This series of videos below were put together to demonstrate some of the work I have been doing using Unity 5.1
I have been working on these projects independently, learning the changes made to Unity since I last used it, while refreshing myself on the similarities. Because I worked on this outside of my main projects, the graphics are entirely inbuilt defaults (cubes, spheres, etc) and the materials and shaders are inbuilt ones as well.
These are incomplete prototypes I worked on as part of a RAD scheme to make 5 basic games in 5 weeks while simultaneously working on other projects at work and at home. I recently had some free time to go over them and begin working on a new, cleaner project, that incorporates the tests performed in each of these individually. The Gallery will be complete soon, but some example footage is included below, please enjoy this demonstration, and leave feedback if you have any remarks.
The deleter and Chaser games test simple movement mechanics that rely on scaling force rather than fixed or consistent movement. While the chaser tests some of the limitations with force movement and associated problems with collision, the deleter focuses on control in a simpler environment. Many racing games or vehicle operation games would benefit from such features, as well as giving a means to test basic AI tracking methods too.
The Basic UI Test demonstrates how user feedback can be displayed in a number of ways. It plays with health associated textures, health bars and rotating text commonly used in 3D online game for omnidirectional reading. The controls are designed to be smooth and consistent for easy testing.
The UTS Test is part one in testing how a turn based strategy game could be implemented, with real time graphics instead of cutscenes. It combines clear user feedback, with a combination of melee, ranged and instantaneous actions (summoning a block to appear at a fixed location). These are 3 common fantasy mechanics used in games, and implementing them in even this basic way will allow for greater experimentation until the full implementation of these features are ready.
The Gallery aims to simplify, clean up and demonstrate all of these features, in separated environments. By dividing the features into AI, physics and general mechanics, it’ll be easier to focus on individual aspects, as well as develop them further.
I am currently implementing trajectories, dynamic force and wind resistance to the projectile mechanism. Some path finding and decision making algorithms are ready to be tested for the AI scene, as well as the varying methods of navigation and control for the mechanics environment, to create a place where the different styles can be tested and the best one selected, for each individual project.
The idea is to prepare for the UTS Project, which will be a culmination of RPG features, sophisticated artificial intelligence and unique combat mechanics which have only been lightly touched upon in these demonstrations.
In the coming weeks the “Divided They Fall” mini game will be ready for demonstration. The art assets are under construction, and the individual features have been coded and tested separately. Once everything has been put together, a more complete project will be uploaded here for public viewing and for those with compatible machines player testing, before work on the final version begins.