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.
I’ve been getting a bit annoyed at the slow progress on the WebGL RTS4 project. I know what the problem is; I’m over-engineering it, trying to design it to be very general purpose and flexible, but as such it becomes very difficult to make progress.
I decided instead to see how far I could get building in a more purpose-built way. Over the last few weeks I’ve been putting together a model pack for Unity, to be released on the Asset Store along with a sample project to see the assets in action; this would be my sample project. The models were created in a hand-drawn cartoony style.
The current version was built over about a week:
- Day 1: Pathfinding and unit movement
- Day 2: Resource management, gathering, and melee combat
- Day 3: Town Centre model, buildings as pathfinding obstructions
- Day 4: Placement of buildings, terrain fog of war
- Day 5: Hydra, Unit fog of war, FOW fading to grayscale over time
Some of the code is designed similarly to the WebGL RTS4 port, but with more stuff assumed (ie. only 1 action can be active at a time, terrain is a heightmap, buildings are rectangular).
Play in your browser (Unity)