02/09/2022 – Rotaction Is Complete! Release Date!

After 5-6 months of development, Rotaction is complete and ready for release on September 9th!

It will be available for Windows, Linux, and Android. You can buy the game from the Itch.io page or the Google Play Store page once it is available.

It’s been the most fun project to work on so far. Probably because there were few issues that I needed to deal with or just the fact that the overall complexity of the game was relatively low. That said, rarely ever does a game go from being an idea in my head to being a full product, and retains the art style and gameplay that I originally imagined.

I’m happy overall.

Yet Another Side Project

Having fun with Blender

Over the past few months, the YouTube algorithm has been continuously feeding me various tutorials for things. It started with Blender tutorials for modelling, then shaders. The image above being a tease of the thing I’m working on. After that, the Unity tutorials starting coming. However, these were all about one subject: procedural animation.

I got interested, and decided that I want to make a playable prototype of a game idea using these techniques. However, I’ve underestimated the complexity of this project. To start off with, I have to build a 3rd person character controller with various movement options, and the have it interact with various objects and the large monster I’m going to put in it. This monster will be driven mostly by procedural animation.

The player was originally going to be driven by this system, but then I discovered Unity’s Animation Rigging tools that allow me to use IK targeting in tandem with the animations I already have. I haven’t started using these tools yet, but it should be interesting.

I’m going to try and document the development of this prototype, showing all the different systems and how things work. I’ll be streaming development on Twitch and posting it to my new game development YouTube channel.

That’s all for now, I’ll leave you with this.

-Adam

13/06/2022 – I Have A New YouTube Channel

And you can visit it right here.

So why did I make a second YouTube channel? Simple reason really, there’s stuff on my gaming channel that I wish to separate from my game development material. You may have noticed that whenever I posted game dev videos here or on Itch they were always an unlisted video.

I didn’t really want to clutter my gaming channel with development stuff because I thought it might cause an audience imbalance. So I’ve now separated them.

I’ve currently uploaded a few videos I’ve previously posted about Game Jam games and older projects. Going forward I’ll likely be posting videos about new and current projects among other things. Maybe even some tutorials, depending on how I feel.

The original channel isn’t going anywhere, if anything I’ll be uploading new stuff more frequently to it as I clip and highlight stuff from games I play on my Twitch channel.

There’s more things to talk about, but I’ll save it for a future post.

-Adam

25/04/2022 – Rotation & Action

Happy St. George’s Day.

I’ve been working on another new game, although for justifiable reasons this this. Having made a bunch of game templates within Unity, I decided I should maybe try and make something with it. I had a small idea while ago while replaying one of my favourite games, Everyday Shooter, and thought about making a top-down shooter. But I also wanted to put it on my phone so I figured I should keep the controls simple. Around the same time, I was working on Global Game Jam and wanted to make an Ikaruga style game with colour switching, but as you now know, never happened. But I kept the idea.

And now I present, the new game.

It’s a rotating action game with colour switching as its core mechanic. Additionally, it has arcade style scoring. I’m quite pleased with how it’s coming along. There’s still work to be done, but getting it up to this point was surprisingly fast.

I do have a demo in the works (There’s a HTML version on the currently private Itch.io page), but I’m having difficulty getting the game on the intended platform I wanted it on, phones. Specifically, I can’t get Unity to build to an APK so I can test the game. Just to add insult to injury, the errors I get mostly amount to “Gradle Failed: 4 Errors” and then doesn’t elaborate. It’s infuriating.

I’m looking into solutions, but I’m getting rather pissed off at it. But I’ll keep working on it regardless.

On the plus side, I’ve learnt a lot about exporting and importing packages into Unity, and figuring out what dependencies I need for what game type. So when I eventually release the templates onto the world, it should be a smoother experience.

But just to cover some pros and cons: The templates can be somewhat rigid to work with and depending on what you’re doing may require a lot of additional work and changes. With this game, there’s a lot of stuff I needed to change in regards to what happens with collisions and I’m probably going to need to make adjustments to the spawning code as well. But on the positive side, I have saved days in figuring out various systems for things like aiming and spawning. Overall, I am fairly OK with the practical implementation, but at the same time, I’m curious as to how someone who has no knowledge with the codebase would use these templates.

Now, you maybe wondering what happened to making something with Stride. Unfortunately, I just could not get the engine to play nice. I tried my hardest to load the demo projects as well as empty projects, and it error out each time. And that’s a shame because I was really looking forward to using something other than Unity for once and getting stuck into a new IDE, and finally freeing myself of the chains of proprietary software. Alas it was not meant to be. So I’ll either wait or look into other engines. Not Godot though, that’s just awful to use.

That’s pretty much it from me. As always, you can find me streaming on Twitch. Lately I’ve been using my VRoid model in place of a webcam to see if it interests more viewers and change things up a bit. That model still needs more work though, it’s really ugly in places and desperately needs better textures.

See you next time.

-Adam