Wednesday, 29 October 2014
Well well, what do you know. Following TDTK, I've been started to rebuild TBTK from ground up too. I've only created the package a little more than a year ago. It is not even that old. But my OCD gets the better of me I guess.
Consider that many user do end up doing modification of their own, I think it's only right I clean up and streamline the old code, which is pretty messy at place. The turn logic is quite dodgy on hind sight. Not to mention there's lot of patch work since I've added stuff like hotseat multiplayer, fog-of-war and cover system, etc. The goal in the new TBTK, is to redesign all those features as an integrated system from the start. I'm quite happy with the result so far. I'm sure another who want to mod this in the future would appreciate that. On that note, if you are trying to mod the current released TBTK, I do apologise...
I've also taken the opportunity to redesign most of the editors to make it more manageable, if not more intuitive. The spawn/deploy area on the grid for instance, now can be painted using mouse in SceneView. Instead of painstaking setup factions information across different component using Inspector, there's now a window to do that with all the information at a glance.
Also the grid system has been overhauled and now it can support a much much bigger grid. See for yourself, the next image is a 80x100 grid. Keep in mind I still haven't test this thoroughly so while the grid generation is not an issue, other aspect of the game might be. We'll see.
It's early days and I still have a long way to go. I barely manage put the key components together at this point. But I do hope you like what you see.
Tuesday, 14 October 2014
Once again I'm involved in the production of another TD game, what a surprise(!) Anyway, what important is, it's now on Steam GreenLight. Please go up vote it if you can. It would be pretty cool to be able to say that I've made a game that got on Steam.
About the game, it used a custom modified version of TDTK. I'm responsible for the coding as well as putting all the elements together. Instead of reading my poor attempt at describing the game, Just watch this video. And did I say it's on GreenLight now? Go support it!
Sunday, 5 October 2014
Lately, I feel like I've been overworked myself a bit on updating TDTK and TBTK. So I took a break on the weekend's evening. Instead of playing one of the game from all the backlog I have in my steam library like I should, I had a brain wave. And this is what I've come up with.
- use arrow key to move up and down -
- use space-bar to 'hit' harder -
Sick I know. My idea of a break is still very much working. Anyway, in case you dont know, there's a saying in game development community. When you first started and still learning, you should start small. And by small everyone means Pong, the grand-dad of video games. If you have no idea, just google it.
Now I've never play Pong or try to make it. So here I'm doing just that. I recon I'm a bit better than a total beginner so I figure this should be a bit easier. The goal is to complete it in an evening. I'm pretty pleased I did. I'm pretty happy with the result too. It's been a great fun and a good change of pace for me. There's joy to be have in doing simple things and get it done.
Since I've never play the original, I improvised on the thing I dont know. So the physics of the ball trajectory may be way off. I've also add in gravity. It feels a bit like playing 2D tennis. Pretty fun I say. I still have many ideas that I want to try but having force myself to complete it in one session of sitting down, you have no idea how hard I have to fight the feature creep. Also I've purposely keep things simple after I decided what to do with it half way through working on it.
My plan is to make the source code available to anyone who is interested, as a learning material. For that reason, many things are kept relatively simple. I've also put in an unsually huge amount of commenting and explaining in the code. Honestly I've almost spent more time working on the comment that the code itself.
I'll probably put this on Unity AssetStore as a free package, that is if they accept it. For now, here's the download link for the source code (Unity4.3 is required), have fun!
Thursday, 2 October 2014
Alright, I've spent way too much time on TDTK3. The good news is it's almost there. Still not sure if I should release it on AssetStore when it's done with Unity4.6 is still in beta. But for now I'm ready enough to put out a beta demo. Personally I think it's gorgeous! So, with pride, I present:
A little information about the demo, all the levels use procedurally generated spawn wave so it will be a different each time you play the level (I'm too lazy to manually set them up one by one). You can enter FPS mode by selecting any tower and click on the button with a cross-hair. While in FPS mode, you can use 'q' and 'e' to cycle between weapons.
Finally, I'm not sure how well the webplayer will work, both Unity and TDTK3 are still in beta. So feedback or bug report are welcome. Have fun! :)