10/1/2014
Update!
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| 10/1/2014 version |
Here's my Starship game as is. I have not been able to get myself to sit down much. between this, school, work, Loraine, and helping someone with a script on Skyrim Nexus I have been pretty busy. Here's a list of new features since last update:
- Ship parts at the bottom are now stored in an Array for referencing and place themselves on a function call. This also means it's pretty easy to add stat adjustments to the ship parts and then iterate through them.
- You can also now run around inside the ship (bottom half of the screen)
- Sound effects are in the game now, including a free sci-fi music track I found online. I'll try to link the sci-fi soundtrack later. The unity assets store is down atm.
- Enemy ships can shoot bullets. Bullets impacting the player ship on the top screen cause the ship to shake on the bottom screen and play a good classic star trek ship impact sound (not the literal sound but something like it.)

Loraine:
I Finally got all the models of Loraine set up to the newest version. I have been sent a mondo file of VA lines which represent a lot of possible quest ideas. I also have figured out how to fix a bug that has been an issue since it's first release. I'm hoping to fix another bug but it will need testing. Additionally, I am helping out another modder on the Nexus with scripts and he told me he'd be willing to help me with any textures I want. I'm considering using that for some Loraine content to make some cool looking stuff.
Other stuff:
If you haven't checked out Ludum Dare, you should. It is a contest that is held twice a year. They give you a prompt and you have 48 hours to make a small game based on it. You also have to create all of your assets yourself and post the source in the end. Alternatively, you can work with other gam devs, and you recieve more time. There are tons of free games on there. I particularly recommend:
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| (Top-Left) Hop, (Bottom-Right) Slide |
HopSlide: which is a game that has two executable files that you load up. The two files create two windows and the objective of the game is just to collect 6 items. However to get these items you have to figure out how the two executables(windows) are connected.
Driver's License: This is a game where you play as Buff guy who has just crashed his car on a deserted island. The island has a few items on it, and you can craft new objects by throwing two items together in the air. You can also throw items into the sea and attach notes to them. They will then go out to sea and to someone else's island. The more items you throw in the sea, the more you will receive.
SuperDimensional: The last contest's winner and it's easy to see why. In this game there are multiple worlds all connected (going with this contest's theme of "Connected Worlds") In the basic world everything is a blue hue and there is a rock rolling to the right slowly. But there are rifts in the world, and by using your mouse you can make a rift cover the ball and cross it into, say the second dimension, which is a green hue of an underwater world which in my mind seems apocolyptic. In the underwater world, the Rock ball is a squid which moves slowly to the right and also upwards. So to jump a gap you can let the rock roll towards the edge and then cross the world into the underwater world so that the ball becomes a squid and floats up until it cross the gap in the blue world, where you can switch back to a rock. You really have to play it to understand.Twitch: I have been considering doing twitch channels of indie games and small unity games. This would let people have the chance to check out a bunch of games while sitting back and eating chips, and let game developers get a chance to have their games seen. It also gives me a chance to use Facerig, which I so dearly want to use.
Currently playing: Starbound, The book of Unwritten Tales, Killing Floor


