I was inspired by playing the beautiful Eastshade (an open world painting game) but was disappointed to find no painting minigame, so of course I just had to mock one up myself.
It was originally implemented with the plan of simply using the mouse cursor to paint but then I remembered this plugin which allows the Leap Motion Controller to be used in Garry’s Mod, and again – just had to try it.
How it works is actually really simple!
The player performs a short calibration at the start; by positioning their hand (yes, hand – the brush is just a prop :]) to define 3 corners of the game window. Then their hand can be tracked relative to these to allow painting, with distance from the screen being converted to brush size.
So when the player decides on a perspective to paint a raw, normal screenshot is immediately taken and stored locally. From there it’s just drawing to various render textures in order to ‘reveal’ the part of the image under the brush & applying the selected ‘paint’. I’m using what I learned from the Magic: Anomolies to apply shaders & post-processes to the ‘paint’ to achieve different effects – these different styles are linked to the numpad as a sort of mock artist palette! These render textures caused a lot of issues with them not handling transparency as expected & their lack of documentation – but the end result is so worth it!
I had forgotten just how much fun the Leap is!
We used it for our Tragic Magic jam game and the added physicality is always just a blast!
The goal of the portal gateway from the main lobby was to create an awesome first impression of the game, as this is players’ entry to each level it is the first thing they will see (and then continue to see often).
(The portal effect seen when travelling between levels. Sequence lasts around a second)
By curving the direction of the particles over time I was able to create the simple but convincing effect of the tunnel bending around in various directions before reaching the destination and spitting the player out.
(The effect seen before entering a portal; A hole is cut in the wall with stenciled rendering)
The portal has a gravitational pull on any nearby players, which was then extended to affect the plantlife (notice the tuft of grass to the left of the portal) – again with the goal of making the world seem more real through interactions and feedback.
One of my core focuses while creating Heavy Gullets was polish & good game feel. I wanted to make the word feel really alive by adding reactions to the player in every aspect of the world. This began with particle effects, however the aspect I’m most proud of is the plant interaction. If a player or bullet moves through a plant then it rustles and bends away from the collider (all clientside). This is a really simple effect accomplished by lerping the plant’s angle in the direction of the collider’s velocity, with some added squash and stretch to the scaling, but has a has a huge impact on the feel of the world!
Second day of #RainbowJam16! Pathing & AI
Added some rudimentary pathing to the dungeon generation today to allow npcs to navigate & move towards target locations.
The room prefabs now contain interconnected AI pathing nodes which have their door connectors linked to other rooms: making the complete web of paths (I couldn’t use Unity’s navmesh system because of the dynamically generated dungeons).
The actual path finding would need more work to be efficient but I wanted to get something up and running as soon as possible for the jam.
Still don’t know what the game is.
Today marks the start of #RainbowJam16!
Using Unity 5 to create… something. Not sure what the game will be yet, but I wanted to have a go at some nice procedural dungeon generation.
I’m quite happy with what I have so far, it uses room prefabs with connection points to string together the rooms with grid based collision detection.
Currently needs some tweaking ensure it always generates with a minimum number of rooms but I’ve made good progress today.
Team Dziethew had a fantastic weekend showcasing our experimental game ‘The Gods Are Wanting’
(My team mate Dziek talking about our experiences)
Though our original plans to add large amounts of content to the game each night fell through (we spent our nights
drinking networking instead), the public reaction to the game was still amazing to see. People seemed to enjoy the pure fun and weird world of the game, which seemed to make up for the complete lack of polish (we only finished our first build two hours after the event opened).
We were so busy running the stall it wasn’t until the final day that I got the chance to quickly run around and play things. I had a lot of fun with all the stuff I managed to play, but my favourites were definitely:
• Gravity Pong by Amy Parent, a great twist to a classic game.
• Super Block Party by Sofa Squadron, really fun party game with plenty of polish.
• Hedra by Kirsty Keatch, a lovely one touch infinite scroller.
• KUBOT by Marios Michalakos, sweet minimalist puzzler for iOS.
• The Extraordinary Life and Times of Nigel Farage, Gentleman by Half Lamp Productions, fantastic satire piece with SIX unique minigames – so much effort & polish.
On the final night, as is traditional at the end of Dare, there was a Ceilidh held with good music, dancing, & a free bar. A great end to a great event!
It’s the first day of Dare today and 2 hours into the event we finally have a working game, come play!
So after prototyping various different games with Dziek we changed our idea again a few days ago, and spent the last night creating this game.
A four player build-your-own-monster-and-fight-them game focused on adding special limbs to your god to give them power.
Working on a game with my friend Dziek to display at Dare Protoplay 2016 in a couple of weeks.
Took a small break from the Planetary Annihilation Mod I’m working on to experiment with some primitive animated flowers in Unity.
A little experiment in Unity 5 to test the new Leap Motion Controller Orion Beta.
Experimented with the art style of the game this week
PLAY (WEBPLAYER | DOWNLOAD)
Started testing out the new Unity multiplayer system today.
I made a little physics sandbox with player interaction inspired by Citizen Burger Disorder, namely that the player has two hands which can independently raycast forward and pickup physics objects.
The new UNet networking system is much improved from the old implementation which I tried out a couple of years ago, as it is now integrated more closely with the scene object and component system rather than purely code based.