Project complete: Momentum

Yeah I'm horrible at updating this blog. Sorry...

On the upside, Momentum is complete. Please check it out, and here is a trailer video!

New Project: Momentum

Hello all! 

Sorry it's been so long since I posted an update. After Winter Wizard Skater and Viewport, I needed a bit of a break. But now I'm back! --and this semester's project is MOMENTUM, a sort of physics-based puzzle solving game.

Not a lot of concrete information yet, but stay on the lookout! More details soon...


Wonderland Creation is Hard!

Worked all yesterday and pounded out a bunch of gameplay features and implemented some awesome new background art...

Today's all about menus so far. Here's the preliminary title menu:

Next up is getting the level select working (as well as, uh, creating some levels). Hopefully tomorrow will just be about polishing the gameplay and adding little bits of juice wherever possible. Also, more sound!


Winter Wizard Pro Skater 3: Exploring this Snowy Sisyphusian dreamscape

Hello again! You've unlocked a gif! WOW only by visiting this page. This author is tremendously giving! -such a kind, benevolent author!



So here is some progress on the gamejam. As you can see, the wizard is looking goooooooooood. It's hard to tell with the strange tiling error remnanted into the gif, but the wizard has skates now (AND ANIMATION!), which is pretty amazing. We've also added ramps, obstacles, proper acceleration, and this sweeeeet background! It's been a great 7 days working with the team since the last post, even with finals starting to get in the way.

Last time, Taylor wanted do talk about some physics so I'll give that a go. So we decided on this 2D because 3D physics are really hard and not very rewarding for what we wanted, so I believe this is in 3D but with very limited 6axis, ergo 2D. In terms of acceleration, once the player begins, the wizard wants to go go go! But this is up to the player; we have 4 main "speed classes": 1) idle, 2) trot, 3) gallop, and 4) turbo!

There's no true incentive yet for the player to slow down, but once hitting an obstacle becomes punitive, the player will probably want to slow the wizard down to navigate them. Next, probably diversity of art assets, more obstacles, enemies?, and tricks! There are also whispers of our brave wizard getting some new swag...

Thanks for reading!


New Project: Waking in a Winter Wizard Jam

"Lots of fun design discussions over the weekend and we're pretty close to nailing our core gameplay... action racer like Excitebike or Joe Danger, where you are switching between lanes to avoid obstacles and do sweet jumps off ramps of various angles and lengths. Adding some extra wizardy fun with the ability to create your own ramp and use a turbo boost to catch even more air. Ramp creation and turbo will work off the same resource bar, which can be refilled by pulling tricks in mid-air. Nice, simple meaningful choice there and it will give us something to balance and work towards.

Our ambitious plan is to get that level creator working with file reading/writing so people can share tracks to the [idle thumbs] forums. We'll see how far we get after next weekend, I think that'd be a lot of fun and ticks the diversifer box nicely!!

Programming and art have gotten off to a start as well, behold our first gif:

Very excited to keep ploughing through on this. Next up... physics!"

-Taylor Morris, elvaq (website)

Idle Thumbs!

Idle thumbs plugged my website in their Squarespace section! What a bunch of great guys! Thanks thumbs! 

On a related note, I thought I would talk about my experience talking extensively with Chris Remo (of Idle thumbs). I emailed Chris, oh man, probably two or three years ago now as I began aspiring to make digital music, and he offered me a lot of great advise. We talked for a long time about which programs he uses and which he prefers or dislikes, as well as his actual writing process. We also talk for a while about what equipment he uses, precessing, effects, et al. All of this was after Gone Home had come out, so it couldn't of been that long ago, but I was an awkward highschooler then, and to have someone you look up to both musically and intellectually not just acknowledge but assist you across the internet --It was ground breaking for me. So in addition to thanking the whole gang of wizards, I want to thank Chris especially.

Thanks Chris Remo!


So I made a website: READ.ME

Hello world!

Maybe a little on the nose, but I didn't want to jump right into the deep end here, so I'm just going to write for a little bit about how I made this site as it stands now, what I plan on doing, what my intentions are for it. Let's get to know each other a little better...

Right now there are 5 tabs: Work, Resume, About, Blog, and Contact. I plan to have my various completed, as well as current projects projected on the Work page, with each of those leading to a more detailed canvas. Resume is pretty straight forward, albeit I don't love the way it's formatted right now; I'm going to try to figure out something better for that. About currently has a tiny chunk from my mission statement as well as my intended major (CS) and minor (ASTR). I'd love to expand that a little, but right now the projects are most important. Contact contains a sheet for people, employers?, fans?,... to fill out if they wish to contact me. Those go straight to my mailbox, dogeared and everything!

Finally, theres this blog. Here I plan on writing some articles about the things I see that inspire me: art, video games, music, general knowledge, sculpture? who knows! It's all really exciting to be honest! I also plan to write some articles about what I've learned from my various projects, hoping that visitors find those enlightening and that an open discussion might spark constructive thought and criticism. I always invite criticism!

So yeah, mainly this site is to facilitate my conversations with potential employers and to help me curate my content to them as well as to the general public, should anyone be so inclined.