Archive for the 'In Darkness' Category


In the Real World

I really need to stop promising that I’m going to post more often.

Third iteration is well under way, I should have it done before the end of this month is finished.  Major mechanic changes in it excite me.  The game feels like it slowly starting to actually take shape.  It’s interesting to see how fair it’s diverging from my initial prototype.  Already planning more earthshaking changes for the fourth iteration.

The third iteration would probably be out already if it wasn’t for the fact that I now am employed as a software engineer.  Which means I code all day and then come home and code some more.  Sometimes I get wild and do some sprite editing.  The roof is really on fire here.  I wish I felt worse about the fact that my social life is currently homeless in some dumpster.

More later at some point.


Second Iteration Complete!

Wow, huge milestone done.  I still have a hard time believing I just sent out versions of this to be tested.  Feels surreal.

Some things I’ve learned from this experience:

– Perfectionism is a goddamn monkey on my back and I need to find it some bananas to keep it occupied until the polish stage.

– Everything must be tested is a mantra I need to chant to myself on a daily basis.

– Don’t make any assumptions about how things work.  Lift the hood and start poking around.

– Collision Detection makes me asplode.

– I have an issue with deadlines slipping.  I need to plan and execute faster.

– I love doing this sort of thing. =D

More later.


Another milestone coming up

Man, it’s been months.

I’m happy to say though that I have begun actually building the levels for my second iteration of the prototype.  I almost want to call it an alpha build as I have added so many changes that it barely resembles the first iteration.  I’ve lost count of how many man hours I’ve spent on this project so far and in some respects, I’m somewhat surprised that I’ve toughed it out this long so far.

Anyways, time to keep my head down and keep plugging away.


In Darkness: Prototype v2

Work is well underway with the second iteration of the prototype.  There are so many changes being made to the game and I’m really quite excited to see how my testers are going to respond to the changes.

Also, I am now officially looking for a 2D artist\animator!  If someone knows someone wanting to work on a game project, please direct them to the following ad:

Stealth/Horror Game needs 2D Artist/Animator

Looking for:

2D artist/animator proficient in Pixel Art


* Able to commit 15-20 hours a week

* Previous game development experience required, formal or informal, complete or incomplete.

* Passion for trying to bridge the gap between great narratives and solid gameplay.

* Can deliver an artistic style similar to the following image:

About me:

My name is Eric, and I’m a double major in Computer Science and Economics at UC Berkeley.  Currently, I am the programmer/designer/writer for this project.

About the game:

My aim is to create a cohesive 2-3 hour experience centered on an evocative non-linear story-focused atmosphere. The perspective that this game will use will be similar to the pseudo top-down styles utilized by games such as Chrono Trigger and Terranigma.  A prototype has been finished and the design document just finished its third revision.  Work on the second iteration of the prototype is well underway, and over the next several months I hope to iterate the prototype one more time and finish work on one of five areas.

Notable gameplay features include a mechanic which allows players to customize their approach to stealth, and a dialog choice system which not only changes the story, but dramatically changes the player’s approach to the game.

This game is currently being developed for the PC using the Torque Game Builder engine.

Contact information:

Please e-mail me at eric (dot) paik (at) gmail (dot) com if interested.  Include portfolio links and relevant work.

Thanks for reading!



In Darkness: Current Goals

Current Target Milestone:  Build prototype level that explores core gameplay mechanic.

In order to meet those goals:

1.  Prototype level sketch must be finalized.

2.  Pathing logic needs to be reworked to allow NPCs to dynamically detach themselves from path and then return to that exact spot on their current route.

3.  Sound must be implemented for certain events in the game.

Just three things out of a very long list of many other things to do and tweak.


In Darkness: Ruminations

To those unfamiliar with the happenings of my private life, I am currently working on making a game.  As of now, it is a solo effort until I have enough work to prove to someone (such as an artist) that I have the wherewithal to finish this project.  I’m shooting for this to be in a “done” state by the end of this year, though a fully polished state will probably take more time.

While this is not my first attempt at a project, I have to say this is probably my best attempt so far.  It has always been my position that making games requires an set of skills that is extreme in its breadth and depth.  One must also consider how all the different aspects of gameplay design, story, art, music, sound, etc. all intermesh and combine into one cohesive experience.  Working on games though has shown me just how much there is to consider when it comes to this medium.  It really is quite humbling.

That being said, I feel that this is the best way to learn.  Nothing beats self-experimentation in my book.

July 2018
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