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ferrous' Journal

Low hanging fruit

Posted by ferrous, 20 September 2015 · 0 views

I updated the web player here , though Chrome I think disables plugins always now (works in IE, dunno about FireFox or Edge). But the last time I tried the webgl exporter, things were kind of funky and off. I'm not shooting to make my game as a web game anyway, but it is nice for showing other people my work. Though there's always youtube and Gifs.


Playing with GIFs

Posted by ferrous, 13 September 2015 · 0 views

Okay, so I've been doing a lot of mucking with the bullet cam, the damage system, etc. Lots of little stuff, haven't really gotten to dig into new features. Lots of tweaking of underlying things, trying to come up with not super ugly code.

Also here is my first attempt at showing a GIF

(I need to play with the the timescale curve a bit more I think, th...

Tank Tactics -- getting distracted by bells and whistles

Posted by ferrous, 19 August 2015 · 0 views

Tank Tactics -- getting distracted by bells and whistles Okay, so I have to admit, I dig the WarThunder Ground forces kill cam. And I'm attempting a rough duplication of it here. I'm learning a lot about shaders, rendering things always on top, and about the Animation class in Unity. Though I was a little disappointed by swapping materials through animation, this seemed broken, and I don't know why, other t...

First prototype for Tank Tactics game

Posted by ferrous, 03 August 2015 · 0 views

First prototype for Tank Tactics game So I finally got around to uploading a new prototype to the web for people to look. After doing all the work for the pathfinding with a turn radius, I didn't really like any of my initial schemes for then turning the turret toward a target, aiming at a specific spot on the target, calculating cover (I thought about render to texture for a fuzzy analysis,...

Added multiplayer to mazewar

Posted by ferrous, 21 April 2014 · 599 views


So I added multiplayer, the UI is the default garbage Unity GUI, but it works and its easy, so it'll do for now as a quick placeholder to get to the new stuff. I also have a slider for the number of bots. I'm particularly happy that it supports dynamic joins, updating the map destruction for new players....

Another Unity Prototype: MazeWar

Posted by ferrous, 07 April 2014 · 532 views

Another Unity Prototype:  MazeWar So this is a remake of an old Atari game: http://joshv.itburns.net/MazeWar.html

The basic ruleset is you can have only shot out at a time, hitting a wall causes it to explode shortly thereafter, sending shrapnel in the cardinal directions it wasn't shot from. If a projectile hits a projectile, it causes a backsplash.

Still has a few things to d...

Added help text to my physics based tower defense.

Posted by ferrous, 13 March 2014 · 413 views

Alright so http://joshv.itburns.net/WebAttempt.html has been updated with some help text to help guide users. If anyone finds it too terse, confusing, or anything at all, feel free to let me know!

I've also updated my path planning with a minimal turn radius (http://joshv.itburns.net/RadialAttempt.html ), fixed a bug, and some other general performance...

Adventures in physics based Tower Defense.

Posted by ferrous, 16 January 2014 · 531 views

So, a while back, I decided I wanted to make a game using Unity, to get my feet wet in it. I wanted something fairly simple. So I went with a Tower Defense game. But of course, I had to put my own spin on it, by making everything physics driven. No hitpoints! To defeat the creeps, you have to push them off of edges, into the infinite pit below.


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