Since the last update I have made a lot of changes to TDX-2. I took a step back from the multiplayer part of the game and instead focussed on getting the pathfinding and the AI agents movement behaviour right. For the navigation of the ai agents in the game i made the choice to go... Continue Reading →
For a couple of weeks now I have been working on creating a tower defence singleplayer+multiplayer game. The plan is to develop it for Windows and MacOS first and then hopefully later (when I can afford a good VR development workstation:)) turn it into a VR game as well. For this game I was mostly... Continue Reading →
In my last post I showed a couple of screenshots from my Unity configurable joints, direct blend trees and physics experiment. I thought it would be nice to make a playable WebGL build and host it on my experimental Raspberry Pi hosted blog. Feel free to try it out and please let me know your... Continue Reading →
Screenshots from a experiment with Unity, Configurable joints, Direct blend tree's and a Korg MIDI Controller. With the MIDI Controller I can control multiple Animator parameters (and other variables) at the same time, with real physical sliders!
Screenshot of the Tankmanious main menu scene version 1 Flipping UI canvas system For the Tankmanious main menu screen I wanted to develop a UI system that uses Unity's 'world space' canvas system, because I love the idea of information screens magically floating around having a position in 3D space instead of being flat and right... Continue Reading →
Triangular shaped tank tracks created with the tank tracks system To good to use When I began working on Tankmanious I wanted the tanks in the game to have realistically moving tank tracks with individual track pieces, so I thought it would be interesting to create a tank track system. After doing some research on... Continue Reading →
A process screenshot of the game-over screen from my mobile tank game project: Tankmanious (working title). The scoring system On this screenshot you see the game over screen and the game's scoring system. The total score of the player is based on firing accuracy, remaining health and the total kills. I later added a system... Continue Reading →
One of the first 'on stage' process screenshots from my mobile tank game project: Tankmanious (working title). 'BreakOutBlocks' In the previous post I showed a screenshot from the Unity scene view ('behind the scenes') of Tankmanious, so the part that the player never get's to see. On this screenshot you see the Game view from... Continue Reading →
The blue lines and green spheres are only visible in the Scene view from Unity so not for the player. The blue lines are a visual representation of the red enemies fields of view. The green spheres represent where the enemies are moving towards and the areas that are being checked to make sure... Continue Reading →
Screenshot taken from a example scene that i created in Unity3D for a workshop on how to create a fantasy island level *Update!*. Since the beginning of this year I have been developing and teaching workshops on game design with Unity3D on a high school. In these workshops I teach kids how to use the Unity... Continue Reading →
Experimenting with Unity3D, soft-body physics and spring-joints. Used Blender to create the generic rig and model.
SolarSystem, 2014 Unity3D Experiment, programmed in C#. A prototype / experiment for making a "solar system" videogame main menu in the videogame engine Unity3D. I wanted this menu to feel like a spinning-top/globe that the user can interact with by click-dragging or swiping the mouse in all directions. When the user drags the mouse up... Continue Reading →
Unity3D Simplex Noise-field Experiment "Sea of Cubes", Nov 2014. About a year ago I started learning the Unity3D game engine program and the programming language C#(see sharp). With the aim of creating a video game for mobile phones. I'm going to show more about that game later on, when it's more finished. As part of... Continue Reading →