Update and Tutorial Ideas

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 + PuppetmasterThird 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!

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New page – Vim, Git, and Windows for Unity

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 also got another game coming out in the next week or so for iOS called ‘Run The Ball!’. Here are some screenshots:
ss1 3p5 inch

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ss3 3p5 inch

ss4 3p5 inch

ss5 3p5 inch

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New Flying Jetpack Mobile Game – Sneak Peak

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.

First screenshot:

rocket 06-18-15

Flight / Collision test 1

flight collision test 2

Flight / Collision test 2

flight collision test 1

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Still Alive

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.

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Paparazzi Puncher Released

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!

App Store Download

Google Play Download

ip base ios 4 ip base ios 5 ip base ios 1 ip base ios 2 ip base ios 3

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Shroud of the Avatar Website + Update

The past several months have been busy. The biggest change has been switching to a new company at my day job, which has taken a while to get used to. I had started a small mobile game project but there were too many physics calculations and it proved to be too much work to optimize it for mobile. It was proving to be too time consuming and not worth the risk / reward.

I was able to get a little work done on one of my bigger desktop game projects, still untitled, but a mix between the modern X-Com game and the older Jagged Alliance games, but set in a medieval fantasy world. The idea is to setup a mercenary company, recruit different classes, build bases, and go on missions, all set in a turn based strategy / resource management game. It’s an extremely large project so I’ve still got a long way to go to be able to show anything.

The other game project I’ve been working on is a smaller mobile game. I’m still prototyping out the idea, but I think the basic premise is a top down scrolling game, where you act as a bodyguard to celebrities walking through crowds. As crazy fans rush to the star, you have to knock them out.

I’ve also been working on a small side project website called shrouddb.com for a game I’m really excited about, Shroud of the Avatar. I just recently got the site online, and I’m still doing quite a bit of work on it, but check it out if you get the chance.

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