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Kinyajuu

Fun Pimps Staff
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Kinyajuu last won the day on June 29 2022

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About Kinyajuu

  • Birthday May 10

Personal Information

  • Biography
    I used to do normal business software design and now here I am working on an awesome game. Truly a dream come true for me. After many years and 1000's of games I can say that I see more potential in this game than most i have seen over my years of gaming.

    I tend to be quiet and shy as I don't like the spotlight; hence my avatar. :)
  • Location
    Undisclosed bunker somewhere on planet earth
  • Interests
    Playing games, from rpgs to fps and all in between. Game development. Physics. Algebra. For Science!

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  1. I will look into making these things more clear and possibly having a list of generated worlds so you can manage them in-game. I just added a New Game button to the generator so when you do find the one you like you can simply go right to the new game window with it selected. Should help a lot but I will still look into adding a manager.
  2. Already way ahead of ya there A21 genned map contains these <property name="Generation.Seed" value="" /> <property name="Generation.Towns" value="Default" /> <property name="Generation.Wilderness" value="None" /> <property name="Generation.Lakes" value="None" /> <property name="Generation.Rivers" value="None" /> <property name="Generation.Cracks" value="None" /> <property name="Generation.Craters" value="None" /> <property name="Generation.Plains" value="6" /> <property name="Generation.Hills" value="0" /> <property name="Generation.Mountains" value="0" /> <property name="Generation.Snow" value="4" /> <property name="Generation.Forest" value="7" /> <property name="Generation.Desert" value="4" /> <property name="Generation.Wasteland" value="3" />
  3. The random setting would weight the terrain stamper to randomly select between plains, hills, mountains, rather than using the set weight.
  4. I live in Oklahoma. The outskirts of Tulsa and OKC are like this. Lots of farm land too valuable to turn into housing. So business try to set up where they can buy land and get it zoned. Afterwards, it ends up looking like this. Heck, there is a huge ranch in South Tulsa. The art bits aren't really an RWG based thing. The roads may get a grunge pass at some point just not at the moment. The level guys had to churn out a ton of POIs this round.
  5. I decided I would make a post to give a little back story to the fans. I know you guys wonder about the team and I'm here to at least give you insight into my past and how I got here. I've been playing video games as far back as I can remember. I had an atari 2600 until I was 7 or 8 then I got a nintendo. It was so much fun, even more fun once I had a game genie and learned about hex code hacking. That piqued my interest in games and how they work. I started programming around 9-10 years old when I got my first computer. Internet was on dial up back then and was long distance so I had to find things on the computer to keep myself entertained. While digging around in the file system I found something called QBasic. I eventually started modding the stock game that came with it, some gorrilas throwing explosive bannanas at each other (like worms world war but one weapon, bannanas). I was hooked. I got Doom the year after and also the internet. I found out about modding Doom and making levels. I was even more hooked. Fast forward 6 years, I was playing a game called Fallout: Tactics, it had an upcoming release for a level editor. I promptly went to the gamespy fansite (planetfallout) and asked if I could provide what html knowledge I had gained over the years, they said yes. I set up the map database and I did a couple of tutorials for using the editor (got it early WOO!). A year or so later the site was disbanded for whatever reason and I moved on to helping with a project called egoboo doing modeling (I've tried a little of everything by this point). Met the guy that did the voice for Serious Sam, made some models and animations, then moved on to looking for my first REAL programming gig. I eventually landed a job doing programming for a local real estate company (of which i returned to a few times over my career). I also spent 3 years doing Quality Assurance which taught me C# and how to be a better programmer. I also met another person as interested in game programming as myself and we did several little projects just to hone our skills and work on ideas (You all know him as Lathan, aka Prime, now working for TFP as well.). A couple years after I left the QA job (back at the real estate company), I eventually ran across Unity and decided I wanted to make a game no matter what. I started on A Wasted Life. That was almost 5 years ago, A Wasted Life was a procedurally generated zombie hack and slash game similar to diablo. I had gotten some things in, even a lot editor, weapons, and the start of multiplayer.([URL="https://www.facebook.com/AWastedLifeOpenWorldZombieSurvival"]view it here[/URL]). Then 7DTD came out. I loved it. I ended up asking to work for the team. With the modding and game creation portfolio I had I was given a shot. Now I work on RWG, Custom Characters, and Gameplay Mechanics. It's been a long road but looking back, my life was pointed in this direction all along. 7dtd is a labor of love, many ideas i've had over the years I try to bring to the table. I've played too many games to count at this point in my life and have played with impatient and patient gamers alike. Being on the other side of the curtain now is amazing. I love that I can work on something that gives others joy. It's hard work but it's entirely worth it. The key to becoming a game dev is not trying to be a pro game dev overnight, just toy around with ideas and mechanics. Over time you'll find that your ideas will become more solid and getting that leveling system in, for example, will get easier each time. Even if it's just a game for you and a few friends it'll always be something you can show off when applying for any programming gig. You wouldn't believe how many fields of programming you touch doing this kind of thing. Simulations, Database access, pseudo-physics, you name it. If you have a love for it, you'll know it. Just keep chugging along, break your own records, and keep trying. It's a willpower thing, never get frustrated at yourself, you'll eventually figure it out if you immerse yourself in it. Oh, the other key is math, LOTS of math. :P I hope that gives a little insight. It's hard to tell how detailed to get when telling one's own story so I tried to keep it game development related. I love this team, our fans, and the game. I hope to continue to be able to provide you all with fun things to occupy your down time. :)
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