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
Continue reading “Introducing Demolo”
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.
Continue reading “3D Puzzle for Oculus Go”
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 place (eg. the data models for shops have existed this entire time, but you couldn’t see it) but it still feels awesome.
Continue reading “Unity in Action 2nd ed. is out!”
The most visible addition to the game this past month is the character select menu when you start a new game:
Character select is pretty snazzy eh? That said, most of the work I did this past month was actually on the town; it’s just none of that is visible quite yet.
Continue reading “Character Select Menu”
Here’s a video showing off updates since last month:
The main things added are character portraits, a grid for selecting spells and items, and saving the game. Continue reading “Portraits, Inventory, Saving”
Last post I had shown the prototype’s combat UI, but I hadn’t shown it in action. Here’s a video of a full battle sequence, from encountering enemies while wandering the dungeon, to gaining loot after killing them:
Continue reading “Map and Combat WIP”
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:
(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.
Continue reading “Building the Combat Prototype”