Happy New Year

It's been a while since I posted, so happy new year to everyone!  I hope you all had a nice relaxing break over the holiday period.

Retro Rocket Run is coming along nicely, if a little slower than originally anticipated.  Beta Release is slated for early Feb with the full release happening very shortly after that. 

Optimisation is mostly complete and I'm currently working on the mammoth task of getting all the art done.  Here's a sneaky peak at the new icons for the main menu...


I've also planned out all the achievements for the game, so the next biggest tasks will be integrating with Google Play Services.

I'm still really excited for this game and if you are too then I recommend liking the game on Facebook here.  I'm usually a bit more active with my posts there and you'll even get the chance to help guide development directly with your suggestions!

New Project!

I said a while back that I'd be starting a new project with smaller scope.  

Well, it took me long enough but I've finally made a start!

My new project is an arcade-style exploration game in a similar vein to the old classics like Thrust, Solar Jetman and Lunar Lander.

I've made a modest start and got my rocket moving.  I've also implemented a very simple fuel mechanic and am able to pickup nearby objects with my tractor beam. 

I'm aiming to get the first level completely blocked out this week, so I can gauge whether the experience is as fun as I think it is.  It'll then be time to decide whether to run full steam into production or not.  

I'm hoping that this will become my first commercially released game, so fingers crossed. 

Officially Certified!

This is just a quick update to let you all know that yesterday was a pretty good day for me.  I am now officially a Unity Certified Developer!  I passed the test with over 90% too, which i'm pretty pleased with.  

Now back to work on the new project.  I'll hopefully be sharing details on that towards the end of this week.

A brand new project

When I said that I was stepping away from my RPG project for a bit I meant it.  It was getting far too big and since I had no real plans to release it I thought my energy could be better spent doing something else. 

So, I have a new project in the pipeline! 

This one is a fair bit smaller and should be far more manageable to build on my own.  I'm not revealing details yet, but once I've got the core mechanics sorted I'll be sharing it here first, so make sure to check back soon and watch this space!


Exams are over!

I'm thankful to say that my exams are pretty much over for now.  The only one left is my Unity Certified Exam, which was postponed to 2nd October.  This should be a cakewalk though, so I'm not particularly worried about it. 

So now back onto my RPG, right?... wrong. 

I've been pretty ill over the last few week (including for my exams which was REALLY fun!).  So upon coming back to my computer I'm just not feeling it at the moment.  So rather than charging back into something I'm not overly happy with, I'm taking a break and doing something new. 

After reading an article on hex grids I thought it'd be fun to try and implement the cubic coordinate system into a 4x style map.  Now, I'm not going to be making a 4x game any time soon, but it's nice to know that I can make a map if ever I need to again.  

I'll probably carry on down the rabbit whole this week and then back to the RPG demo (or some other side project if I get distracted again!).

Hex map showing the cubic coordinate

Hex map showing the cubic coordinate

Hex map with horizontal wrapping

Hex map with horizontal wrapping

Well that's it for now.  I've got a few things in the pipeline this week, so I look forward to sharing with you again soon.

Unleash the Kraken!...

... Well there's a dramatic title for you! 

It's been a rather productive day over here at Central Command.  I've started trying out GitKraken for all of my version controlling needs.  SourceTree was starting to get on my nerves and GitKraken was recommended to me.  It looks quite nice and is hopefully a little more friendly that SourceTree.  Let's see how it goes...

On to more exciting news.  My RPG has taken another baby-step forward.  Literally. 
Today I primarily focused on tightening up the movement controls.  They're still not perfect, but are definitely getting better. 

I also threw in some Gizmos to help me see what the character is doing when I tell him to get his arse in gear or defend his honour.  

The health bars are all just temporary placeholders and don't do anything yet.  I'm not sure they ever will, but since my guy will be learning to swing a sword next I figured I might want to see what happens when the enemies start fighting back.

Run Forest, Run!

Run Forest, Run!

Next up will be basic combat training, before teaching everyone to solve their problems with words.  I'm thinking that combat will take a fairly minor role in the game so don't expect anything too impressive in the next installment!

Slow Progress

Well things are on the go slow this week.   I was away over the weekend, so didn't get any work done.  I've also got an assignment due in on Wednesday, so most of my Monday was taken up with that. Hopefully things will free up mid-week and I'll have more to share by the end of the week.

On the plus side, I did get some time to code this evening! 

In a few short hours I threw together a UI drag and drop system, which I could be used as the basis of a Magic: The Gathering style clone.  It could also be adapted to work as an inventory system or anything else that requires you to move something from one place to another.  Something I may well use for Project "Blackwood".

Speaking of my RPG, I also made a small amount of progress there too.  My hero can now move with point and click controls and I've added some affordance to the cursor, so you can actually tell what you're clicking on (roughly). 

No pictures this time around - Go play the demo on the Games page!
I'll make sure to put some in next time though, or I may treat you to a little video or even a demo.   

New Blog, New Project!

Thanks for stopping by my blog.  I'm pretty new to this whole thing but figured I could use it as a way of keeping track of projects I'm working on. 

So, my next project will be an RPG!  I'm not giving away too many details yet (because I'm still deciding on the direction) but I thinking I'm going to aim for a Torchlight 2 meets Discworld kind of vibe.  The project has been dubbed "Blackwood" - Not sure if that's a person or a place yet... 

here is a shot of a prototype town square.  This was built so I could get a sense of how the main character moves in the world.  it's not much yet but it's a start! 

The project is being build in Unity 2017 and I'm hoping to share a few builds along the way, so stay tuned and let me know if you'd like to help playtest!

View from the in-game camera

View from the in-game camera

View of the level layout from the editor

View of the level layout from the editor