In an industrial prototype far away a self-propelled human hunts teleports guarded by hi-speed pesterbots. Touch the ground and get instantly lazer fried. I've spent a week tapping away on player movement and enemy behavior in the new Unity beta and it's coming on slowly. Navmesh. Raycasting. 3D audio and in-world UI features in. Below , I mocked up the entire game in one three-second GIF. You are the ball. I quickly realised that this is not a movement suitable for headsets. PC Mac Linux Standalone & web build. Yesterday I desaturated the camera and began building in greyscale This is handy when placing lights to avoid wasteful overlaps and in level building to see the lines of your environment.
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I'm spending the next month in first person to explore some VR ideas. New games incoming. These guys were just little 5 minute pesterbots for a protoype but I kinda love their movement.
Firewitch is a 2D project that I have been on for the last month or so. Somewhere between a physics platformer and an interactive adventure is where I wanted to take the project. It's an escape-the-cave with rebounding physics, navigational puzzles and head bending scenery . You control an obscure twitching glyph in a silhouetted maze of black and burning colours. Weird inner dialogue pops up like graffiti on the screen. The player movement is like a grasshopper on speed. The player movement is nice. public testing week1 D.I.T. Aungier St, Dublin. week2 OneGameAMonth, Against the Grain, Wexford Street, Dublin. week3 Anseo, Camden Street, Dublin. The main focus of the first months development was player movement , visual mood and interactions per minute. The current build looks and feels really good and gives about ten minutes of bizarre gameplay. Now , it rests for a month while i jump onto a one month 3D/VR game project. I pulled down some public flocking scripts and built out a little tappable fish aquarium on Android. Did 10 quick versions and for a week showed anyone who would listen and give feedback. Most people said it was like sperm. They currently move when bunched together and bleed when left on their own.
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