Category: Development

Articles that deal with development.

17
Oct

Unity Tags At Runtime

If you check the older versions of my ‘MultiTag’ class I had a static method on it to test if a string passed in was a valid tag. This was to be used to validate tags, but because Unity has no way to get the list of known tags at runtime, I never really implemented […]

8
Oct

Playtesting and Steady-Progress

Where We’ve Been Developer meetups, playtesting, work, work, Unturned, work, work, beach, work!  Hi all, we’re not dead. We’ve attended a few more dev-meetups, did some local playtesting. Overall very fun, very helpful! We saw what people liked, what they didn’t. What made sense, what didn’t. We discovered things nowhere on the radar. I’d say the reaction to the game was on […]

30
Aug

Facial Rig — Phoneme Home!

Hi all! This week I’ve been working on the player facial rig. Setting up bones, bone controls, jiggle bits for the hair, etc. We used a placeholder audio track to test phonemes, but I’m overall happy with the range of emotion achieved!   Model & Facial Rig We’re still hammering out some details regarding the player […]

27
Aug

Unity Radical Coroutines

This week I had to rewrite a class I had wrote a couple months ago. I didn’t really change the interface to it except to add another method to it. But I completely gutted its implementation and rewrote it from the ground up. See the problem was that I wrote it at a point where […]

23
Aug

Combat — Design & Art update

Combat Update This update will be heavy on combat and design. Mechanics. Functionality. Behind the scenes stuff. As of now, enemy grappling works, the sword has been gutted, and a few simple AI have been hooked up. Polish is needed, but gameplay is coming together before our eyes! I’m excited. Are you excited? Enemy Grappling We […]