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I've got to take a few days away from Unity this week to concentrate on brushing up on some other technology, for reasons that may or may not become clear in a few weeks :) It's a useful distraction though, I've been getting over the pain barrier with shader programming today.
I have parked the space shooter type game for now as I'm a bit stumped how to make an interesting game of it, although it has been a great technical learning exercise so far. I've got a simple 2D physics based game I cranked out in a few hours that has some potential.
Either way my time is disappearing with all these public holidays, and I have fallen ill today which isn't ideal. Retiring to bed to continue my homework! I will be cranking out a few articles tomorrow from the now refactored and tidy Unity bits and pieces I've made so far.
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Just a few updates as I've been ploughing through Unity material. Added some pew-pew to the prototype, created an object pooled 'stuff' generation mechanism so the play space is effectively infinite. Time to start concentrating on content this week!
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Now back in Düsseldorf after a quick trip to Basel. Some inspiring stuff, including the Odilon Redon exhibition at the Fondation Beyeler, and the Kunst Museum where I picked up a great book. I've never been into graphic novels (I usually associated them with Manga or superhero themes), but I flicked through Shaun Tan's 'Ein Neues Land' (originally 'The Arrival') and had to buy it immediately, I can't recommend it enough, beautiful story, illustrations, and a great imagination at work. It's easy to relate to the main themes of the book as an expat! I've felt really inspired and have been sketching out ideas for a new project ever since! Today's rainy Easter Monday is being spent putting some of these into Unity and seeing how they look :)
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I've had a good few days learning a lot of good stuff about physics2d, trailrenderers etc, adding a fair few little effects to the prototype, as well as cleaning up a lot of the code. Still a few niggles to clean up.
- Add some visual feedback for the power being applied
- Create an object pooling system for the spark TrailRenderer prefabs (you can see them on the collisions, it stutters on the first instantiate currently)
- Fix the damage bar, it works on desktop, but is broken on mobile currently
- Try out some ideas for win conditions (maybe add some pewpew laser destruction)
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