Latest Posts

Go On :: navigation and obstacle awareness

{{vine //vine.co/v/OgAgJ5MEdd6/embed/simple}} Actors with a PathFollower behavior now respect other Actors with a collider. Currently it is done very naively, though effective enough for now. Briefly: I have created a MapNavigationService that tracks which units are where. It is an abstraction that treats each tile as a spatial semaphore. If a unit has claimed a tile another can't move in until th...

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Go On :: units into squads, squads into units

{{vine //vine.co/v/OgA1zQg6WWL/embed/simple}} When I first dreamed this idea up I was looking for a way to make micromanaging a few units very interesting. At the same time I had been watching an amazing Let's Play of Legend of Grimrock II by the brilliant Zemalf. In this game you have a party of 4 that occupy four corners of a tile. I thought it would be interesting to introduce this idea into an...

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Go On :: shaders, render queues and fx

{{vine //vine.co/v/Or03zZYlZ77/embed/simple}} In which I discuss methods of focusing specific units/actors in Unity using full screen quads, render queues and Material pooling. closeup...

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Go On :: a world in motion

{{vine //vine.co/v/OnQEjE5VDwD/embed/simple}} Moving fast... more features: Units follow paths. Dynamic behavior for TileTop actors (eg. the growing trees in this vine). Essentially TileTop actor is allowed to tap into the gameplay Update callback. you are the pathfinder There is no path finding at the moment. You are the pathfinder. This was faster and feels pretty good on a touch screen. I'm sti...

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Go On :: first signs of life

{{vine //vine.co/v/O1MDXhwLr1h/embed/simple}} Just a quick update. This vine demonstrates a few new features added in the last week: Selectable actors (the little cube dude). Actual gameplay (note the particle effects on the pink tile). Unit orders (the path that is being drawn). Interactivity between the cursor and the terrain. initial class hierarchy example CatchCo.GoOn (namespace) GoOnMonoBeha...

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Go On (without me) :: git init

{{vine //vine.co/v/OJA1KXrhdPi/embed/simple}} After a much thinking, paper-prototyping and Hawaii relaxing I decided on my next project. The goal is to make this one a working game, however small. The working title is "Go On Without Me" but I will refer to it as Go On around here. I'll leave the real name for the future. cold feet I plan on revealing the idea of the game as I post progress updates...

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Diagram :: conclusion and farewell

{{vine //vine.co/v/ObYl3eYL3la/embed/simple}} I started this prototype with the an end in sight. It was apart of a batch of other prototypes and never meant to become a real game. As of today I (reluctantly) stopped active work. But before signing off on it let's examine the vine. curiosity as a mechanic Curiosity is a core part of many games but I wanted to make it a central pillar of this one. T...

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Diagram :: nearly done

{{vine //vine.co/v/ObtwxDlHalA/embed/simple}} Ok. I couldn't help it. I wanted to add a few finishing touches to this small world before I move on to another project. There is a solid week's worth of work between this and the last vine. I have... Updated nearly every custom shader Built a few custom tools to help turn special Unity 2d meshes into 3d meshes resulting in giant reduction in draw call...

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