Ellen Brock's worldbuilding questionnaire.)"></center> <br>
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<br>
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Every nation in my game gets their own copy that's written from their perspective, since different people groups can have different experiences or explanations regarding the same world. <br>
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<br>
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<h2>story + dialog </h2><br>
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The pacing and direction of game narratives are dependent on the player's actions, so the stories are less like monolithic pages of text and more like a series of events strung together. For that reason, I don't keep the story or major events in my GDD. I keep an outline of the story and each scene in individual flowchart documents instead, so I can move the pieces around and connect them freely. <br>
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<br>
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<center>
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<a target="_blank" href="/static/img/ent/gdd_diagram.png">
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<img src="/static/img/ent/gdd_diagram.png" alt="(image: event diagram with an unnecessary amount of choices)" width="500" height="313">
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</a></center><br>
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<br>
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To make my flowcharts, I open diagramming software like <a href="https://wiki.gnome.org/Apps/Dia">Dia</a> and make a box for the title and one for the goals of the scene. Then, using color coding to separate character dialog, conditional statements, stage directions, and emotes, I write the event box-by-arrow-by-box. <br>
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<br>
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Every time I have an idea for a scene, I scribble it in a flowchart to keep with my GDD. Some of them are dumb, but it's never bad to have a giant pile of potential game events. <br>
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<br>
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<h2>backing up your GDD </h2><br>
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Finally, there's no point to keeping everything together in one place if the hard drive loses them. Try to keep a current copy in about 3 places. I have a GDD folder that contains an individual folder for each game. That way, it's easy to push all my GDDs to git at once. Better safe than sorry! <br>
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<br>
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Last updated May 26, 2021 <br>
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<!--210429,210402-->
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<h1>how to get a character to follow a moving target </h1>
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june 10, 2021<br>
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#ai #character #movement <br>
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<br>
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Reference in New Issue