This week my wife and I had a birthday of a close friend. Because he loves his tablets and his apps we decided to make him a game instead of a card. My wife drew some pictures and we chucked it into a game over a couple of nights. It’s made to run on his […]
Here is a example of a level where this game is at now. Every level runs over the course of a day, during which every object ages, changes and dies. I’ve also made a simple menu system which is touch friendly. We’ve added a few object in, but please excuse the placeholders!
Despite the lack of activity on the blog, Alex and I have been working away on our yet to be titled desert island puzzle game. Although I’ve been preoccupied with the arrival of my daughter Willow, I have managed to find some time to create some models and animations which I will detail in another […]
FatWoods has been up and running for over 6 months now and still we haven’t finalized our logo. We’ve done plenty of designs but ultimately we haven’t been able to agree on one. Today I had another crack at creating a logo and thought that I’d post it and some of the older design online […]
Tim and I have thrown around ideas of what the game could look like; lately I’ve been thinking that a desert island could work well. The mechanics of the game involve only having a certain number of steps (time) to get to a specific point; this fits well with a person stranded on an island, […]
In my last post, which I think was almost a month ago, I had hoped that +Alexander Tulloh and I would be able to update this blog on a bi-weekly basis. Turns out we struggle to make weekly updates. I think this due to the amount of time we have to work on this project. In […]
There aren’t a lot a new changes, but now you can see the idea that trees can grow over time, and that the current time can be set by the slider in the top left. All actions are recorded, so you can seek back and forth through time, similar to my last post. Later on […]
It’s been a while since I’ve posted any art work from our game which will try and change. Actually I will talk to +Alexander Tulloh about posting weekly. I think it would be good if he posted every Tuesdays and I’ll post on Thursdays. Anyway, back to the game art. Since my last post our character has […]
As our game is slow paced, we thought it would be good if you could just rewind if you stuff up, rather than have to do the whole level again, Braid style. So here I’ve implemented basic action seeking; this means I can queue actions (e.g. move forward), seek through the queue, rewind and clear.
After a long holiday overseas to visit family, we are finally back in action! After a little more tinkering and reading up on Unity execution order, it looked there was a limit to the number of physics updates I could make to a single collider per Update/FixedUpdate, or at least they weren’t synced with engine when […]