Some graphics tests
The past few weeks I’ve been working on an action rpg, almost in the style of the game Running with Rifles. I liked the idea of you playing just one character among hundreds in the middle of a battle. But I’m putting a fantasy rpg twist on it, but the basic gameplay of capture points king of the hill style remains.
Right now I’m planning on several factions (melee oriented humans, magic oriented humans, elves, dwarves, goblins, undead, orges) and several classes for each.
I’ve managed to get quite a bit done so far, check out the initial work done:
I’m still here and still working on game dev projects, even though this is my first update for 2016. I decided to start working on a desktop game release, since all of my games up to this point have been for mobile.
To that end, I’ve worked on a few prototypes for some game ideas for desktop. My first prototype was a game made in a similar control style to the Dark Souls series of games. Those games are heavily animation driven so I ended up learning quite a bit of new things with Unity’s mecanim system. I also toyed around with a few old game remakes (or at least ‘inpsired by’). One being the old NES game Crystalis, and the other being the SNES game Desert Strike. Both of those didn’t get too far into the prototype stage. My latest prototype was using character physics for animation. I had originally wanted to create a network system for character physics but I think the scope might be too big, especially if my original goal is a desktop release this year. I think I’m close to narrowing down the projects into one to focus on exclusively. So far it’s turning out to be a mix of Dark Souls and Running With Rifles. I’ll update more as I know more.
The other thing was a few ideas for new tutorials. I’ve been working with several third-party assets from the Unity Asset store that I’d like to make tutorials on. So far the top picks are Final IK + Puppetmaster, Third Person Controller, Behavior Designer, Gaia, and possibly PlayMaker. I had thought of this before the Unity Affiliate announcement, but if that ends up being a thing then I might as well sign up for it and make those tutorials though!
A few screenshots from a game I had been working on recently, where you play a cop in a Grand Theft Auto style world.
So far I’ve added a basic pedestrian and traffic system, vehicle controls, foot controls, basic inventory and interaction with criminals and innocent bystanders.
I’m still here. It’s been a busy few months. After my latest release of Blasty Pack I ended up leaving my web development job and took a job in game development. It’s been great so far, and it’s a treat to be able to work in Unity with my day job.
I started the first page in a series I’m writing on using Vim and Git with Unity on Windows.
I’ve been working on a new game, that’s taking inspiration from the Pilotwings series of games from Nintendo. You’ll play the game as one of several characters in a jet pack, and go flying around different levels, completing objectives. I’m also planning on a “Challenge” mode, where each map will have a set of challenges and you’ll be able to see how your score compares to everyone else.
Flight / Collision test 1
Flight / Collision test 2
Despite the lack of updates, I’ve still been working on some gamedev projects. I have been busy with several non gamedev related projects that are finishing up, so I’m hoping to get some new stuff released in the next few months.
One of the projects involves some multiplayer functionality so I might end up updating the networking tutorials.
A simple / small game that I made over the weekend:
Compete against others around the world for the most number of punched paparazzi! Just tap then punch. It’s that easy and that hard. You play as a celebrity bodyguard, on the way to a big premier celebrity event. It’s your job to punch the paparazzi that run up to the celebrity. That’ll show ’em! So what are you waiting for? Start punching!