This have been busy on the Hairy Tales front, and updating the site sort of slipped by me. The game now has its own site, where I’ll continue uploading screenshots and video. I’ll keep the Arges site mainly focused on the development and programming side of things. I’ve made an initial post on the Touch …
Read MoreQuick SteerToFollow example 4
Someone asked on the Unity forums how to implement a follow behavior. Here’s a quick example to go with my reply about a trivial implementation, where the cubes are all followers and the sphere only has a SteerForWander behavior.
Read MoreUnitySteer – AutonomousVehicles and Bipeds 2
About a year ago I commented on the in-development UnitySteer changes, particularly as to how they affected the interpretation of the Velocity vector. I’d initially done that work directly on the AutonomousVehicle class, but changing how the speed and velocity are treated would have broken any implementations depending on the previous approach, like Boids. I …
Read MoreHairy Tales progress – new elements and a boss 0
There’s been lots of small improvements on Hairy Tales lately, but we’ve been quiet on the site to focus on development. As we speed up to get to beta, I thought that you might like to see a few images. One of the recent improvements is that as you cleanse a stage of corruption, the …
Read MorePublic Alpha 2 0
Update: we’ve just finished the second public alpha, but if you’re interested in playtesting our upcoming beta, just contact us. Meanwhile, here’s a video preview: On top of having a few different stages for those of you who already played Alpha 1, it also has these major changes: All scenes now have the mushroom scoring …
Read MoreProject K – Polish and Effects 0
Our brand new level loader: New closed gate effect… … as well as an open variant: We realized we needed better indicators on which way the characters will run when they encounter a scene element, particularly on busy scenes, so we’ve added some arrows to those elements that will alter their direction: There’s also some …
Read MoreChanges from Alpha 1 0
Some of the changes we’ve implemented since receiving your comments during the public alpha preview:
Read MoreScreenshot Saturday 20120114 0
Lots of visual improvements this week. The major rendering change was that I finally an unlit rendering style I was happy with, whereas before the unlit shader looked flat an boring. Here’s a sample of how the first scene looked on the alpha 1 I released last week: And this is how it looks now: …
Read MoreScreenshot Saturday 20111224 – Night on Bald Mountain 0
Another tileset we will be using for our levels. Which will have its own elements, challenges, and end boss: We’re of course also adding its own type of trees and vegetations to be corrupted: You can see our video previews here. Update: We’ve finally settled on the tone for the corrupted tiles on the mountain …
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