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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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Diagram :: prototypes can be fancy

{{vine //vine.co/v/OqnzmetHitD/embed/simple}} Testers were having trouble following the main character (the arrow) so I added a neat little trail when moving. You may also note that the arrow opens as it moves and closes when it reaches the destination - more visual queues. And if you are mightily observant, you will also note the little arrows on the paths. These are tappable and will send your a...

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Diagram :: feature creep... er... puzzles

{{vine //vine.co/v/OqmaLFt2K77/embed/simple}} Once imagined, I couldn't un-see this. I was compelled to implement and test. I was very pleased with the result too. Note that closed rooms/spaces outside of your present location are just silhouettes. You'll have to use spatial reasoning to guess at the unexplored areas to understand the space and thus the puzzles. force as mechanic I have a bad habi...

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Diagram :: navigating the tower

The first area I dreamed up was one that would teach you the core mechanics of the game. Of utmost importance was understanding the three dimensional nature of the map and how to navigate it. {{vine //vine.co/v/OmL2iBdT9u9/embed/simple}} I was ecstatic about the feel of this the first time I played it. Friends who play-tested this prototype for the first time found the world layout easy to compreh...

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