NOT REALLY A GAME… instead, it’s life drawing on a dancing figure – time slows down while you draw. I wanted to get across the urgency I’ve felt in some life drawing classes when asked to “draw this moving figure in 30 seconds”!
Controls: click and drag to draw, space commits all the current strokes on the dancer to the page, enter removes ALL strokes. Click the watch to “cheat” and stop/ start time for the dancer. Click the eraser to temporarily hide the dancer and the current strokes on the dancer.
A dumb game based on a vague memory of watching The Great Escape as a child. But at least I’m back to making little games! Made it in a few hours this week. It’s very nice to be programming again, with fairly easy stuff I can do quickly. Unity’s sprite tools are pretty fantastic, I’ve got to say.
Play here: The Cooler
The rules are, you have to bounce the ball off the ground, then the left wall, then click and hold to catch it. Don’t pull the ball outside the middle rectangle. The “sparkly” bits get you double points! Points accrue after a short amount of time. Press Esc to see your highscore (updated after you fail).
Sorry if the physics when you let go feel weird! The art is pretty awful but hopefully has a bit of charm about it. Thanks for playing!
Didn’t really have enough time to make a game this week, but I made this little jellyfish toy thing:
You just move the jellyfish by hovering your mouse over a spot and it will come to it. Hovering over the jellyfish will make it face upwards.
I wanted to experiment with physics systems in Unity. The tentacle things are Character Joints (although I tried out Interactive Cloth and Fixed Joints – eh, none of them are great for this) and driven by the first one in the chain rotating. I’m adding slightly random forces to each part of the tentacle every frame to suggest water turbulence, and make them tend away from the main part of the jellyfish. There are interactive cloth parts on every other part of the jellyfish apart from the top bit. (I have no vocabulary for jellyfish parts!) The cloth was the hardest thing to get right probably, it just screws up with 99.99 percent of the available settings.
The vertex shader on the jellyfish distorts it according to its world space position, so it looks like it is being buffeted by turbulence. The fragment shader is various rim lighting effects composited together with some noise and a lambert shader.
The sea background is another weird shader I chucked together with a couple of input colours and using a quad’s UVs (I used some of Shaderlab’s awesome examples again for a few noise functions). The light shafts are basically cubes extruded and distorted with a vertex shader, blended additively. There are some basic 3D particles floating around to make it look like the sea.
Here’s a screenshot from the editor (with none of the image effects making it look nice!):
This week, I wanted to practice simple first person gameplay, and experiment with minimal graphics – so I created a first person text adventure. Gameplay is a bit like Gone Home, but without the visuals. The story is loosely based on an SCP entry, hence the name, but don’t look at it till you’ve played the game please, unless you want the end spoiled! The link’s at the bottom of this page. Screenshot of the game:
Woohoo! Week one over, game finished! Well, I implemented maybe 10% of what I had in mind for the game, but that 10% is roughly how I imagined it! And it is kind of rogue-like-like-esque, so I’m pretty happy overall.
Please play here: