3×3 POC version 4

Categories: 3x3, Game, Proof of concept, Unity

The POC is really starting to look like a game. 🙂 New things added: New texture. I only use one for all surfaces. Rotation to selected box, to make it visible to the player what box is selected. More states to the box objects, to make possible removal animation aso. Color click logic, basic game … Read More

3×3 POC version 3

Categories: 3x3, Game, Proof of concept, Unity

OK, finally had some time to try some more things out with the 3×3 idea. So now the colored boxes are boxes and not just generated quads, they are clickable and have box colliders and so does the camera/player, so if you hit a box, it’s game over, and for now you have to restart … Read More

3×3 square game.

Categories: 3x3, Game, Proof of concept, Unity

Yet another game idea. This time, a combined mouse and keyboard racer. The idea is to have a 3×3 colored board coming towards you (the feel should of cause be you race towards it), and you have to click two matching colored squares, and they will disappear, and you have to fly trough one of … Read More

How simple a game can I make.

Categories: Game, Proof of concept, Unity

Every new game developer, asking “What’s the best advice when starting game developing?” are often told “Make lots of games” and “Start simple”, so when I saw this small Ludum Dare 26 entry called Tiny Runner by Jarcas Studios I was amazed of the simplicity of the game. So I had to try to make something even simpler, and … Read More

Procedural Mesh Generation in Unity.

Categories: Script, Unity

Mesh Generation in Unity I come from the good old OpenGL way of doing things and like the control I had with the simple geometry, so when I stumped upon gMaN Ji’s youtube video “Unity Tips and Tricks: Procedural Geometry #1 – Basic Quad” I had to make a small test to see how fast … Read More

Don’t Fall Asheep Progress 2013-04-29

Categories: Don't fall asheep, Game, Unity

Only had a very short time to work on the project this last week, so only added very simple movement for the sheep based on global position and Math.Sin, not pretty but it works and still, it’s only for prototyping. void Update() { Vector3 v3 = transform.position; v3.x += 0.05f; if (v3.x >= -1f && … Read More