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.

Not much to show yet, but a brief taster of my latest experimentation in Unity.
Playable version below in the Unity Web Plugin.
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.

[verb] Give up (something important or valued) for the sake of other considerations
Giving up. It’s not really something you associate with the timed-reward structure of most games. Gamers have become accustomed to a steady accumulation of, well, pretty much everything, so who in their right mind would ask players to give something up?

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!

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.

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.