Showing posts with label Mobile. Show all posts
Showing posts with label Mobile. Show all posts

Sunday, January 9, 2022

Enemy Update

 

 

This week we added the art for the enemy.  The game still needs more thorough testing to see how many enemies will be chasing the player.   I still have to finish coding a few more interactions and add a couple animations but the enemy is close to being complete.

 

 

 #WIP #LowPoly #Mobile #Indie #Game #Development #GameDev

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Sunday, January 2, 2022

New Year New Projects!

 

With the new year comes some changes.  I felt stuck and uninterested in the other game project I was working on.  When working on the mobile arcade style shooting game I felt as if I wasn't progressing and even if I finished it, there were 16543531 better versions of that game in the store.  After taking a break from game development and working more on art, I figured I should work on a new game that can be ridiculous and plain fun for me.  Here is that project!  The top video is a close up of the character the player will control.  The bottom video is a preview of the game play.

 

 

 

 

 

 #GameDev #Unity3D #MadeWithUnity #Indie #Game #Development #LowPoly #WIP #Mobile

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Tuesday, July 20, 2021

ERRORS ERRORS ERRORS

 

 Errors everywhere! When I resumed working on this project I realized my spawn system was a little inefficient.  After getting annoyed with an app draining my phone battery I felt more obliged to trying to make the game be more battery friendly.  I began optimizing but with every change I have to go and make adjustments to one or more other scripts.  It feels like it was one step forward two steps back.  Hopefully this weekend I can get back to where I was!


#Unity3D #GameDev #WIP #Mobile #Indie

 

 

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Friday, April 16, 2021

Changing the Camera Angle and a few Mechanics

 Back to doing Game Dev❗ I really enjoyed creating the 256🔺Models and plan to do another later this year.  Re familiarizing myself with the mobile project I decided to change the walls.  Originally the boundaries would work as physical walls, but the game felt much more challenging when I made the walls bounce and change the players direction.  I also decided to move the camera angle to look closer to our original concept.


Here is the video:

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Sunday, February 28, 2021

New 256 Project Preview

 I enjoyed participating in #256fes △ I want to keep making models with those restrictions to improve my modeling and texturing.  Here is a sneak peak at my next model.




I also had some time to work on my mobile 2D shooter.  I integrated a temp UI.  The UI has a health bar and I integrated more power ups at the wave complete screen.  I ended up with interesting RNG when recording this and got two of the same power ups. 🤔




#WIP #GameDev #Blender3D #Unity3D #Prototype #MadeWithUnity

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Tuesday, February 16, 2021

Working!! Progress on Diner and Mobile Game

I found out I have been taking screenshots wrong in MagicaVoxel 😅




I never really messed with the rendering engine in MagicaVoxel.  After accidentally hitting the button to switch to their renderer I saw how much better the screenshot looks without the object bounding boxes.  From now on I'll only take screenshots from the renderer 😅


 

For my mobile game I wanted to start integrating the UI to prepare for play testing.  The score looked a little too dull on its own so I created a script to leave an object containing the score information from each unit on the spot where the enemy died.  Slow but progressing. 😴

 

#MagicaVoxel #WIP #GameDev #Unity3D

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Friday, February 12, 2021

Prototype Update

 Added Power Up Rewards for the player to receive after surviving a wave of enemies.  When the wave finishes two randomly generated power up choices will pop up.  The player will have to pick one before the next wave can start.  I had interesting RNG for this video.




#WIP #GameDev #Unity3D #MadeWithUnity

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Monday, February 1, 2021

Voxel and Prototype WIP

 



Finished the TV that will sit at the corner of my Diner scene.  The show uses an older TV so I went with a CRT I remember owning when I was a child.



My mobile SHMUP made some progress.  When I was originally making it I created a spawner that would generate a random number and send that many enemies down.  The enemy positions would be random as well in the initial spawner.  The new one requires me to create prefabs however I believe it will create more interesting game play with intricate patterns.


#WIP #GameDev #Unity3D #Voxel #MagicaVoxel

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Saturday, January 23, 2021

Revisiting Older Prototypes

 


I wanted to try to make my unfinished project list shorter.  As I was going through old prototypes to see what I should can and what can become fun I stumbled upon this game.  This project looks like it can be a fun arcade mobile game so I decided to put more work into it to finish it up.  Lets see how it goes!

#ScreenShotSaturday #WIP #GameDev #Game #Development #Unity3D #MadeWithUnity #Indie #IndieDev #Mobile

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Sunday, December 13, 2020

WIP - Prototype

I started working on enemies for the new project.  



 

Simple enemy that will chase player when player enters its range.



 

Made the script flexible for any number of enemies.



 

Enemy that will chase player if they get too close.



 

When the player gets in the area of the enemy, the enemy will track and shoot at the player.

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Sunday, November 29, 2020

The Gun Show Launch!

 


The Gun Show is finally out.  After launching the game we identified a few errors, however we have spent the last couple days fixing them for an update that will be put up today on the Google Play Store.  I am really happy with the way the game came out and I hope people enjoy it as much as I did.  

The Gun Show is a local multiplayer game where you and another arm wrestle in two different game modes.  Iron Man mode requires you to tap at a faster rate than your opponent.  Showdown mode tests your reflexes to see who taps first.  Tournament Mode is coming we just didn't get a chance include it with the release.

 The Gun Show is available here: https://play.google.com/store/apps/details?id=com.NaClStudios.TheGunShow







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Friday, October 2, 2020

Sunday, February 9, 2020

The Gun Show Demo

After many long nights here is a demo for The Gun Show.  The build is currently only meant to run on android. There are still more updates but for now I want to test the main two modes and worry about the other things after.

TEST BUILD DOWNLOAD LINK

#GDAD #IndieGameDev #Unity3D #MadeWithUnity #GameDev #IndieDev #ScreenShotSaturday
#Game #IndieGame #VideoGame #NaClStudios #TheGunShow
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Sunday, February 2, 2020

The Gun Show Update




This update mainly focused on audio.  The build has placeholder audio but has the menu theme and the battle theme.  We added more UI and particle effects as well as updated the round counter on the sandwich board.  A test build is coming soon.

#IndieGameDev #Unity3D #MadeWithUnity #GameDev #IndieDev #ScreenShotSaturday #Game #IndieGame #VideoGame #NaClStudios
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Sunday, January 12, 2020

Gun Show Round Dilema



While playing The Gun Show we encountered an(other) issue.  We had no idea what round we were currently on.  Luckily we were able to put our heads together and solve this problem.  We made a sign that has the round number displayed on it.  The sign felt too static for how action packed this game is however having a floating sign seemed unnatural.

#GameDev #Unity3D #Unity #MadeWithUnity #Indie #Game #Development #TheGunShow #WIP
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Sunday, January 5, 2020

Sunday, November 24, 2019

Game Update and Little Rant

The Gun Show is approaching its release with just a few small touches left.  When I was adding one of the particles for the characters I realized how somewhat random unity made the emitter module.  My goal was to make a script that will change the emission rate for a particle. I wanted to make it emit at a faster rate the close the player is to being defeated.  I was expecting something along the lines of: 

Particle.emissionRate = desiredRate; 

Ofcourse it wasn't going that easy.  When I saw the script reference library I thought it was a line of JS and instead tried to figure out another way.  Ultimately after a few hours I tried the suspicious looking line and it ended up working. 

var emission = ps.emission;
emission.rateOverTime = hSliderValue;

Below are some screenshots of the Iron Man Mode and the playable characters in the game.












#TheGunShow #Indie #GameDev #Game #Development #Unity #Mobile
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Sunday, March 3, 2019

Show Time is approaching




The Gun Show is approaching its first test build.  The player meshes are ready to be implemented.  When we finish integrating the tournament mode we will have the game available for testing

#IndieGameDev #Unity3D #MadeWithUnity #GameDev #IndieDev #ScreenShotSaturday
#Game #IndieGame #VideoGame #NaClStudios #TheGunShow
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Sunday, February 17, 2019

The Gun Show Update

Here are some updates for our game The Gun Show.  Be sure to follow the Twitter account to get the latest updates.

NaCl Studios Twitter: https://twitter.com/NaClStudios









If you want to get the full behind the scenes also check out our Youtube PlayList:

Game Development After Dark



#IndieGameDev #Unity3D #MadeWithUnity #GameDev #IndieDev #ScreenShotSaturday
#Game #IndieGame #VideoGame #NaClStudios
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Sunday, January 27, 2019

Shader for a Friend



Miguel had a request for a specific emissive material.  I may have chosen the wrong model to display the shader but you work with what you have.  The material works similar to the Standard Metallic.  The two differences are the metallic/smoothness and emissive.  The metallic/smoothness has two sliders.  Each slider controls the value for a masked area of the mesh.  The emissive has two roles, the fresnel and the panner/rotator.  The fresnel has a color, scale, power modifier.  The panner/rotator has two sets of texture, Uspeed, Vspeed, rotation, and tiling. The fresnel can be masked to only display over certain parts of the mesh.  Similar to the fresnel the panner/rotator is masked to affect only specific areas.
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