09/09/2022 – ROTACTION IS OUT!

Get it on Google Play

After 5 or so months of development, Rotaction is available for purchase. I hope you guys enjoy it.

Long Live The King

The Queen died yesterday. Although it’s likely you already know that. 96 years is a pretty good run, and a lot of people would consider her to be the rock that held the UK together.

It’s a new era. I’ve not a fan of Charles, but I can’t give him too much grief considering the size of the shoes he now has to fill.

I kind of wish I wasn’t releasing Rotaction literally the day after all this. But it can’t be helped.

Side Project Progress

It’s coming along. Slowly but surely. Learning a lot about inverse kinematics, Unity’s animation system, and more. Gonna be learning the animation rigging system next to get this bow working and fiddle around with the animations more. I still haven’t got far enough with it to show off yet, but hopefully I’ll have something soon.

Hell of a week. Play Rotaction, enjoy it.

-Adam

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