I tested the new Unity 4.6 and noticed that in the web player, my sprites became blurry. After fiddling with the settings I realized it’s the “generate mip maps” that basically meant “generate blurry images”.
It’s pretty awesome.
Here’s some pixel art I’ve recently been doing.
This month, I’m participating in the Ludum Dare October challenge (and One game a month too and any Halloween related jam there might be): working on a prototype/mini-game where you’ll get to be the Grim Reaper.
More information coming in the following days. Stay tuned.
In the past few weeks, I’ve been learning how Unity’s new UI system works and I ended up doing a mini-game/prototype: Don’t Shoot Your Buddy.
It’s available both at the Android store and on Itchio:
The game is a 2-player game, designed for mobile devices. In each round, you must shoot the zombies that spawn from the middle… but you must avoid shooting your buddy. Win 3 rounds to win the game.
I posted an update at the tigsource devlogs section. You’ll find this chap from there.
I started working on a 2D murder mystery, pixel art style. The basic gameplay is about deducing the murderer based on stuff you see on the screen. You play a “coroner” (or “medical examiner”) in early 20th century world and help the local police to figure out cases.
Each case can be played in a pretty short time (I think it will take like 10-20 minutes maximum to solve a case). There won’t be any pixel hunting or that type of work. All the information will be presented to you, and it’s up to you to interrogate suspects (who are also present at the scene)… and then choose who is guilty (if anyone).
After all, maybe it was a hunting accident?
I decided to pull a plug on my co-op wilderness survival game prototype. This happened couple of weeks ago or so.
- Online multiplayer requires time: I had major plans for different scenarios, where threats and many things would happen… but putting these together in an online multiplayer game requires quite a lot of time. I spent much time on networking, too little on gameplay. I really wanted to try out Unity networking, and it’s a really good… but testing multiplayer is a headache for team of my size (that would be me).
- No graphics budget…: I don’t have the budget to do the things I wished to do. I must pick something simpler.
- Not fun after one month, not fun after a year: If a prototype isn’t fun (or have something that would give reason to dig further), there’s not much reason for me to continue. I progressed too slowly for this type of game.
Too big scope for me. Going to try something smaller.