I realized something as I was running my tests after I had implemented all of my optimization algorithm. My initial optimization and cleanup phase removes some of the internal geometry that the second phase sort of depends on. So those pesky invisible faces make RayCasts fail when going from row to row. I will need… Continue reading Ffffffuuuu
Category: Work
Updating
I updated Unity to 5.1 just now, and my highlighting system stopped working with transparent items and some other minor things. But, the work to fix things was just some minor adjustments and cleanup. Nothing like the porting of NOP from 4.6 to 5.0. Where script references, components and various features where missing and I… Continue reading Updating
I have no idea what day it is
I have been spending most of my nights, working on my block building prototype and have gotten a lot of interesting things working. All the blocks are merging and removing geometry faces as needed and groups of items are merged into a single mesh with proper sub-meshes in Unity. The most immediate problem I am… Continue reading I have no idea what day it is
Creating value from reference
Those that are diligent with their references, know where to find good reference material and use references effectively are a lot more effective than those that try to utilize deduction and memory alone. This applies to programmers, artists, musicians and just about any creative field you can think of. Programmers should be good with utilising… Continue reading Creating value from reference
No blogging for a month
* A new prototype. I started dabbling in another prototype that was inspired by and intended for my 5 year old foster son. Because of his inability to play some games and his interest to draw. That prototype has some interesting ideas attached to it. It can be used to "gray box" levels fairly quickly… Continue reading No blogging for a month
Modeling work
It's been a month since I did any sort of blogging. In that time I have been modeling for NOP, creating rather large set pieces for the first part of the game. I am doing all this modeling inside of Modo. There are a lot of nice modeling tools that make a lot of the… Continue reading Modeling work
Autodesk, NOP and prototypes.
I have been working for Autodesk since 1st of January, but was unable to share that information because of various reasons, until this week. It is a nice company to work for and offers a nice arrangement for me because they are not in the game making business themselves and have no problems with me making… Continue reading Autodesk, NOP and prototypes.
Massive construction and prototypes
I have blocked out half of the world and am now creating an accurate primitive representation of the world that can be used to walk around the world and test its flow and puzzles. I grossly underestimate how much time can go int planning and sketch work before you actually start doing the detail work… Continue reading Massive construction and prototypes
Paper madness
After a number of days trying to organise and plan things on paper, I actually have a draft of the whole game on paper. It is all encoded in ink splotches and hand writing that sometimes does not look like my own. I showed all this stuff to my brother today and we are going… Continue reading Paper madness
Gameplay test
I put together a minor puzzle to figure out how to use the game engine when assembling these puzzles properly. This little demo is missing the UI elements for the elevator and the big movable container lift. Hard to recognize them as such since this is all just boxes. But those UI elements would tell… Continue reading Gameplay test