Tuesday, February 25, 2014

Unity3D project "Aetherworlds" prototype 4




Here's the next video demonstration of my Unity3D project. Spent some time trying to figure out some little things like basic lighting and shadow options, camera rotation, proper UV scaling, and how to adjust an objects mesh render without having to move its collider along with it in order to create simple animation effects.


-Fixed shadow draw distance and shadow bias (the player is now connected to their shadow)

-Added controls for 90 degree camera rotation (pressing Q or E rotates the camera around the player 90 degrees)

-Changed specular grass material to "diffuse" to prevent massive glare at certain camera angles

-Added particle effect when collecting orbs

-Added "bobbing" effect to orb renders

Monday, February 17, 2014

Unity3D project "Aetherworlds" prototype 3



I managed to get collectible orbs into the world, as well as a counter displaying how many the player has collected. Between the tags, triggers and UI updates I now have a framework in place to really advance the playability of this game.

Wednesday, January 22, 2014

Unity3D project "AetherWorlds" prototype 2



Here is another video for a Unity3D project I tried out. I found some free public textures to work with so that I could play with object UVs and getting things situated on that front. I tweaked some settings like run speed and jump height for a while, I found a balance that seems to work but I will probably need to tweak it more.

Sunday, January 12, 2014

Unity3D project "AetherWorlds" prototype 1



This is the first prototype of a project that I'm working on in Unity3D, current working title "AetherWorlds". As you can see, it's pretty bare bones. I can move the blue cube and make it jump on the basic terrain that I've imported.

Bounty Hunter Arena Prototype 1




This is a Starcraft 2 mod I was working on called Bounty Hunter Arena. 2 teams of 4 players choose 3 units at a time, each with an ability to use (such as shields or force fields). Players would take those units and battle the other team and allied AI marines for gold. Players could then use that gold to spawn reinforcements. It had a pretty simple UI but I managed to get 6 unique units working.

Friday, December 13, 2013

Welcome to Digital Mana

This blog is for posting  my creations. Most of what I will show here will be works in progress that will never see completion, but perhaps you will learn something from my amateur process?