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Unlikely Objects

  • Unlikely Objects
  • Ludography
  • Pint Sized Planet
    • Nonoku
    • Acquisition
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An Evening of Code: Smoke and Sliders

January 23, 2015

Spent a couple of hours adding a little smoke animation (a few frames added to the sprite sheet then animated) when you solder a component. Also added checks for broken components. The slider is a temporary visual indicator that the functional state of the hardware has changed. Had a little problem with the sprite animator generating a load of errors after destroying the smoke object (an event on the animator firing a function to the Smoke GameObject). Turned out the animation was set to loop so just unchecking the box fixed the problem.

The rain is a particle system with a pixel style texture applied.

In Unity, An Evening of Code Tags unity, gamedev, indiedev, screenshotsaturday
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An Evening of Code: Cyberpunk

January 22, 2015

Building from this.

Not sure if I'll take this further. Basic concept is that you fix people's machines and upgrade them so they can run missions (think The Finn upgrading Case's Ono-Sendai). I have a vague idea for an overarching storyline but I'm not sure if the underlying mechanics are fun enough to carry it. There seems to be scope to balance quality of work with the cost the customer is willing to pay versus your reputation. It could be at the point where I need to close out a few more mechanics to know for sure. It could be that a lack of immediate feedback means it's not matching the expectations I have in my head. If I find the inspiration to go back and hook in a few more systems I'll post a playable version up for feedback. 

In terms of implementation, you can drag and drop the different pieces around and they snap into place correctly. You can click on the blobs of solder to remove, or add, them back. If a piece is soldered it can't be removed. The biggest issue I have with this is trying to reconcile the high-tech with the simple components. I can conceive of more complicated innards but then I can't imagine anyway of making it fun. For now I want to keep things simple and recognisable. Alternatively, I could re-purpose the basic mechanics into a more abstract puzzle system and have you as the hacker breaking into systems. That sounds more interesting but I'm willing to spend a little more time with what I have, just to flesh it out a little more, since I can take a lot of it into this other idea.

In An Evening of Code, Unity Tags unity, gamedev, indiedev, screenshotsaturday
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Messing Around in Unity

December 10, 2014

Just messing around in Unity - getting a half-formed idea out of my head and into a project file. The environment is from from the Urban Construction Pack and the car is the free Stockcar model. I'm not yet sure if I'll take this further but it's nice to get something up and running and just about to a playable state in an hour or so from thought to finish.

Tags gamedev, indiedev, screenshotsaturday, unity3d
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