1. Implementing game mechanics

    image

    Had my second weekend to work on January’s #1GAM effort, and managed to sit down today to implement some more of the game mechanics I’ve got planned. Along with the energy use/charging station system I set up last week, I’ve now added a mining laser (using Unity’s ‘Line Renderer’) that can collide with the game world (using a ‘Raycast’). Along with some shiny mineral deposits, you can now use this laser to mine for resources, shrinking the deposit as you go.

    I’ve also done some work to make sure the controls work well on both a keyboard and gamepad, which was one of those massive headaches that I now know to deal with early on! Finally, I messed around with lighting and render settings to make everything a little more visually interesting.

    Next week I hope to add our antagonists, the mutants and miscreants that will roam the plains and try to chase you down, along with upgrades/parts that you can spend accumulated resources on. That will mean all of the mechanics will be implemented, meaning I can spend my last weekend on environment and polish. Sweetness!

     


  2. Early Progress & Modelling

    Screenshot

    I’ve had a productive weekend in Unity and Cinema 4D, building a 3D model of the vehicle you’ll be driving around in (below) and working on implementing some basic game mechanics. For instance, you’ll gradually use up energy while driving which can be replenished by docking at one of the solar-powered charging stations (seen in the screenshot above).

    Early render of the rover.

    Now I’m working on resource collection and vehicle upgrades, which will enable you to increase the engine efficiency, speed and hull strength. Check back next week for a playable prototype!

     


  3. January’s Game Inspiration

    While out in the fringe worlds looking for scrap, your ship malfunctioned and you were forced to land on a colony world that had been quarantined several decades ago. Now you must use your solar-powered rover to source parts and resources to repair your ship while surviving the abhorrent hordes of fallen humans…

    I thought I’d share my idea for January’s game, along with the movies, games and artists that inspired it.

    I Am Legend

    I Am Legend

    Wall-E

    Wall-E

    FTL

    FTL

    image

    Matthew DeVito

    Moon

    Moon

    Firefly

    Firefly

    Firefly

    Fallout 2

    Project Zomboid

    Project Zomboid

     


  4. Soundtrack to December

    Unsurprisingly, the musical accompaniment to my Ludum Dare 25 weekend was Amon Tobin's fantastic soundtrack to Splinter Cell: Chaos Theory. This album was a big part of what made that game so much fun, and it got me into the ace record label Ninja Tune

     


  5. Ludum Dare 25 Postmortem

    Fragment Division

    Fragment Division | 15th-16th December 2012

    This was my first game jam entry, and my first real game development project outside of some Unity tutorials. The Ludum Dare competition takes place over a single weekend, giving you 48hrs to plan and build your game & assets. The theme for the jam was ‘You Are The Villain’, and my initial ideas stemmed from a recent replaythrough of one of my favourite games - Splinter Cell: Chaos Theory. I envisioned a game where you placed cameras, guard patrols, spotlights, trip lasers and the like across a military complex with the aim of detecting and extinguishing a highly-trained secret agent before he reached your mainframe.
     
    My experience in non-game software development has taught me the value of starting small and rapid prototyping, and I quickly realised that I would need to scale back my ambitions to produce something polished in such a short time period. Thusly, my game became centred around a ‘last stand’ scenario, where the villain is holed up in a building with only a single spotlight and machine gun to protect him in the darkness against waves of increasingly desperate agents. So, onto the postmortem!

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