I should note that I did not make this art. It was provided by Rick Davidson for the course. Pretty fun stuff though. GameDev.TV provides a mini Voxel course that I’ll take later. I’ve added some bullets using the Synty Studios Particle Pack featuring FX_Gunshot_Heavy_Repeating_Tracers_Impact_01. Here are the adjustments I made to create the effect […]
Author Archives: jsiles42
Realm Rush takes Shape
I’ve added the three voxel block types as children of each of the Cubes. The BlockTypeEditor script has also been added to each of the cubes. It runs in the Editor. The dropdown Waypoint Type allows the designer to select which of the three block types should be displayed within a Cube. For now, these […]
Breadth First Pathfinding
First Attempt Ok, so I already know the wave algorithm for shortest path, so I plugged it in prior to watching the video. Let’s see how it compares: This particular algorithm starts at the end point and sets the neighbors. It requires hitting all elements in the dictionary for each exploration value until all waypoints […]
Preparing the Field
If in doubt, whip a List out. Did you know that you can highlight a group of GameObjects and then drop them into an array that has been exposed to the Inspector? I did not know that. You can also clear an Array by setting the index to 0. Just, FYI. Then this happened: Renaming […]
Grids and Texts and Things
So in video 126, Ben drops a TextMesh to use as a label on a cube and I think “why not a TextMeshPro?” Answer: Because it doesn’t just work out of the box. TLDW: Change the Shader on the TextMeshPro game object to: TextMeshPro > Mobile > Distance Field Overlay [SelectionBase] is brilliant. It’s going […]
Unsuck it
Not according to the haloed God in the sky. Who is Rick. Who is our game designer. Who tells us this sucks. So we have to take his advice, and un-suck it. https://sharemygame.com/@kalgrim/argon-assault-rough-prototype So I’m letting go of Argon Assault at this point as I’ve got so much new stuff to learn. In its current […]
Argon Assault Prototype Level
I can’t say I was prepared for how tedious level design would be. You know it in the back of your mind but it doesn’t hit home till you wipe out the timeline for wave three for the third time and then realize that you’ve inadvertently jacked up wave one as well. So here’s to […]
Unity Timeline
My first task for today was to create a plan following Rick’s beat chart for the Argon Assault level. Here’s what I came up with: Here’s a preview of the player timeline phases 1, 2, and 3:
Argon Assault Level Showcase
As you know, I’m working through the Complete C# Unity Game Developer 3D course and I’m getting ready to rock the Timeline videos here but want to showcase the level that I redesigned after seeing Rick’s work in 112 and 113. Alicia and the girls all tried out the previous level and they all commented […]
Argon Assault Targeting System
Check out my crosshair enhancement to the Argon Assault game from the Complete C# Unity Game Developer 3D course.