Art, Programming, Work

121st day

Was working on creating this scene manager I mentioned in a previous post today. It works just fine. There is just the matter of the items that can travel between the scenes. Machines or robots that you can move from one scene to another then maybe back again to the original scene where it was… Continue reading 121st day

Programming, Work

Scene management in Unity

When you are creating various scenes in Unity, you tend to populate it with all the items you need to test it with. Cameras, players and everything that makes sense for testing. As soon as you start transitioning between those scenes, you start having problems because objects are being destroyed and recreated. You need to… Continue reading Scene management in Unity

Programming, Work

The 4th month in retrospect

For the last month I have been trying to get the basic game mechanics up and running along with creating some interesting content for the game mechanics to take place in. Along the way I have learned quite a lot about the light mapping processes in Unity, using GUI frameworks such as the Daikon Forge… Continue reading The 4th month in retrospect

Art, Programming, Work

119th day

I finished getting all the scene switching logic and elevators in mixed with the navigation meshes to work correctly. As you approach the elevators there are some navigation obstacles attached to the elevator switch. When the door opens you can click the navigation mesh inside the elevator and some minor transformer will grab you and… Continue reading 119th day

Art, Programming, Work

118th day

More programming and re-factoring today, along with some minor content fixes due to some skeleton issues with the elevator. After playing around with the color scheme for the radial menu and the highlighting colors, I think it would be better to pick more saturated colors for the items and use the mouse cursor as a… Continue reading 118th day

Programming, Work

117th day

The day was spent re-factoring a lot of code and moving things around so all the game logic plays well with the menus and the menus play well with the game logic. So, I am back at programming for my game. I have been looking into Modo for the last few days and I must… Continue reading 117th day

Programming, Work

116th day

As I was hooking up all my menu work to the game and interactive items, I started thinking about other related items with the mouse interaction and player interaction with the world. Working on making that smooth and blend well with any menus that are there. There are a lot of acceptable nice solutions to… Continue reading 116th day

Personal

Dirty design

I do have problems when people dwell too much on "intuitive" design and what the players "want". And in actuality, I find the whole obsession a bit restricting and it imposes pressure on design that makes it hard to create something new. Say that you are creating music, and that you are making music that… Continue reading Dirty design

Art, Programming, Work

115th day

Playing with hooking up the menu behavior for interactive items in the game. Since there are really just 3 main actions from the menu, I thought I would color code the actions and the interactive highlighting outline based on their property. Items that support all three would get a white highlight, items that support only… Continue reading 115th day

Art, Programming, Work

114th day

Wrapped up the radial menu today and cleaned up some icons.   I don't think that I have done so much work in Photoshop before in one sitting. Creating all the images, gradients and masks for the radial menu. The only piece of code I wrote all day was to control the rotation of the… Continue reading 114th day