Thursday, June 6, 2013

Unity Unity Unity

Well, it's been way longer than expected, but I figure I should post a quick status update. (Be forewarned! Terrible programmer art ahead!) My original physics based puzzle game (from April) in Unity had to go on hold. The studio in Pittsburgh has obligations to existing projects before bringing in external ones. It was pretty far along, but without some sort of contract, I was pretty hesitant to keep investing time into it anyway.





So, since that project was on hold, I started up with another I've been dying to work on. The original concept is based pretty heavily on the movie Red Line. (If you've seen it, it should be pretty apparent the types of issues I was expecting to run into) Specifically, extremely high speeds, and maintaining of fluid controls at said speeds was an issue I tried to tackle first. The char has full customized controls and a very customizable car construction, which supports almost any number of tires (2 -100) and applys drag, and forward momentum accordingly.  





But, as much as I'd like to continue working on this, a good friend of mine let me know they had a Unity project with a fair sized team, and were in need of a programmer. We are building a platformer, with strong references to Megaman, Metroid, and the newest Donkey Kong country remake for Wii. On the team includes several artists I've worked with in the past, and a programmer from Pittsburgh.





So, its been back to the drawing board, for yet another prototype. Although the game design document is still in the early stages of development, there is a large amount of rather generic preparation to be done in setting up Unity. Even early on, the prototype has made considerable headway, but I'll save the gory details for another day. For now, sleep.