I made a small battle game, you control a square and use awkward keys to jump around, kill other players by jumping on top of them.
Z: Move left
X: Move right
R: Change costume
Sword: Kill people by walking into them
Shield: Block sword attacks
Play in browser
Players were supposed to be blobs which can expand (by pressing Z+X), causing them to bounce up, but that looked lame. Players could also wallrun, but that made controls too confusing.
Promise I’ll stop working on dumb project soon. This program watches for spikes from a “microphone” and sends click commands. It does left and right click for the stereo mic inputs.
Download (.net binary & source)
Spent a bit more time on ModHQ to get it working with the beta formats; The beta uses a BTX texture format (bitmap), the BAR format is slightly changed, and XMB files sometimes contain uncompressed camel-case XML.
Download (.net binary & source code)
Theres more discussion about the Alpha & Beta versions over here: http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=1,29492,0,20, go check it out and run it through ModHQ to see all the sweet sweet game assets.
I’m not so much a fan of Flappy Bird, but theres no denying that its a very addictive game. It’s interesting how such a small change (increasing the vertical movement speed, decreasing horizontal) from Helicopter can have such a huge impact on how the game plays.
I decided to give it a go building a similar game, initially as a joke and eventually convincing some friends to help me improving it into something quite well polished and enjoyable. The game was built in under 2 weeks by 3 of us, here are some of the notable releases:
Initial release – play as a “blue bird”
Repackaged for portrait phones
Mutant Fish retheme
Improved model and shader experimentation
…lots of polish…
I’m really happy with how its turned out. Its released as a free Android game.
Download free from Google Play
Download free for Windows Phone
After playing A Game of Dwarves (and despite the super-shallow gameplay, loving it), I decided to build a similar story-driven game with minecraft-style environments. It’ll be a top-down shooter where the player destroys blocks to find resources and weapon upgrades in a procedurally generated world (but with designed areas).
This was being built with a friend, with him taking care of the movement and shooting mechanics, and me doing the world generation and rendering. My focus for this voxel “engine” was to have it be performant, and integrate into Unity as seamlessly as possible. It uses a tree of map generators to allow alterations of procedural maps, and an Editor Script which allows modification of the world through the scene view. I’m hoping to add the last few features and submit it to the asset store. It can optionally generate an optimised set of box colliders for the terrain, making any existing player controllers work unchanged.
I hope to use the same system to port (and improve) Portals 2D to Android and iOS.
Been working on the infinite runner a little more; I added a new stage for escaping the lab (which I’d like to also use in the tunnel sequences) and fixed up the dogfights a little more (I may scrap them and replace them with a Space Invaders sequence instead though). It also has a cute little menu and the staging system was rewritten to allow nicer transitions between stages.
Play in browser
Unfortunately, I’ve started yet another project, this time a (hopefully) quick infinite runner. You play as an alien weaving through a canyon while being chased by people. The game is broken into two distinct stages, first weaving through the canyon, trying to collect as many nuts and bolts while avoiding the walls, then a dogfight with aeroplanes. Use the WASD keys to move, and space to shoot.
While designing the game, I attempted to simplify the movement as much as possible. Games like subway surfers make it difficult to move between far lanes, however distinct lanes seem to make games easier feel more polished. This game allows movement to any lane with a single gesture, and tries to reduce diagonal movements. I tried to keep things feeling digital/retro by having the enemies move and fire in distinct patterns, which also seems to simplify gameplay.
These releases were roughly daily, progress slowed pretty heavily after the 4th release:
I’ll be working with Rosie to get the graphics looking much nicer and flesh out the gameplay some more, but I’m still unsure where to take it. Please feel free to post any ideas!
Unity RTS Updates 2
I havent done much this update, but thought I should have the latest version up. This update is primarily just touching up the fog of war, it is now blocked by trees and cliffs (and any other high objects). The ambient occlusion was also changed, not sure if its an improvement. And theres been a ton of code cleanup to get the fog of war code into something that would be more easily plugged into a new project.
If you want to build an RTS of your own, Elgar’s Code Musings is a decent place to start, he’s written up his findings while developing an RTS in Unity.
Unity RTS Updates
I’m falling behind with other work, so I may stop working on this for a while. This is the latest release of the Unity RTS, I mainly worked on the graphics, but there are some other changes and fixes.