I know I don’t post very often – believe me, 2015 and 2016 have been a helluva ride – but I have been writing a lot of code. I mean, a lot. A lot of the code I write, since it’s Unity, I have compartmentalized in scripts that I import over to a multitude of projects. Seeing as how a lot of these are used and fleshed out in projects that will never see the light of day, I thought “Hey, why not just put them up on the site?”
So, I’ve created a Github account, and I’m placing them in their own GitHubGists (or Repositories, if they span multiple files). This would be a quick, dirty, and effective way to get my code out to you guys so maybe, just maybe, it can actually be used in a project somewhere.
Any code I put up in my Gist, I’ll also link to it somewhere on this site as well for direct linkage.
So, go have a look at my GitHub Gist! Maybe you can find something useful there!
Here’s a small video of me working on some of the particle effects (and the game logic that spawns them), and some of the art assets (and the logic on how they behave).
For the particles, the idea is that when certain things get destroyed, they leave a crater behind (or some burnt wreckage). I also wanted a random chance to spawn other things, like fire, smoke, electrical arcs, and what-not. The script I created uses a “chance” variable for calculating the odds in which a special “additional” effect would spawn.
For the art, I have these big battle ships, and they have weak points for the other team to attack. However, I have no way to convey to the player that they needed to attack these points. So, I’m creating “ship components” that will flash to show they are “points of interest,” and since all you do is fly and shoot, you’ll naturally try shooting it, and it’ll explode. See? Conveyance.
More of these are likely to come. Stay tuned. I also use that channel to put up my Twitch streams, so… uhh… like and subscribe? I guess? Is that how the TubeYou works?
It’s been quite some time since I’ve made a real post on this blog. During the past few, well, years my life has been making a number of ups and downs. I landed myself a new job thanks to this blog, and now it’s time I payed some proper attention to it.
Starting with the game I’ve been working on – what, after all this time, you think I’ve just faded away and just spin my wheels? Bah, I say! It’s high time to unveil my pet project that I’ve been working on for the past 10-12 months.
Ladies and Gentlemen…
GfyCat Preview Continue reading
This may be a potato-quality video, but it speaks volumes. Everything he speaks is what I’ve been working my entire life to accomplish. His motivation, his determination, his stride to be “unrealistic,” and his ability to keep loving life, and take its challenges. That’s what I’ve been telling myself for years, and to hear it from someone who had the passion to make it to the top, that just solidifies it more for me. And I hope it means something to you, too.
I do not, however, share his passion for treadmills. They are machines made to kill, and kill they certainly do.
So, my schedule has been pretty hecktic, so I haven’t updated this place in a while. But I have been working on a few new projects, as well as taking part in the Philly Game Jam. I’ve posted up the page for it – Super Ultimate Ghost Fighter Turbo! (Say what you want, that’s the best title ever).
Also, the Global Game Jam wrapped up yesterday. I wasn’t able to participate, due to me taking a much needed vacation in Vermont. The QuadraTron team, however, got together with a few other people and formed Team Threshold and made an awesome game – Threshold.
So, there. That;s 2 games for ya. That should hold you over until the next time I post (which will (hopefully (Nested!)) be soon!).
Take care, guys and gals.
Link: Game Programming Patterns – The Observer
OK, first off: No, I’m not dead. 2: No, I’m not a zombie. 3: Yes, zombies are considered dead. 4: I’d like to take a moment to consider a pivotal part of any
game programmer’s arsenal of design patterns: The Observer.
The observer pattern, to put it simply, is an object that will only perform a specific action when another object/objects (called “the subject”) are in a particular state. A gentleman by the name of Bob Nystrom is working on an online (and soon physical) book regarding game programming, called GameProgrammingPatterns.com. In his book, he describes the fundamentals and design of the Observer pattern in a fun and simple way that can have even the most basic programmer up-and-running with Observers in no time; like a strange digital voyeur of code.
OK. That was disturbing.
Anywho, go run over to his site, and check out the other “chapters” he’s done. His book is still a WIP, but it’s already a classic. Take care!
Zelda Dungeon Generation in Unity3D
The other day, I found a post in Reddit’s /r/Unity3D to random procedural Zelda-style map generation using a binary-tree by a dude named David León, a game programmer. He goes on to explain his method for generating the maps, and even has downloads to his source code. He also has a bunch of other tutorials for creating a rougelike-style maps and so-on. Really great stuff, and if you’re looking for a little inspiration for random map generation, check out David León’s tumblr.