Latest Posts

sneak preview of a nano-rts

I've finally hopped back on the wagon. My life has time for game development again. I'm reusing some code from my last project to make a nano economy driven RTS. It will be single player for now. On top of that I've begun to employ a slick new ECS framework for C# and Unity called Entitas. This may sound redundant since Unity games are already built with Components and GameObjects (entities), righ...

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what's in the box?

{{vine //vine.co/v/MYZn0aJvvQp/embed/simple}} Other than navigation, a fully shader-based water mesh (300 fps on iPad Air) and some large design decisions I’ve been working on one of the most important features: Peeking inside. It would be a scam to tease the player with curious structures without offering a chance to peek (and hopefully walk) inside. The video above is the first step towards that...

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perspective

{{vine //vine.co/v/MVbjZU0E5Uw/embed/simple}} Orthographic camera, I'm sorry, but we're through. There are cinematography techniques I want to experiment with and you only have one trick - parallel lines. Well I want more. Specifically, I want a tilt-shift-like feeling. The world around you needs to feel large, mysterious but not imposing. And so I have been experimenting with a subtle perspective...

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interaction

{{vine //vine.co/v/ME0g9FWl5vI/embed/simple}} I've pretty much settled on the direction/mechanics/feel for this game. My first step is to prototype a first "area" to see if it's any fun and/or feasible. This bridge, although structurally ineffective, leads out of this area and is thus the goal....

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