New Unity UI

I’ve updated my starter to use the new Unity UI.  Some major changes to how the menu system works.

I’ve moved the menu to it’s own scene.  That makes it super easy to see what’s going on.  I’ve also made the game state into a private setter so that I can control what game state changes do.

All that said.  The menu is still super ugly.  I need to add some controls for a gamepad but I don’t have one on me at the moment.  So I will do that later.

Screen Shot 2015-03-14 at 4.35.54 PM


Global game jam 2015

So I did the GGJ this year.  Man what a good weekend.   I’m really happy with how the game turned out.  Very much an experience but still has great atmosphere and a tiny puzzle in it.

screen_shot_2015-01-25_at_4.21.03_pm screen_shot_2015-01-25_at_4.20.26_pm screen_shot_2015-01-25_at_4.20.37_pm screen_shot_2015-01-25_at_4.20.00_pm screen_shot_2015-01-25_at_4.19.39_pm

The theme was “What do we do now?” so our take was that you are in space and your ship is suddenly failing.  You must figure out how to get your ship up and running.  Its a 3d oculus experience.  This turned out way better than the last oculus game.

GGJ oculus

We had 6 people on the team.  2 artists 2 programmers and 2 sound guys.  Friday was a very productive day.  Got the game up and running.  Had a guy powering off cubes and turning them on.

Saturday was a little rough.  Was waiting on the the art mostly.  Since this was such an experience game so much of it required art.  Wrote some features that never got in the game.  The idea was that we were going to have a robot go around and take power from one system and put it in another.  I wrote some simple scrips to do that but Sunday was way too hectic.  Merge conflicts, new art, new music.  Learned a lot how to deal with music.  Had a really nice audio manager that played the audio at the player and queued up the sounds.

I had a really fun time with artists.  I realize how much they can do to a game even in a jam setting.

Anywoo Give it a shot.

Global Game Jam Link

Ever Expanding Dungeon

Ludum31 Sun 300 PM

So I’ve been a little silent today but I’ve been working on it.  So I’ve got a name.  Story.  I also changed the color characters.  Added a HUD.  I think it’s actually fun.  I added a new mode.  Puzzle and Infinite.

So much stuff.  I fixed all the bugs I know about.  Controller works.  I’m happy with it.  Some things I would like to do not sure if I’m going to get there.

  • Animation
  • Sound Effects
  • Rotating characters

Complete Game

Ludum31 Sat 632 PM

So I added puzzle pieces.  Along with 3 riddles that let the user know where the puzzle pieces are.  When you collect all 3 you get a winning screen. WOOO.  Losing and winning creates a complete game!

This took me forever because there is some weird behavior in unity where a prefab cannot instantiate another version of itself without using itself as a reference.  So what happens is that the object instead of being (clone) ends up being (clone)(clone) the more you use that prefab.  The only I found around it is to use a 2nd class to instantiate it.

So now to they gym for a little bit next steps when I get back.

  • Fix bug where Levels get cloned on top of each other.  Stupid ray tracing is being a dick.  Maybe I’ll just keep what levels have been instatiated and prevent new ones in those positions.  This will work.
  • I added hints to the riddles.  I need to add a button to show them in the pause menu.
  • Find the fun.  I want to add guys and see how that changes the game.  Right now its pretty boring.  I’m want to full with how fast you and enemies go based on how big the level is.  This should add some fun.

Alright till next time.

Auto Zoom out

Ludum31 Sat 109 pm

So I’ve got an algorithm that zooms out the level.  Autogenerating new levels. Enemies with a sword to hit them with. One more thing that is a basic requirement for the game I need are puzzle elements.  I want to give a riddle that will tell you where a clue is and once that level is generated you can pick up a new clue.

Now saying that there are a ton of bugs.

  • Autozoom out is rather ambitious.  It zooms out rather far and even if the level would be on the screen it tends to zoom out.  It likes to keep things in the center.
  • the auto level generation has a bug.  Sometimes the new zone just isn’t there.  Not really sure what is going on.
  • The Negative sword swipe is not in the right spot.  That needs tweaking.

Once I fix these bugs and add a puzzle I need a HUD.  This will have the number of clues obtained and your health.

Then I will work on art.