Project Graveyard

Written by doctorscientist on February 12, 2014 Categories: 

This is the project graveyard. You can click on the images to see what the words are talking about. Enjoy. For the most part I focus on perfecting my simple approaches to AI, animation and asset handling. I salvage parts of these systems when appropriate. How do I feel about the graveyard? I would put a happy face on it.

Screen Shot 2014-02-12 at 12.21.02 PMI wanted to make a voxelized version of the LTTP world just to showcase my ability to work in the art style. Not the whole world! Its not an original idea I know but at least the control and look is pretty cool. I used the sounds from the game with my animations. My animation system used a ModelPostProcessing hook in Unity that I wanted to try out.

 

 

 

 

 

Screen Shot 2014-02-11 at 11.55.06 PM

I made a indiana Jones style hero with a whip and some guns and I made him some spiders to fight. The spiders use a* path finding and the hero uses an absurd custom animation system. I also made a level editor but… it was terrible. I added block pushing and a few types of triggers with the intention of making a zelda style game. The current iteration is most certainly the final iteration. The main thing I took from this was a nice way to make state machines in Unity and it has informed most of my games since.

 

 

Screen Shot 2014-02-11 at 11.53.23 PM

I really enjoyed playing Military madness on the turbo graphix 16. It was a great two player game for a saturday afternoon. I took a look at alot of tbs games that have come out since and I did a study of the various mechanics. I made a lot of mobile builds because I am always trying to like the mobile platform. You can try out the little demo there. You can move units and see my cool movement cost grid. There is a fight grid as well but its disabled. The code base is reasonable and I will most likly return to this with 2d art.

 

 

Screen Shot 2014-02-11 at 11.42.09 PMAfter making voxel link I endeavoured to make my own adventuring guy. You can tell he is an adventurer because he wears adventurer clothes. He has a whip, a voxel whip. If you run the demo you can crack the whip. Don’t stay too long.

 

 

 

 

Screen Shot 2014-02-11 at 11.59.47 PM  I wanted to try out the new Navmesh. I made a real time strategy style control to take the NaveMeshAgents for a spin. The Navmesh is a bit weird compared to how other Unity features work but it is very easy to work with.