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Saturday, October 16, 2010

Let there be light!

I did a simple lights-test, that shows of Unity3's new beast light mapping and cloths physics.
Quite rough, some shadows don't really make any sense and the lightmaps are pretty low res right now.
Check it out here

Wednesday, October 13, 2010

Me want tha money!!!!

Alright. 
I'm going to participate in a challenge about making a little bowling track(the challenge is hosted by This guy).
And the price is ... tadadadaaaa: 300$ (=215€).

Therefore I probably won't have that much time for Pers as I hoped. As soon as the challenge ends(this Monday, 18th October) I’ll move on with Pers and get demo fixed. Promised!

Tuesday, October 12, 2010

WIP Villain Update

Allright, this is the last day of my Pers break.
Nevertheless I have a super quick Update on my Villain Dude:




















Worked on the proportions, the jetpack, GAVE HIM EARS, and some other small stuff.

Monday, October 11, 2010

Wip of a super villain

Alright, I'll expand my Pers-free time till Wednesday. But I want to keep this blog as Up-To-Date as possible so I just post the progress of a simple CG I'm working on right now. Originally I wanted to post a WIP of a spaceship I'm doing for This Guy, but it hasn’t worked out as well as I hoped. So if you read this, I'll definitely work on that ship, but not till Wednesday. 
















This dude is going to be a super-stylizes super villain grandpa with a jetpack and a shrink gun with an approximate Verts count of about 2000, therefore perfectly render-able with current game engines.
Though I don't have a name for him jet, so I call him just villain dude right now(I'm terribly uncreative with names).
I guess till end of this week I'll have him pretty much done. 

Stuff to do:
-Add hands and feet
-Model Jetpack
-Model Shrink gun
-Add wrinkles to his suit
-Add teeth
-fix some poly loops
-Add something to feet and hands to make them look more interesting (not too sure what)
-Add something to the head too (I think)

Sunday, October 10, 2010

Friday, October 8, 2010

concept progress

Alright, today I finalised the level concepts, means, I know exactly what gimmick gets introduced at which lvl, and what kind of puzzle is to solve. 
There are going to be 30 different lvls + 5 secret levels. There is going to be a super simple story but no cutscenes, so the player don't gets ripped out of the gameplay.

If everything works out as planned I'm going to have all the gimmicks coded in 2 weeks and then take 1 or 2 more weeks to design each lvl. 

One thing I'm kinda worried about is a saving system. In the final version, I definitley want the game to save the progress. Unfortunately I have absolutely no clue how to do that and I have to search for some tutorials and how-To`s for that sometimes soon.

There is still quite some stuff I have to fix in the demo. The overall collision system could need some work, the movement of the hero is a bit too slippery and quite some other small stuff.

Though it's quite possible that I won't find any time to really work on the game till Wednesday :(

Thursday, October 7, 2010

The day after the first release

Oh boy...
Yesterday I finally presented the game on two forums
one: the official Unity forum
Two: THE independet games forum on the net, TIG Source

And there was a lot of awesome feedback there.
But it also was quite stressful. First I had problems getting the link to the game working correctly because of an stupid copy-paste mistake. And then I noticed that the game mechanics weren’t as well explained as I thought they were. Almost all players had huge problems getting into the twist.
To fix that I changed the control information text on the signs in lvl1 and even adden one more sign. 


So, what are my future plans for the game:

-In the demo there is all few lvls a new extension to the main twist(yellow cube, green cube, white cube), I wanna keep that. So I want the player to find all few lvl something new and challenging. And don't worry, I have some really cool ideas ;)

-I love unlockable stuff. Therefore there will be a lot more of that in the final game(In the demo you get a nice little unlockable after lvl3 ;) ). So there will be generic stuff like concept art, early ideas, probably even tutorials?, und quite some more. But then again, I don't want to overwhelm the player witch achievement stuff like some X Box games do. Every unlockable has a purpose.

-I'm really playing with the idea of some kind of story. Nothing big or tedious, but some kind of real motivation for the hero. Not too sure about this though...

-Special worlds. Hidden exits will lead to special worlds with special twists(*hust* Coop-splitscreen *hust*)


So, yea, it definatly was a succsesfull first day.

Wednesday, October 6, 2010

Pers : first look

It’s finally done! Yes I am one of those guys with a bazillion started but abandoned game projects on his hard drive. And every time I started a new one I was like: Now I’m gonna make it, at least a demo!
And this time it became true… at least a demo.




It was definatly not the longest development I've been in. It actually only took me about 3 weeks, and only ablout 1 ½ for finishing the gameplay mechanics and lvls. The rest was just polishing and fine tuning.
But it was definatly one of my most productive and intensive developments. And it was really fun almost all the way through, which is quite rare.


About the game:  


You are playing this falla...


...and you have to puzzle your way through 10 levels with increasing difficulty by using a certain twist. What twist am I talking about? Well, you'll have to figure that out for yourself.
Later in the game you will unlock special stuff, secret Lvls etc etc etc.

Tuesday, October 5, 2010