Introducing Demolo

So the 3D puzzle game I discussed last month is nearly ready to release on Oculus Go. I’ve made all kinds of changes based on player feedback to the WebGL build I put on itch. I’ve done lots of graphics tweaks, but the most important change has been replacing the timer with an energy system, both making the increasing challenge more visceral but also incentivizing chains (by awarding bonus energy).

So this weekend I finally came up with a name: Demolo

demolo-menu.png

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3D Puzzle for Oculus Go

Alright so what I did this past month may seem a bit out of left field…

I developed a 3D puzzle game to put on Oculus Go! The game is almost complete but still missing touches like, say, a name. I uploaded a web build to itch.io for people to try out and give me feedback.

3d-puzzle1

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Unity in Action 2nd ed. is out!

So the biggest news this month is that my book is finally completely released! It has been a really long time since I finished writing it, but I suppose this is just the downside of Manning having a high quality bar and spending months on making everything perfect. At any rate, the book is available on both their website and on Amazon.

As for my RPG, this has felt like my single most productive month. I realize this is because of multiple systems I implemented months ago falling into placeĀ (eg. the data models for shops have existed this entire time, but you couldn’t see it) but it still feels awesome.

equip.gif

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Building the Combat Prototype

Happy holidays! I’m writing this month’s post a few days earlier than normal because of the holidays. Since last month, I’ve put in the UI when you enter combat:

proto-combat-ui.png(wood frames by Rexard)

This of course needs to be polished further in the final game (checkout those awesome fonts!) but is perfectly functional for prototyping. Combat is actually playable now, but I want to implement a bit more of the game before publishing a public prototype.

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