uSnowGlobes Video




A friend of mine made this cool video promoting the uSnowGlobe App. RAD!


Google Play Store

https://play.google.com/store/apps/details?id=com.PrincessHermit.uSnowGlobe

iTunes Store

https://itunes.apple.com/us/app/usnowglobe/id945555477?mt=8

Sunday Funday

Just a few things today. Have to grind away at the #Crucible while I have a day off.


Snow Globe Beta Update

Pushing towards the finish line. Tasks from last night. Optimization today.

Build is in submission waiting fir review. New TestFlight build going up today. DM me if you want to test.


XMas Snow Globes

I'm going to make Snow Globe Apps for Holiday Gifts this year.

Here's the generic design and a pic of the first one. It's a talking skull for my wife. I'll post a vid soon. It's pretty nice.

Using Unity3D with assets from the Asset Store and some custom modeling.




Back to work! Fall '14

Spent a bunch of time this year worrying about my day job. Feels like I wasted time getting to my own plan. Live and learn.




ShakeMe - Road to Alpha

Getting close to done on ShakeMe. Got distracted for a couple months. Now I'm back at it. Gaining muscle memory at using Detox Studios UScript for Unity.


Skee Battle - Turn Based

2 Players
One turn sumultaneous resolution.
Highest score wins.

Flick skee balls into one of three holes.

Similtaneous resolution means balls will deflect when attempting the same hole.


Shake Me Final Stretch

Getting close to finishing the Shake Me App. Task fro today.

- Finish Scripting Camera Functionality using Everyplay
- First Pass Sound and Voice


Mobile Accelerometer Primer

Outline for this post. I've done some accelerometer work and I'm using it for a new app. This post will outline what I know in non-programmer terms. Here's the outline. Will fill in this post over the next few days.


Sunday 6-8-14 Tasks - Writing Day

JB Scripts
- Introduction
- Episode 1 Breaking News

Ghosts of Iwo Jima Script
- Intro sequence
- Mission 1


Shake Me UI Flow Notes

Changing this flow a bit. Going to try and do it all with popups instead of screen changes.




Shake Me Trigger Ladder

Tonight's task. I know some of these are obtuse. Just leave a comment and I will explain.

Shake Me! Mobile Project

If I can make this work right it will be hilarious. Starting this today.





Memorial Day Week Tasks

Taking this week off to catch up on life, design, writing and the zen of golf. Memorial Day is an auspicious day to start some new work of Ghosts of Iwo Jima.


First Person Breakout

Low barrier of entry Multiplayer First Person Game. I'll work on this when I et back around to the grenade game. Basically it's FPS Breakout.

The notes are a bit random but makes sense to me.





DooDoo Jump Feature Requests

Wow! Didn't expect this but I actually got a few feature requests for DooDoo Jump. I was going to let it sit for a bit but I may find some scratch time to add these.


Working at the outlet


Can't always get desk time at home. Sometimes I gotta make do with headphone a note pad and any table I can find to keep working. The only way I'm going to be able to go full indie is by chipping away at my designs a few minutes at a time. Makes my desk time at home more efficient as well.


Grenade World

I have a fascination with indirect fire weapons and physics. Time to do a "shooter" that explores that. 

Additional Benefits

- Evaluate Photon for Multiplayer
- Evaluate store bought Art Assets
- Experiment with Shaders and Lighting
- Experiment with physics and damage modeling


Next Prototype

Time to regroup a little. Going to leave DooDoo Jump sit on the back burner for a bit while I learn something different in Unity3D. I think I'll spin up something that forces me to learn NGUI.


GoIJ Weekend Notes

Adding GoIJ to my DDJ tasks this weekend. Take some time and write a gameplay walkthrough. Will link when posted.




DooDoo Jump Tuning Notes

Started in on my weekend tasks and got stymied by particles. Stepping back a moment to finish out gameplay. Time to make the game a bit stickier!


Cloud Particle Jump FX

Tonight's task. ~45 mins including tweaking and tuning.

- Remove random cloud sprite. Looks sloppy and disconnected.
- Add Instructions for how to play.


Moving DooDoo Jump game link - Updated

DooDoo Games Blog is now LIVE.

http://doodoogames.blogspot.com/

- Embedded DooDoo Jump game is above the fold!

Needs a LOT of polish but it's up and running.


Notes while traveling.

Working out the Loading screen really helped me solve a couple questions for myself. Even a simple game like this needs story or context.

DooDoo Jump is about a Poo trying to get to heaven... except currently the game never ends.

What do you think that means if anything? Leave me a comment.




Doo Doo Load Screen Ver. 2

Taking a different spin at DooDoo Jump. No longer escaping a sewer. He's now chasing his dreams. Dreams TBD. What does a poo dream of?


Doo Doo Load Screen

Quick thumbnail. I like the idea of making this look like an old Atari 2600 cartridge box. Will scan this in next week when I'm back from work travels.


DooDoo Jump Now with Music and Sounds

New browser build is up. (Not mobile friendly, yet)


- Removed Mouse Controls in favor of Key controls. They're a little loose. Will tune later.

Left = A or <- (Left Arrow)
Right = D or <- (Right Arrow)

+ Added Sounds and Music
+ Animated Eyes Up and Down (Left and Right is coming)
+ Tuned Camera Viewport

Tuning Tasks ToDo

+ Platform spacing to closer match the apex of the jump
+ Animate Pupils Left and Right
+ Death Animation
+ GUI
1. Start
2. Death
3. Restart
4. Score

Doo Doo Jump - First Prototype


Testing out a link. No sounds yet but worked out some of my scripting issues. Test Control = Move the mouse Left and Right

Doo Doo Jump Game

Feedback, Questions and Comments welcome and encouraged.

RedGravBlue Ship Controller Script Notes/Design

The ships seem simple but will be complex under the hood. Getting organized before scripting so I don't waste my precious time figuring things out on the fly. 

RGB Script Notes



Asteroid Spawn Controller
Asteroid Instance Behaviour
Gravity Cintroller
Sun Controller
Ship Controller
Base Controller
Game Controller
Network

New project RGB

Starting a bew project. 

RGB - Red Grav Blue

Gravity and momentum based space combat game. Basically VS Asteroids.

Notes to follow.

Also on the drive into work I think I figured out how to solve my infinite platform problem in Doo Doo Jump.

I went with a trigger based solution. It has flaws based on sending messages and the ability of the Player to drive the platforms into and out of the trigger repeatedly.

- Add "distance traveled" nodes. Will also keep score based on this value instead of platform contact.

- Turn on velocity clamping.


Doo Doo Games

Doo Doo Jump going on hiatus for now.

I love the little guy so I think I'll make another game for him.


Possible Choices
- Angry Doo Doo
- Doo Doo Bird
- Doo Doo Toss
- Doo Doo Olympics
- Doo Doo Adventures
- Doo Doo Golf
- Doo Doo Olympics

Leave a vote in the comments.

Notes from the Mall: Tasks 3-8-14

Finish Doo Doo Jump

- Rescript infinite spawners /Done but not happy with the results. Will refactor this week. Redesign!
- Investigate HTML5 export from Unity3D /Not done will do tonight.
- Post to Doo Doo Blog /Blocked by crappy implementation outcome. (ha!)




Unannounced Sketches

An artist friend is helping me visualize a concept of mine. Quick Post-It notes


FD Redesign

Reconfigured to stepping stones that break away.

- Remove teleport
- Test Tween System and Triggers
- Build path




Breaking Falling Down

Moving back to the Falling Down project.

- Trst Breakable Objects
1. Create large platform
2. "Fire" projectile at it to test breaking.
3. Change Gravity Properties to create weightless effect.

- Test animating the Player camera.
1. "Local" animation by animating attached to root object.
2. Possibly write custom FPS controller.

Doo Doo Addendum

Decided to keep Doo Doo man stationary and in the middle of the screen. This means that I have to make the platforms move and appear like Doo Doo Man is Jumping. The benefit of this I don't have to do camera managment or deal with possible "infinite" space as the player jumps higher and higher.

Platform methodology.

- Spawn and attach all platforms to dummy objects which have 2D Rigid Bodies.
- Gravity is apllied in a negative direction. This makes them move up in relation to the camera. 
-Timed with squash and stretch animation for DD Man.
- Contact applies down force.
- X axis applies lateral force to the platforms.

Ready for a dunk contest!

Doo Doo Man jumps better than Michael Jordon now!

Doo Doo Jump Update:

- Doo Doo Man - Integrated
- Jumping Animations - Integrated
- Platforms and interactions - Prototyped
- Mouse Input - Integrated and tuned (No keyboard right now. I like how the mouse feels currently.)

ToDo
- Animate Eyes
- Create and integrate Background Image
- Script Platforms to be infinite and random
- Script a scoring system




One Way Collision = No Collision

I've been noodling on one way collision for Doo Doo Jump for a little over a week now. Just realized that for what I intend to do I actually don't need collision.

Part of the flaw in my thinking is I was approaching the problem too literally. Another issue is I started with an example scene and started adapting it before really settling my design. That's what I get for not writing a design doc.

However, the biggest issue is I'm still getting into the swing of learning how to use all the tools at my disposal in Unity.

Here's my new solution/design.

- Character has an empty game object on the bottom.
- Platforms have no collision and have thin trigger volumes.
- On Enter triggers JUMP animation
- Animation OnComplete sends message.

That's the basics. Will provide the working solution when I post the game.

Back to Doo Doo Jump

Time to actually apply the solutions that I proposed in last week's posts. Been occupied with FD scripting and day jorb.

- Test tween solutions

Time for some temp asset integration roughly timed.

All pictures integrated.

- Image mined
- Added to project
- Materials Created
- Prefabs prefabbed
- Scripted sequence using UScript (sloppy and redundant - Needs clean up)
- Added temporary rotation.

Description
File Names
Time Code
city of angelsLA_Skyline.jpg00:00:16
jaw of jackalsJackalJaws01.jpg
JackalJaws02.jpg
00:00:20
HollywoodHollywoodSign.jpeg00:00:24
devil’s eyeDevilFace.gif
DevilFigure.jpg
00:00:26
dreamers liveDreamers01.jpg00:00:28
crazy never diesNotCrazy.jpg00:00:30
madness

00:00:35
purpose

00:00:39
ride

00:00:42
darkness

00:00:43
Crawling to the top

00:00:44
no reasonConsoling.jpg00:00:48
alone tonightAlone.jpg00:00:50
DemonsChasingDemons.jpg00:00:52
crooked manCrookedMan.jpg00:00:55
crooked man
(means well)
MeanWell.jpg00:00:58
vision burnsVisionBurns.jpg00:01:00
life dwellsNewLife.jpg00:01:02
PromisesBrokenPromises.jpg00:01:28
real or fakeRealORFake.jpg

00:01:34
break awayHorseRun.gif00:01:37
learn to believeBelieve.jpg00:01:40
you’re a gemDiamond.jpg00:01:43
close your eyesCloseEyes.jpg00:01:45

Tonight's task: Review Unity3d Animation Tutorials

Goal = Animate a simple object.
Stretch Goal = Animate something with bones.
Mesh Goals = Build Eye of Madness out of primitives for protyping and timing.