{"id":508,"date":"2021-02-02T17:49:19","date_gmt":"2021-02-02T22:49:19","guid":{"rendered":"http:\/\/serioustangents.com\/SeriousBlog\/?page_id=508"},"modified":"2021-03-01T02:21:57","modified_gmt":"2021-03-01T07:21:57","slug":"pesky-humans","status":"publish","type":"page","link":"http:\/\/serioustangents.com\/SeriousBlog\/?page_id=508","title":{"rendered":"Pesky Humans"},"content":{"rendered":"\n<p class=\"has-medium-font-size\">Pesky Humans is now available for sale on Steam!  Click below to buy a copy of the game!<\/p>\n\n\n\n<div class=\"wp-block-buttons is-layout-flex wp-block-buttons-is-layout-flex\">\n<div class=\"wp-block-button\"><a class=\"wp-block-button__link\" target=\"_blank\" rel=\"https:\/\/store.steampowered.com\/app\/1491570\/Pesky_Humans\/ noopener\">Click here to check out Pesky Humans on Steam!<\/a><\/div>\n<\/div>\n\n\n\n<p>If we set the way back machine to the early nineties, you&#8217;ll find a copy of the very first DOS-based game that I ever programmed solo, called Pesky Humans.  It was built using the instructions from an also very old book called The Black Arts of 3D Game Programming.<\/p>\n\n\n\n<p>This was from an era where there nowhere near the number of resources available to create game ideas, when screen resolutions were a whopping 640 x 480 pixels in size, and programs were hopefully measured in kilobytes rather than gigabytes like they are now.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"150\" height=\"94\" src=\"http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/02\/start2.jpg\" alt=\"\" class=\"wp-image-521\"\/><figcaption>It&#8217;s tiny because that&#8217;s what screen sizes looked like back then&#8230;.<\/figcaption><\/figure>\n\n\n\n<p>It was a shareware game, and I think it&#8217;s probably still floating around out there somewhere in archived versions of Geocities (yeah, another name from the past).<\/p>\n\n\n\n<p>There has always been a bit of a nostalgia for me on this game.  Yes, there were a couple other projects and titles that I puttered around with at this point in my life.  I was the lead game programmer for Vicarious Visions around the same time, devoting no small amount of time towards a project called Synnergist.  When that was completed and I went off to find my own place in the universe, Pesky Humans was the first project that I saw through to completion on my own, using only book learning and my trusty C++ complier.<\/p>\n\n\n\n<p>Then pop forward to 2014.  I start taking another look at possible systems for game development and Unity3D in particular.  I decided that my first game that I would develop would be Pesky Humans.  I created a Kickstarter project to raise the funds to enter into the Valve Green-Light program, and submit this game as my entry for approval.<\/p>\n\n\n\n<p>When it didn&#8217;t get the traction I had hoped for, I started working on Autumn Park Mini Golf.  I withdrew Pesky Humans from the program and about a month later, APMG was approved.  I imagine if I had not taken it down, Pesky Humans might also have been approved too, since at the time Valve was doing a lot of approvals.  But that&#8217;s okay.  Somehow in the back of my mind, Pesky Humans was missing something that I couldn&#8217;t put my finger on.  I promised myself I would come back to the project with a clean perspective and archived the project for later retreival.<\/p>\n\n\n\n<p>Life and things happened.<\/p>\n\n\n\n<p>Now in 2020, I started re-examining the Pesky Humans game.  There was a pretty solid gameplay element there, a general concept with a level of predictability for the bosses and ships that I felt worked.  But there was something that made the game feel like a grind.  It was just too&#8230; routine.  Monotonous.  It needed a solid infusion of juice, some interactivity that made it less of a click-click-click and more of a back and forth.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1000\" height=\"769\" src=\"http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/01\/Test-Side-Shot-Smaller.png\" alt=\"\" class=\"wp-image-497\" srcset=\"http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/01\/Test-Side-Shot-Smaller.png 1000w, http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/01\/Test-Side-Shot-Smaller-300x231.png 300w, http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/01\/Test-Side-Shot-Smaller-768x591.png 768w\" sizes=\"(max-width: 1000px) 100vw, 1000px\" \/><\/figure>\n\n\n\n<p>I made a handful of changes, but the biggest component that came into play was the pilots of the enemy ships.  Recalling older games like Wing Commander, Mechwarrior Commander, and similar old-school games, I realized that all of the individual members of the player&#8217;s &#8216;squad&#8217; bantered and talked as they performed their actions.  Even the various Starcraft and Warcraft games have regular quips and bits of dialogue even if you&#8217;re just telling peons to mine.<\/p>\n\n\n\n<p>Well, these ships are piloted by humans.  Why isn&#8217;t there chatter?<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"576\" src=\"http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/02\/20210202155939_1-1024x576.jpg\" alt=\"\" class=\"wp-image-514\" srcset=\"http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/02\/20210202155939_1-1024x576.jpg 1024w, http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/02\/20210202155939_1-300x169.jpg 300w, http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/02\/20210202155939_1-768x432.jpg 768w, http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/02\/20210202155939_1-1536x864.jpg 1536w, http:\/\/serioustangents.com\/SeriousBlog\/wp-content\/uploads\/2021\/02\/20210202155939_1.jpg 1920w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p>That seemed to be the missing piece.  Now the pilots announce their arrival, scream when they die, and all of their functions, actions, and even their observation of the player&#8217;s actions are tied into a relatively constant dialogue.<\/p>\n\n\n\n<p>I mean, if a ship hits you with a missile and then says &#8220;Oh, that looks like it stung!&#8221;  there&#8217;s going to be a bit more emotional investment from the player.  &#8220;I&#8217;m coming to get you!&#8221; when the scout starts scanning for enemy warheads and then complain when they don&#8217;t find what they&#8217;re looking for, that gives some of the missing narrative.<\/p>\n\n\n\n<p>Pesky Humans is available for purchase, and I&#8217;ve also set up a free demo version of the game&#8217;s Easy setting.  I don&#8217;t believe that I&#8217;m charging a lot for the full version, though.<\/p>\n\n\n\n<div class=\"wp-block-buttons is-layout-flex wp-block-buttons-is-layout-flex\">\n<div class=\"wp-block-button\"><a class=\"wp-block-button__link\" rel=\"https:\/\/store.steampowered.com\/app\/1491570\/Pesky_Humans\/\">Click here to check out Pesky Humans on Steam<\/a><\/div>\n<\/div>\n\n\n\n<p>I initially set this up as an early access title, but after some consideration I believe this is a finished product and, if any updates are necessary, it will be due to bug patches.<\/p>\n\n\n\n<p>Come on by and take a peek!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Pesky Humans is now available for sale on Steam! Click below to buy a copy of the game! If we set the way&#8230;<\/p>\n","protected":false},"author":1,"featured_media":510,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"_links":{"self":[{"href":"http:\/\/serioustangents.com\/SeriousBlog\/index.php?rest_route=\/wp\/v2\/pages\/508"}],"collection":[{"href":"http:\/\/serioustangents.com\/SeriousBlog\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/serioustangents.com\/SeriousBlog\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/serioustangents.com\/SeriousBlog\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/serioustangents.com\/SeriousBlog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=508"}],"version-history":[{"count":8,"href":"http:\/\/serioustangents.com\/SeriousBlog\/index.php?rest_route=\/wp\/v2\/pages\/508\/revisions"}],"predecessor-version":[{"id":552,"href":"http:\/\/serioustangents.com\/SeriousBlog\/index.php?rest_route=\/wp\/v2\/pages\/508\/revisions\/552"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/serioustangents.com\/SeriousBlog\/index.php?rest_route=\/wp\/v2\/media\/510"}],"wp:attachment":[{"href":"http:\/\/serioustangents.com\/SeriousBlog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=508"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}