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New Experiment - Posted on: 5/3/2018   [Uncategorized]



Starting to turn this new experiment into a game...

I added a neat feature... "Square" objects follow the player when nearby, then you drag them into the "goal" objects, while avoiding the "star" objects (which follow you and kill you if touched). Once the level is cleared of all the square objects, it loads the next level.

I tested it on my Android tablet and the performance is excellent, I really love how smooth the controls and animations are.

It's a pleasant euphoric concept, but still not much of a game... I'll probably put this aside for a while until I come up with a more creative use for it.




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Underwater fx... 9/19/2018
I rendered several different animations for the caustics, just to have a few alternative options.
Underwater fx... 9/18/2018
The water caustic effect is working! I got it to scale the whole map, and fade out! I still can't believe I figured this out!
Underwater fx... 9/17/2018
I figured out how to update the projector shader, so the caustic fx are only visible below the water line.
Underwater fx... 9/17/2018
I researched ways to make underwater lighting caustics.
Random environment... 9/16/2018
I cleaned up the project, and setup a simple horizontal ui graphic for highlighting objectives or objects of interest.
Random environment... 9/15/2018
Following up to my previous post, I attempt to fix the visual gap between the water and land by adding a large terrain to surround the whole level and water edges.
Fog updates... 9/15/2018
Programming and game development can be really frustrating and challenging. I spent the whole night trying to fix an issue with a fog scattering script.
Random environment... 9/14/2018
I did more work on the random environment.
Random environment... 9/13/2018
I created a script to adjust the water color as the time of day changes, so the color matches the sky color better.
Random environment... 9/5/2018
I made an animated GIF to follow up my previous post...
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