Thank you grayfox and beef
Two weeks!! arghh! I have a lot of 'splaining to do.
Beef: I use ESDF for a few reasons: It's left-hand home-row position and easy to switch to typing. I can use my pinky for A,Q,Z,Shift,Ctrl,Tab and have access to more buttons with the other fingers. I never liked Caps Lock being so accessible and so useless. A and G are great for leaning in an FPS, and useful together for cycling through things. Also, it just
feels good. Comforting, like a bra or brassiere. A handssiere if you will.
I want to have a key bind screen so people can change it, but I don't want to play around with the GUI (see below)- instead, I'll give an XML file so people can change it. Also, I'll make the default jump key spacebar because it actually strains the hand to use E(or W) for jumping while moving with the others.
Shutter. This will probably go in the game.
I've been working on the tools (which are broken at the moment), so there isn't much new to see. I've been thinking a lot about what I want from this project, and how long I want to work on it. My deadline is the end of the year.
It's misleading to call this a "ninja project" because the only similarity to ninjas will be the iconic/fantasy acrobatic movement. I like the idea of a neon acrobat in a surreal dark (and vibrant) world, attempting to maintain order by balancing the relationship between dangerous entities. I love to think in the abstract. I have MANY ideas for this game alone, but I'll post them one at a time.
Dodge. I imagine this being a boss fight.
I've had plenty of unfinished projects but never actually finished an actual game, with goals and an end condition. I never cared to finish something that wasn't my best- I have a problem being a perfectionist, so if it's not perfect it doesn't get done. In fact, I've erased this post and started over many times, which is why it's been so long since the last update. I have tools, exporters, and engines, but not a single game.
No one wants to hire me because I don't have a degree. This is my only outlet for art, music, design, and technical knowledge.
Weapon 1. This is kinda bla, so might not make it into the game.
I thought of a development strategy to help me complete my first game ever. I call it the "Finish-First" method. I'm sure someone has documented this idea somewhere but I don't care, it's new to me. The idea is to create a game and finish it as fast as possible, then iterate and improve until the deadline is up. So step one is: have something that is technically a game. It has a goal, it has two end conditions: win and lose, it has obstacles to make the goal non-trivial to accomplish. It's a crappy game, but
IT'S A GAME. Each iteration renders a better
finished game, not a prototype or whatever. When my time is up, I'll have the best game I can make by that time. This is all very related to Agile development if you're familiar.
So! I'll forget the tools, menus, options screen for setting key-bindings, and everything that isn't fun to play. I won't care about user experience or flexible dev tools for nobody-in-paticular until I'm on to a winner.
Now that I've explained all that, let me show you where I stopped with the tools:
I will not be using 3dsMax for this game, but things will be ready for the next project.
SpaceBum. This doesn't have the right mood for the game. But I made it so here ya go!
So I'm gonna go "finish" my game. More sooner than later.