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Working, working...

It is surprising, but Im working a lot lately. Maybe I work much better (or faster) when Im under pressure, and have had a lot of it. I dont consider myself the target of all the problems in the universe, but the truth is that Im getting more than my fair share of needs: need shoes, need new phone, need to repair the house...

The Android game Im developing is going well, only delayed by the artist. In the last 4-5 days I have implemented most of the basic features, now I just have to work on the enemy AI, fill the questions database and design 30 different mazes, with progressive difficulty levels. We are not using procedural mazes because the idea is that you can match your skills with other players, and having each one play random mazes is not the right way to do it.

Probably, the most complex issue Im facing now is how to keep the questions the most neutral or generic possible. Does a north american knows who is Lionel Messi? Is Francis Ford Coppola a name too exotic for the average casual gamer? Anyway, I dont want to make it sound snob, but seems that the game will be for smart people. Expect screenshots soon.


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Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started.

Start Unity3d and in your scene, add an empty GameObject, we will call it target. Create a camera object and drag it to target to make it child. The result looks like this:

Now select Camera and set the values to this:

For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom).

Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code:

if (Input.GetKeyDown(KeyCode.W)) {
            dir = UP;
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TPS with free look tutorial, version 2 (and bugs)

After working a bit to improve the third person camera system I mentioned a couple of days ago, I found a few problems that I could fix, and other I cant. Here is the updated code:

public class PlayerControl : MonoBehaviour {

    public GameObject pivot;
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    int direction = 0;
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    int LEFT = 3;
    int RIGHT = 4;

    // Use this for initialization
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    // Update is called once per frame
    void Update () {
        Vector3 rot;

        if (Input.GetKeyDown (KeyCode.W)) {
            direction = FORWARD;
        } else if (Input.GetKeyDown (KeyCode.S)) {
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            direction = BACKWARD;
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            direction = LEFT;
        } …

Tutorial: building a modular character

Building character models with body parts have been an obsession for me in the last weeks. I have googled, asked, googled, and asked again, played with Unity3d editor, tested code, and so on. You can see the result of my work in the previous post. First of all, I have to say that what I achieved is mostly derived from this thread and the sample posted there. My code is a copy&paste of that sample. Also, you can find a more extense solution in this forum thread.

First, lets start with the model, which obviously, is divided in the required sections. Lets say we have head, torso and legs. Each part must be exported to a separate fbx file, but it must include the skeleton. Then, export the skeleton without geometry to another fbx.

Im going to assume that you want to instantiate all components, and even player, at runtime, from a  C# script (no Unity editor involved, except for creating prefab an position marker), so, we will place the sections, the skeleton and everything…