Last month I finally had all the character portraits made, so I started implementing the character generation system. You can see all the various character portraits in the game’s UI:
Continue reading “Implementing character generation”Category: Uncategorized
Finishing portraits and dungeon textures
I decided to tweak the look of the portraits I added last month. I kept the same slate of portraits, but now they have a circular colored background, plus I’m probably going to vary the color of the shirts. Here are the easily recolored SVG files (ie. vector images) for the portraits:
Character Creation Options
I’m not planning to have a super in-depth character creator for this simple RPG, but I do plan to have some basic options. Here’s a collage of the portraits players can select:
Player Avatars
I’ve turned my attention to the UI for my cartoony RPG. Although I’m still not done working on the dungeon texturing, I realized I’ve been wasting too much time on those experiments. Rather than becoming mired on one thing, it’s much more productive to just move on with the rest of the game and come back to that later. Who knows, maybe I’ll end up commissioning an artist to make some new textures.
Anyway here’s how the UI looks so far (notice the player portrait and health/mana meters in the top corner):
Flock following Waypoints
As mentioned last month, I rebuilt a couple old projects in WebGL. One of these old projects was actually my first creation in Unity!
Algorithm for Aiming at a Moving Target
There are a couple old projects I recently realized aren’t visible anymore (because they were using old player technologies) so I decided to dust them off and do WebGL builds of them. I’ll talk about the other next month, but in this blog post I just want to focus on one, the demo of an algorithm I devised for aiming at a moving target. The interactive demo is on my space at itch.io:
Keeping the streak going
I should go into the archives to see if this is true, but I’m pretty sure this blog has had one post a month since its inception. I have nothing much to talk about this month, but by Reorx’s beard I am not breaking the streak now!
As one bit of semi-noteworthy news, I’m attending MIT Reality Hack next month. Never been to this event before, hope it’s interesting.
AR news: Porting Demolo, Giving Talk
I have two bits of news relating to my work with augmented reality: I’m giving a talk about AR in Unity, and I’m gearing up to port Demolo to AR headsets.
Continue reading “AR news: Porting Demolo, Giving Talk”Texturing the Procedural Dungeon
I’ve been putting a lot of thought into the textures for my dungeon crawler. This is a screen recording showing one of the possibilities I’m exploring:
Game development quotes
Years ago I wrote down in my notes a great quote about game development. It was something said by Jerry Holkins, one of the co-creators of the comic, back when the first Penny Arcade game was coming out. The quote was great and that’s why I noted it down, but like a dummy I didn’t keep the source where I saw it. Well with the help of people online, I finally tracked it down!
Here’s a photo of the article (or rather, his sidebar to a longer article) in the August 2008 edition of Game Developer magazine: