27 May 2018

May Update

Hey guys

So no new game jam this month. SAPAC Challenge bleed through most of it. The results are in and they were not in my favor unfortunately. But now that's all said in done we can move on to other things.

Since there was no jam for the final weekend of the month I figured I would return back to a past jam project and give it a bit of an upgrade, since looking at things through a different light, without the time constraint, or having some more developed ideas seems to help the process.

I chose the game "Shoot Blind" which was made for the GDL January jam.

First up was changing the pretty dumb AI.
Blues where first up, originally they would essentially patrol an area or stay static. They have been updated with a couple of extra steps. First, if they are on screen when you fire your gun, they run to the nearest guard, next they alert the guard to your location, and finally after that they run to the nearest hiding place, telling all the guards they come into range with about you on the way.
The Guards have been updated similarly. They will be alerted to your "last known location" if they are either on screen when you fire, or if a Blue alerts them. They will then travel to that location, where if they see you along the way they will engage, otherwise after they get to your last known location they will then return back to their station. Guards will also update your location to all other guards when you are shooting at them. So if a guard becomes alerted through "hearing" you, it will come to you as well.

This should open up the doors to a few more styles of game play, around the strategy of taking people out, and running the risk of alerting more NPCs to your location, or letting them be.

Silent kills have also been added to the game, so a short range knife attack which allows you to take someone down without alerting anyone nearby. As well as the "blinding" mechanic being removed from the game.

Gun accuracy is still an issue at this point, which Im not sure how to go about solving.
At this point I fell like this is how the game should have been submitted for the jam, and going forward might do some more updates as far as better graphics, and trying to pin down the accuracy bug with the shooting.

Play the Game

Thanks for reading

14 May 2018

The Unity SAPAC Challenge - April Jam

Hi Guys

So April and bleeding into May was a pretty big month. The Unity South Asia Pacific Challenge kept me pretty busy.

With the Challenge now in the Judging phase its time to update this blog.
It will be more of a cliff notes, with the full blog post being visible here.

So without further hold ups, here is my entry, A cold night.

The final result is a culmination of 60 days work.

Thanks for reading

6 April 2018

The March Jam that was.

Hi Guys

So March ended up being a little different then expected. Unity released a South Asia Pacific challenge, which I decided to jump on.

They are offering some great prizes, and no one has submitted an entry yet, and we are almost half way in.


 The main idea for the challenge is to create a world anyone can inhabit. A dystopic world with weird and wonderful inhabitants.

That is how it is looking so far. Still a long way to go, but 30+ days left in the comp. So April will be focusing on this one too.

For the characters I have used Fuse and Miximo. Buildings are built using probuilder. The materials I have created by taking real world photos and creating repeatable textures from them.

There is still a bunch of process to go through and detail, but at this stage will be saved until the unity connect post goes live latter next week.

If you have any suggestions let me know.

3 March 2018

Second Jam of the Year - Movie Game Jam - Feb 2018

Hey Guys

So decided to change the format up to more of a post-mortem style over a hey here is my game play it and vote style.

So the Jam for feb was the Movie Game Jam, which ran from the 2nd to the 13th, then had an additional 2 weeks for voting.

For my game I chose to base it on the 1998 Sci Fi master piece of Lost in Space, titled Escape the Planet.

This ended up being a bit of a hard project for me, i spent way to much time on the early area, and on making it look good, and kind of dropped the ball a little for the rest of the game.

Ended up having a few people doing lets plays of it during the voting period, with one putting it in their top 5 based on the visuals.

Now there are definitely things I would have done differently, mainly around how the controls were handled for the space ship, and I need to work a fair amount on my level design, but  I am happy with the end result.

Out of the 115 entries it managed to pull an overall of 48th, with the full results by criteria below.

After this and the Jan jam its clear I need to try and pull a bit more focus into my level design, and graphics. Pretty games seem to do better. So I will have to keep that in mind for the March jam.

Thanks for reading,

15 February 2018

Unity Asset Pack Release - Voxel Space Ships

Hi Guys

Happy to announce our first asset pack release for the Unity Store.

The Voxel Space Ship Pack.

The models in this pack come from the Alpha Space Fighter game, and includes 8 Voxel Space Ships and 1 Skybox.

Thanks for reading.

22 January 2018

Starting as we mean to carry on - January Jam

Hi Guys

So as promised in the last post, a January game jam has been successfully completed.

This time around it was the GDL January Jam with the theme Silence.

The entry submitted was Shoot Blind

Shoot blind is a top down shooter with basic graphics. The idea is to make to to the other end of the building, while confronting the least amount of enemies you can.

When you do attempt to use your weapon you are temporarily blinded in the direction you fire, and same goes if a guard sees you and opens fire.

There are challenges for going through without killing, without being detected, and for killing everyone.

Hope you guys give it a go and have fun with it.


16 January 2018

Looking into 2018

Hi Guys

First post for 2018, hope everyone has had a safe holiday period.

So looking forward this year there is a couple of goals hoping to achieve.

The first is to complete a Game Jam every month starting with GDL January Jam
I competed in a Jam in December last year, but we will count that as a trial run.

The goals for the Jams are to do something new I havnt done before, be it a mechanic, or a piece of technology, though all primarily done in Unity.

The second goal is to release a proper PC game, even to the Alpha stage of game play.
Last year was a bit of a right off as far as releases went, we had Gap it Bit:Remaster  which ended up rushed to the finish, and was off and on again. The other was Pick a Game which is only on Android as it was too basic (read devoid of features) to be released on iOS.

So far there is some pretty promising early ideas

Hoping to have something more to show in the coming month, maybe a little bit of a destruction sandbox or something, then looking into some PvE.

Here is hoping for a much more productive year.

Thanks for reading