SUDDEN GLORY Development – Particles and flashy bits

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?


David León, and his Zelda Dungeon Generation in Unity3D

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.

Guess Who’s Back!

Try to find me.

Wow! Man, have I been neglectful! So much crazy stuff has been happening lately! I left my job, got a new job, left that job, and went back to my old job, and I’ve been running all around this crazy state. But now, I’m back, and I’m going to try to provide more updates and more answers to your comments! First, news:

  • I added the game made during the last Global Game Jam: Silence On The Line. Make your way through a haunted submarine and try to escape while avoiding massive heart failure.
  • I’m working on an actual legit game that will be my ticket to the Indy Game scene. Lots of development is getting punched in, and more is to be done. I plan on launching a Kickstarter for this one, so, yeah, things are getting pretty serious.

So, there you go! I’ll be around, posting the usual snippets and whatever else I got going on! Take care, guys! Good to be back!

Unity 3D – Super Simple Animation System (SSAS)

One thing I always considered good practice is “If you know what you need, and ‘the wheel’ is over-bloated, it’s OK to reinvent.” I looked at animation systems involving many awesome features, but I wanted something really, really simple. Named after my room mate, here is the Super Simple Animation System (SSAS).

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Indie Game: Slender

Slender, by Parsec Productions

Some people out there are pretty messed up. I’ve see a lot of creepypastas about games, like the Luna Game series and all the BEN/Haunted Majora’s Mask videos. These stories can put an uneasy feeling in your stomach.

Then, along comes a game that makes you afraid to go out at night…


Unity 3D Code Snippet – Inheriting Parent Velocity

Imagine that you’re running at 10 MPH. While you’re running, you throw a ball at 5 MPH. Now, imagine the laws of physics are screwed up and the ball, instead of adding your running velocity to its own, only moves at its 5 MPH. Imagine the look on your face when you try to figure out how the heck you just did that. Imagine the towns’ people accusing you of being a witch and burning you at the stake. Gruesome.

This is (sorta) what happened to me. I instantiated particles, but they didn’t pick up the instantiators’ velocity. Well, here’s a handy script I found, and now I am sharing it to help get your game up to speed (Ugh. I rather just be burned at the stake than to hear another corny pun).

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Unity 3D Code Snippet – Obstacle Detection Component

I’m working to get a good portion of my AI up here (in tutorial form) for my Unity 3D Flight Combat game. Since AI is a bit more complicated than a simple flight script, I’ll put it up piece-by-piece in the form of modular devices you can use for other aspects of the game. Today, I’m going to show you how to give your game a bit more insight (These jokes are killing me).

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