Wednesday, April 9, 2014

Beat em up prototype

I've been working on a beat em up project. Here is the prototype so far.

I've also been trying out some networking. So far I can get the server started and the connections seem to happen but it's spawning too many players and the client and server seem out of sync by one character.
Network testing.

Sunday, March 30, 2014

Game Developers Conference

This month I had the opportunity to attend GDC in San Francisco. It was awesome, inspiring and exhausting at the same time. I met tons of cool people like the 17-Bit guys, the Vlambeer guys, the Cyber Heist guys who are from the University of Utah, the Aztez guys, the Unity guys, the Sony guys, Capcom Vancouver (who did Dead Rising 3), Riot games, WB Games, Insomniac, Microsoft guys, Nintendo guys, Crypt of the Necrodancer guys, the Gone Home guys, the Goat Simulator guys, the Chair guys, the Unreal engine guys, the Ubi-Art framework guys, the Game Maker guys, and the Hyperlight drifter guys.

Highlights for me include trying out Sony's project Morpheus, and learning and getting questions answered. I really want to give VR a chance, but I'm still not 100% sold on it. Being a pilot fits it well, but first person game would not feel right still. I loved that I could walk up to lots of devs that were demoing their game and just talk to them and ask them questions on how they did things. I'm working on a beat em up in Unity and I happened to see one there. They had the editor open and could show me how they rigged up the camera to get the beat em up feel.

One thing I noticed is that Unity and PS4 were everywhere. So many games running on Unity and so many games on a PS4. I'm glad I've started picking up and learning Unity because it is taking over. Nintendo and Sony both had Unity in sections of their own booths. Not to mention the Unity booth had PS4s, Wii Us, and Xbones all running games on them all the time.

I'm hoping that the next time I go I would have my own game to show off and interact with people about.

Fresh pass

Career center and games in the back under GDC play.

Expo floor.

Project Morpheus.

Shark tank demo of Morpheus.

I found goat simulator. Hilarious game.

Steam machines were popular. I didn't care for the controller when I tried Strider.

Found Mario.

Hepatic walker.

History of video games museum had loads of Nintendo stuff.

IGF awards. Papers, please won most of them.

Game Developers choice awards.

View from the Hotel.

This Wacoms were amazing.

Messing around with them.

Ubi-Art framework demo by one of the programmers.

Lucasarts, RIP.

Shadows of the Empire.

Tie Fighter.

3D printing. (Seems more like molding to me)

4K TV running Unity game from a tablet.

Towerfall was rocking it at the Sony booth.

Game I got to learn camera rigging from.

My Morpheus ticket.

Sony Playstation booth was the biggest there.

Unity booth was the 2nd in size, but the busiest by far.

Unreal 4 was announced for public and a nice demo was shown in a theater room in the back.

Utah representing.

I won this keyboard from Microsoft by doing a Unity tutorial.

It has a screen for touch and browsing.

Sunday, March 9, 2014

Testing out colliders and materials

I've been trying to level up my Unity skills some more. Here is a game that's a little tougher. This was made following a tutorial from the book Unity Game Development in 24 hours. The book is pretty good for getting into Unity. It's not very heavy on the scripting which I would actually prefer. It also doesn't cover anything from Unity 4.3 which has the 2D stuff built in. I've still enjoyed it so far and it's helped me learn some more details of different things in Unity that I haven't played with yet.

WASD and mouse controls again. That first person controller in Unity is easy to use to get games up and running.

Object is to knock the colored balls into the corner of the same color.

Friday, March 7, 2014

Here is another 3d terrain test

WASD and mouse controls the player. Testing out some different terrain and directional lighting.

I also have been testing out deploying Unity games to windows phone 8. It's been really simple and easy to do. Unity builds a visual studio solution. You open it in Visual Studio, build and deploy to the phone. The runner game worked when I was debugging through VS but when I tried to run it without being connected it doesn't seem to load. The Exo-Game prototype works great.

Thursday, February 27, 2014

Punching bags added and working

I've been able to add punching bags to the game and they disappear when hit. It doesn't feel right or perfect yet but I was happy to figure some of it out. I'm basically enabling and disabling different parts of game objects. When I try to destroy them I seem to always grab the wrong object and run into problems.

This may not be the best way but I put an OnCollisionEnter2D function in my PunchBoxEnable script. I check if the tag being collided with is "PunchingBag". If it is I send the message ("Hurt") and also log so I know what's being called. I used the Enter and the Stay just to see how the Unity engine handles this stuff.

The PunchingBag script knows what to do with Hurt.

Here is the script for the KickBoxEnable:

 using UnityEngine;  
 using System.Collections;  
 public class KickBoxEnable : MonoBehaviour {  
      // Use this for initialization  
      void Start () {  
     collider2D.enabled = false;  
      // Update is called once per frame  
      void Update () {  
     // If the player presses alt or Y the kickbox collider is enabled.  
     if (Input.GetButtonDown("Fire2")) {  
       collider2D.enabled = true;  
     else {  
       collider2D.enabled = false;  
   void OnCollisionEnter2D(Collision2D collider) {  
     if (collider.gameObject.tag == "PunchingBag") {  
       Debug.Log("Enter called.");  
   void OnCollisionStay2D(Collision2D collider) {  
     if (collider.gameObject.tag == "PunchingBag") {  
       Debug.Log("Stay called.");  
Here is the script for the PunchingBag:

 using UnityEngine;  
 using System.Collections;  
 public class PunchingBag : MonoBehaviour {  
   public int HP = 1;  
      // Use this for initialization  
      void Start () {  
      // Update is called once per frame  
      void Update () {  
     if (HP < 1) {  
       GetComponent<Collider2D>().enabled = false;  
       GetComponent<SpriteRenderer>().enabled = false;  
   void Hurt() {  

Thursday, February 20, 2014

New prototype of Exo game

I've been working on prototyping another game called Exo-game. The idea is a robot/mech/e-frame/veritech piloted by a guy or girl. The robot can change into a flying form, bipedal form, or a motorcycle form.

I've been working on a combo system and having punches and kicks happen.