Hatches! Big news! Hatches in the Decommissioned finally work! This may seem really small, but really has huge implications for the game. Besides picking up items, this is the first players have had the ability to interact with the space station. This constituted a full re-write of the interaction system – lots of work, but..
Building a space station is a huge job, but luckily there’s a lot of repetition. The space station modules are all similar in shape, and the components that make up the equipment on the station are all standardized. This seemed like an ideal opportunity for some procedural generation! My plan was to build a system..
I’ve been working on the crafting system for the past few weeks, and finally have a prototype! I’m aiming for a realistic feeling system where the player actually has to assemble circuit boards, batteries, and other components to build space station systems. One of the benefits of VR is the ability for players to..
I’m at GDC! I’ll be showing Decommissioned this week. If you’re at the show, come say hi!! The events are: GDC Prototype/Playtest Night Tuesday, 2/28, 7PM-10PM Parc 55 Hotel, Market room – 55 Cyril Magnin St, San Francisco, California 94102 GDC 2017 GameDev Meetup Networking Mixer Part II Thursday, 3/2, 5:30 – 9:30 Buzzworks – 365..
Fixing those pesky performance issues For the past few weeks I’d been having a horrible performance issue, and I couldn’t figure out why. My frame-rate hovered around 20 fps, which is really bad for any game, let-alone a VR game where low frame rate can make you physically ill. This issue only occurred in editor,..
Lots of good stuff happened over the past two weeks. Let’s dive in! Movement system Last update, I was working on building compartment door interaction into the movement system. And now it works! Sort of… There’s a few issues still left to handle. One of the main issues I’ve been grappling (ha) with is momentum…
Things have been quiet around here. It’s time to change that! I’ve been quiet for a reason, and that reason is “Decommissioned” – a VR game about surviving on a space station. Think “Gravity” meets “The Martian”. In Decommissioned, you play as the last astronaut to visit the International Space Station, charged with successfully ending..
…Previously on Unity Tricks: Making an inspector from any ScriptableObject… This week’s tip is pretty simple, and fairly esoteric. It’s not something you’ll need to use every day, but it is pretty cool, and who knows, maybe one day you’ll suddenly find you need it. Today we’re going to make a C# delegate out of thin..
Over the course of development, I’m constantly finding cool features of Unity and c# that I never new existed. I’ve found some that are really useful, so I’m going to start sharing them regularly here. This week’s requires some prior knowledge. Definitely read up on ScriptableObjects and custom editors if you are unfamiliar. Without further ado:..