Progress on Battle Maze has been really slow for quite a while, but not as slow as the updates on this site. I’ve gotten sidetracked by alot of other projects, and personal stuff. Projects I’ve been working on is updates to 3ounce and other apps I’ve made, and I started working on a new game that I probably will never finish. But I’m now back to working on Battle Maze again, and progressing slowly. I’ve decided to use the new UNET Networking API introduced in Unity 5.1 for network games in Battle Maze. So far it seems quite simple to set up, and things are actually working. Documentation of the new API is a little lacking at the moment though so I have to google-hunt a lot to find solutions for simple problems that pop up. But it’s getting there.. I think! I’ve changed alot of the way the game plays lately so I’ll come back with some screenshots and maybe videos soon!
This weekend I recieved an update to Unity (v 4.5.4f1) and I decided to try out getting realtime shadows to work on the Windows Phone 8 Version of 3ounce. Since Unity actually claims “shadows on all platforms”, I still haven’t gotten shadows to work for my wp8 builds.. I’ve tried out every quality setting and tried building a simple scene just for testing purposes, but no go.. This really bothers me since I want my game to look the same for Android, iOS and Windows Phone.. What makes it worse is the fact that on the Windows phone Emulator it Works fine! So I’m guessing that some wp8-phone models could pull the shadows off just fine.. But some, including my Lumia 930 can’t handle shadows. What bugs me is the fact that when shadows isn’t working the entire light actually cast a gigantic shadow covering everything within the max shadow distance..
This is what the scene is supposed to look like (In editor)
This is what it looks like on my Lumia 930.
And on the Windows Phone Emulator….
I’m not sure if I want to disable shadows for all wp8 or have an option for switching shadows on/off in settings..
We’ll see what I end up With.. but the best thing would be for unity or Microsoft to fix whatever’s causing this..
I’ve spent alot of time since my last post working on 3ounce.. And I’m getting closer and closer to re-releasing the game. I don’t have much left on my todo-list. But I do have a little work left in the sound Department… Game sound is not something I’m really good at.. Up until now I’ve been using music and sounds that are Public domain and I’m probably just sticking with that for 3ounce, since I don’t have the money to get someone to make something good for me, and a lot of the Public domain stuff I’ve found online is great! Will be working on the audio this weekend and believe I can finish most of what I have in mind.. After that I think all that is left to do before release is fine tuning.. Will spend some time on making a good trailer for the game also.. Which is another area I’m not very good at… See you later!
It’s been a while since my last post, but I’ve also got a lot of work done!
3ounce has changed radically since it was released for Windows Store. The Things I have changed is:
- New Maze-generating code. Creates “better” Mazes now. Minor changes.
- New player control. Before I rotated the entire maze at input, while the player was always falling down. This was quite heavy to process when the Mazes got bigger.. So I changed my code, so now you change the direction of gravity instead, which has improved performance very much!
- New 3D models (Blender) added for levelcubes, pickups, goalmarker, obstacles ++
- New particle effects upon pickups, Death, and goal.
- New pickup and goal placement. Through the use of pathfinding algorithms (A*)
- Added obstacles around the Maze, With the possability to “die” (Move 4 steps back).
- Alot of other stuff
I’ve also tested my game on Android, and I’m working on testing it on iPhone (need to borrow a Mac).
Here running on PC, Nokia Lumia 930, Samsung Galaxy SIII and Samsung Galaxy Tab 2.
Here’s some recent screenshots of the game (Some things has already changed from this version):
I just got a Nokia Lumia 930, my first Windows Phone 8! My last Windows Phone was a Nokia Lumia 800, and I must say the difference is huge! After I got the new Phone, I wanted to try out how 3ounce would perform om the handset, so I built it for WP8 and what do you know, It played perfectly on the Phone! So I’ve decided to port 3ounce to WP8 before I continue work on Battlemaze. I’m also changing the game quite a bit before releasing.. Already done alot of work on the visuals/GUI.. Some screenshots below. The looks might change more..
I’m back from a fantastic vacation in Rhodes, Greece, and tomorrow it’s back to normal/work.
I thought I should write a little about who I am and what I’ve done before.
My name is Ronnie Moe, and I live in a small town called Odda in the west of Norway. I have two sons and a beautiful woman in my life, that I spend as much time as possible with. I work at a zinc smelting plant as an automations engineer.
My first programming experience is probably when I was little and I wrote code off a book into my Amstrad 6128(?). Making words and numbers come alive was really fascinating to me, and I’ve been interessted in computers and electronics since then. I’ve been programming my own code since about 2006 when Microsoft XNA preview was released. I started to play around with it, but didn’t put any serious work into it at that time. But I made some games with XNA later that never got polished enough to release. Made a platformer called Sheikh, and other small projects. Later I made some apps for Windows Phone 7/8 and Windows Store. I’ve made a board game called Tactiles and a maze game called 3ounce that’s on the Windows store. I started to play around with Unity 3D this year and 3ounce is the first game I’ve released using it.
Appart from programming as a hobby I’ve got a bachelors degree in Electrical engineering. During my education I’ve covered topics as Java programming, algorithms, PLC-programming (Do this alot in my work as well) and other semi-programming related courses.
Other hobbies that I have that come in handy when making games is drawing and painting, 3D modelling, and of course playing other games.
I release my games under the name ‘Trolltunga Kreative’. Trolltunga or ‘Troll’s tongue’ is a local hiking destination where I live. A beautiful wonder of nature, where a rock lies extended from the cliffside like a tongue, with a breathtaking view underneath. Here’s a picture of me there.
I’ve been looking into what to put into my game design document lately, since I’m doing one this time around.
Why even bother to do one,when you’re a one-man-team? Well.. I think it’s a good idea to put your thoughts on ‘paper’, to get a clearer sense of whether your ideas will work out or not!
What should a game design document contain then? I’ve been reading a little on the topic, and looked through some templates on the web, and found that your design document should contain some notes on these topics:
- Game features
- Target audience
- Story/Game world
- Characters, Main/NPC/Enemies
- Gameplay and controls
- Art direction
- Level design
- User Interface
- Audio, SFX/music
The document needs to start out with a summary of the games focus points, and the philosophy of the project (what will you try to achieve with this game?)
I’ll probably use some time on the Battle maze GDD, to get a clear idea of what game I’ll be working on. But even if I put some work into the GDD, it needs to be a document open for changes, because there will always be changes.
Here are some of the pages I’ve checked out on the topic.
The next week or so I probably won’t be posting anything, since I’m going to Greece on a holiday. Will be enjoying myself too much to bother with making games for a while. But I’ll be back with more, before you know it!
Here’s a quick list of tutorials I have found interesting on Unity Networking.
Brent Farris – Unity Networking tutorials:
Createathings Unity networking tutorials:
Sky Arena Photon tutorials:
These videos are referencing a tutorial asset, that can be bought at the Unity Asset store. I haven’t bought this so I can’t say anything about it. But found the videos interesting either way.
Quill18Creates Multiplayer tutorial:
I haven’t decided yet if I wan’t to use PUN or built-in Unity Networking for BattleMaze. Both choices has it’s pros and cons as I see it at the moment, but I think PUN is a little bit ahead.
Do you have any experience with Unity networking? Or PUN? What do you think?
Thank you, Tube
Here’s 5 reasons I don’t get to develop games as much as I’d like to!
1. I have two sons that needs my attention all the time, a 1 year old and a 11 year old. Love them to bits!
2. The love of my life. Needs at least as much attention as my sons. And deserve it all!
3. My real job. Making games doesn’t necessarily earn you any money! So I have this other job to make a living.
4. The big old house I call a home doesn’t take care of it’s self.
5. This summer! We are at the moment experiencing the best summer in years! We are not used to seeing the sun this much, and the heat is crazy! Just have to enjoy it while it lasts!
Luckily I’m not in a rush!
I’ve been too busy to actually do any gamemaking for a while, until a few days ago when i updated my old maze game “3ounce” for windows 8 to windows 8.1. I started doing some changes to the graphics ingame as well, and quickly found that I wanted to do more with it.. I wanted to add some form of multiplayer, and I wanted to do a total overhaul of the looks of the game.. Soon I realized that this was more than just an update.. It had to be a whole new game! And then the idea of “Battlemaze” was born..
I’m new to network gaming so I’ve been reading about Unity networking and also Photon Unity networking. I’ve been looking through some getting started tutorials. But I’ve realized that I need to get a clear idea of what kind of game I’m going to build this time, before I start coding and implementing features.
At the moment it’s all just a big pile of ideas floating around on postIts and in my head. This time I think I’ll try to narrow down all features and gameplay mechanics in some document before I go further.. But I always have to check up on some stuff on the way.. Like lately.. facebook integration, pathfinding algorithms and unity networking/photon.
Do any of you make games? How do you go about planning your games?