All posts by Ronnie

Unipolywater shader

Many of you have asked if I could release the Universal Low Poly Water shader I’ve made for Unity. The wait is finally over!

UniPolyWater Shader with collisions

I’ve decided that it’s time to make this low poly water shader available for you all. The shader should work on any platform! It’s tested on PC/Mac and iOS.

Use the shader for any project you wish! Commercial or non-commercial. I’ve packaged the solution in a Unity Package with the shaders, tools and an example scene you can play around with!

YOU decide if you wish to download it for free OR if you wish to pay an amount for the shader. Any support is highly appreciated! Enjoy!

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New/old project rises

Many game developers struggles with the continuous pull towards creating new more exciting projects, instead of finishing the one they are already working on. This is known as the “Shiny Object Syndrome” (Source) and it’s very common among game developers, and I have found that I’m no exception! I tend to love starting new projects, and have a hard time pulling a project through to the end, and finishing it.. I’m kind of aware of this problem, but it’s really hard to resist! But this time it’s different I keep telling myself! This time I’ve actually returned to a game I’ve worked on before.. Voila, battlemaze or codename bttlmz returns! A game I started working on after I released my last finished game.. This time maybe I’ll be able to finish it? Only time will tell..

Working on the arenas

I find 3D modelling in blender very fun, but it sure is time consuming. And it get even more time consuming when I all the time need to render out my scenes even though I only need the models for Unity.

Heres my latest render of Shackles Bay, Chuck’s home and arena. It’s in no way final, alot of it needs to change before it’s done, but it has about the right feel already.


What do you think?

Animating more characters

I’ve put alot of work into the characters of Wacky waves lately just to get a feel of the style of the game and to try to get some inspiration for the continued work on the game. These characters is what will make the game feel alive, so I believe they are very important to get right. But they are also very fun to do. Check out this GIF! What do you think?

Animating characters

The two last days I’ve been creating one of the characters for the Wacky Waves game,”Chuck Shackles” the ghost pirate. I’m creating the characters in Blender3D. My skills are limited, but I’m taking my time with the models, keeping the poly count low, and keeping everything flat shaded and polygons single colored! Here is an early render of the character: 

I also tried out Adobe’s mixamo autorigger and animations to take him for a spin!

Any thoughts on the style I’m going for? 

Wacky Waves

I’ve started focusing all my development energy on a game project named “Wacky Waves”. It’s going to be a fast paced action boating game with battles between players and the environment. I’ve put up a site www.wackywaves.com that will have some info on the game, and a twitter account @wackywavesgame that I’m sharing my progress on! I’ll be sharing my bigger progress posts on this blog mainly, to keep things in one place! Hopefully I’ll be able to share more regularly than I’ve been able to before! Here’s some very early screens from the game I’m working on!

Terrain generation

It’s been a while since my last update, but I’ve been working on terrain generation for some time now. I’ve built my own Marching tetrahedron implementation. Which has not been the simplest of tasks. But I’ve got it working OK for now. I’m going to keep working on it.., it still needs some tweaking. But I thought I wanted to share. Have a look!

I’ve also worked a little more on my poly water and movement along the waves, which isn’t perfect, but OK at the moment.