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More Unity Doodlings

Not much to show yet, but a brief taster of my latest experimentation in Unity.

Playable version below in the Unity Web Plugin.

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A New Light for the Graphical Adventure?

Rendering Synthetic Objects into Legacy Photographs from Kevin Karsch on Vimeo.

This mind-boggling technical demonstration from Kevin Karsch et al. from UIUC shows just how far algorithmic interpretation of imagery has come. The possible uses for it are many and varied, but the potential for games has really piqued my interest.

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Introducing: brief.io

Over the past few years one of my major problems with project development has been getting appropriate feedback on which to judge the effectiveness of change. Naturally, this has made me a huge fan of integrating automated metrics into the development process at a very low level, and nowhere more than in my own game development.

Recently I’ve had the opportunity to hit some frustrations with some of the analytics packages commonly used by indie game developers, such as Google Analytics (good event tracking, patchy game library support, massive reporting lag), MixPanel (excellent real-time updates, based around funnel analysis for sales / conversion tracking), and Lumos (nice debug event tracking, immature reporting tools, Unity-specific).

Enter brief.io, my latest project. The goal is to provide platform-agnostic deep analytics with custom reporting functions — in real time — for game and app developers. I’m currently accepting applications for a closed beta period to test library integration for Flash, Unity, and HTML/Javascript, and hope to be rolling out the first deployment in the next couple of weeks.

If you’re interested, head on over and sign up for the beta, or drop me a line in the comments below!

GDW 7: Prototype Complete

The final milestone is now complete, and Scavenger Wars now has environmental hazards as described in the previous milestone. As this is the final build, I’ve included a web player version embedded below, as well as Mac and Windows builds.

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GDW 6: Combat

Continuing last weekend’s mini game jam, I’m implementing the last few milestones from the Scavenger Wars design document in short sprints. Combat is now complete, as per the milestone from part 5: with explosive missiles and line of sight behaviour for the AI player.

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GDW — Test Build

Unity3D has a decent web-player implementation, which requires no more than a button press to deploy. Compared to working with Flash it’s almost insultingly easy. So really it only makes sense to put up a build of milestone 2 to show how it works in practice.

So click below to try it out!

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GDW 5: AI

YouTube Preview Image

Milestone 2 is complete, though it took far longer than I expected mostly due to stopping to watch films all afternoon!

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GDW 4: Day Two

A good night’s sleep, another pot of coffee, and it’s time to start the second milestone. Now that I have a working game mechanic, it’s time to add a little competition in the form of an AI player.

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GDW 3: Working Base

It’s far later into the evening than I’d hoped for at this point, but all of my tasks from the first 6 hour milestone are complete.

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GDW — Github Repo

For those following along at home, I’ve added a GitHub repository tracking the development of Scavenger Wars over the weekend. Due to licensing issue with some 3rd party assets I’m using for prototyping, this repository is only going to contain scripts and data that I develop for Scavenger Wars, so it won’t work out-of-the-box just yet.

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