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Things get interesting once we get into art.
Last week I mentioned the effects of not focusing on gameplay. I’d vowed to start with that the next time, and not write a single line of code until I had a system worked out.
Last week I mentioned that I would be writing about the game prior to our current one. It’s a longer story than that, actually, as this didn’t involve just one game but a bunch of related prototypes.
It all starts around January 2009…
So how’s the game coming along?
That’s the question I often get from friends who know that I’m funding our own game here at Arges. They all want to know how it’s working out, and when can they see it?
Let’s celebrate the release of UnitySteer 2.0 with a new example.
The final version of UnitySteer 2.0 is now available on GitHub. Update: You can also find the project file here .
I pushed last night to GitHub what is the last UnitySteer functionality update before I tag it as the final 2.0, allowing you to implement a spherical obstacle override for some objects. There was a particular behavior that I considered implementing in UnitySteer, which was being able to handle ramps and slopes. After a bit of experimenting, it turned out …
I’ve updated UnitySteer with the changes mentioned on my last post . It has something of a breaking change: if you’re using behaviors that descend from SteerForNeighbors, you will want to check the new LayersChecked property, as only detected objects falling on that layermask will be considered. I’ve also brought the UnitySteerExamples project up to date. I’m currently using Unity …
I’ve continued updating UnitySteer as we work on our game (eating our own dogfood, as they say), and I wanted to poll the community a bit in case anyone has objections to some upcoming changes. 1) Remove CharacterMotorVehicle and CharacterMotorVehicleEditor. These classes depend on Unity’s CharacterMotor, which is included on the Standard Assets as a Unity script class. We’ve translated …
Over the weekend I pushed some UnitySteer changes to the development branch on Github. Some of these came about as a result of testing in unexpected conditions, so I thought a write-up might be interesting. I was looking for some simple prototyping models, to give a better visual idea than with the cubes. Matt from M2H kindly shared some funny …