Author Archives: Mathias Andersson
Android Game: Magnetos
These past few days I organized and hosted a weekend long game jam, namely Gotland Game Jam HT 14. While not helping participants out with their games or generally making sure things went smoothly, I made a game by myself.
I took this opportunity to try out the new UI system in Unity 4.6, turns out it was pretty nice overall. There’s a lot of similarities with NGUI in how things are set up, but they differ greatly in implementation. The […]
Android Game: Magnetos
These past few days I organized and hosted a weekend long game jam, namely Gotland Game Jam HT 14. While not helping participants out with their games or generally making sure things went smoothly, I made a game by myself.
I took this opportunity to try out the new UI system in Unity 4.6, turns out it was pretty nice overall. There’s a lot of similarities with NGUI in how things are set up, but they differ greatly in implementation. The […]
Game Connection & Paris
I just came back from Game Connection in Paris yesterday and it has been quite the experience. I was primarily there to pitch Braindusts new game BlastCat to publishers and I must say it went quite well. Had a lot of good meetings (both planned and spontaneous) and have a lot of promising contacts to follow up on, these are interesting times indeed.
If you’re unfamiliar with what Game Connection is: it’s basically a dating service for games […]
Game Connection & Paris
I just came back from Game Connection in Paris yesterday and it has been quite the experience. I was primarily there to pitch Braindusts new game BlastCat to publishers and I must say it went quite well. Had a lot of good meetings (both planned and spontaneous) and have a lot of promising contacts to follow up on, these are interesting times indeed.
If you’re unfamiliar with what Game Connection is: it’s basically a dating service for games […]
Gotland Game Conference
It’s been a week since we showed the game at GGC and it still feels quite good. We went through the feedback yesterday and even though there’s a lot to fix there wasn’t really any large issues that we hadn’t thought of/knew about already, which is always comforting.
Most of the feedback was about simply making the experience smoother. There’s quite a few things that’s not clear to the player, mostly because we couldn’t fit enough tutorial puzzles into our GGC […]
Gotland Game Conference
It’s been a week since we showed the game at GGC and it still feels quite good. We went through the feedback yesterday and even though there’s a lot to fix there wasn’t really any large issues that we hadn’t thought of/knew about already, which is always comforting.
Most of the feedback was about simply making the experience smoother. There’s quite a few things that’s not clear to the player, mostly because we couldn’t fit enough tutorial puzzles into our GGC […]
Guiding the player
After some testing, we discovered that players would lose their way in one of the areas in the factory level, and become unsure of where to go next. It simply left most people confused. Before going into what I/we did to fix it, lets break down the problem(s).
This is what you see when you first enter the room. It’s not very interesting. Most people just simply walk forward without paying attention to what’s below or to the right, which […]
Guiding the player
After some testing, we discovered that players would lose their way in one of the areas in the factory level, and become unsure of where to go next. It simply left most people confused. Before going into what I/we did to fix it, lets break down the problem(s).
This is what you see when you first enter the room. It’s not very interesting. Most people just simply walk forward without paying attention to what’s below or to the right, which […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
New screenshots!
So, the original plan was to post weekly video logs, but holy smokes we’ve been busy. The entire team has been working a whole load more than full time for the last weeks to get all the features in game… and we did it, We’re feature complete!
There’s still a lot of content missing and things work in progress but all the important features are in, most importantly all of the 5 initial robots have been implemented and all their 6 […]
New screenshots!
So, the original plan was to post weekly video logs, but holy smokes we’ve been busy. The entire team has been working a whole load more than full time for the last weeks to get all the features in game… and we did it, We’re feature complete!
There’s still a lot of content missing and things work in progress but all the important features are in, most importantly all of the 5 initial robots have been implemented and all their 6 […]
The Puzzle Manager
Learning from the technical aspects of implementing puzzles and level events in CoBots, I was determined to come up with a solution for implementing the puzzles that generally would be easier to work with.The system had to fulfill the following requirements:
Easy to visualize
Quickly being able to grasp how things are tied together saves a lot of time in the long run and makes it a lot easier for someone else other than the initial author to grasp the system
Easily interchangeable prefabs
When working […]
The Puzzle Manager
Learning from the technical aspects of implementing puzzles and level events in CoBots, I was determined to come up with a solution for implementing the puzzles that generally would be easier to work with.The system had to fulfill the following requirements:
Easy to visualize
Quickly being able to grasp how things are tied together saves a lot of time in the long run and makes it a lot easier for someone else other than the initial author to grasp the system
Easily interchangeable prefabs
When working […]
New game in development!
After recovering from the haze that was CoBots development, we’re back with a new game, Mechropolis! It’s a first person action puzzle game set in what’s the remnants of a lost civilization. The only remaining sign of life are small rusty robots going about their business, long after whoever built has gone.
You need to overcome challenges by throwing them (the robots, that is) together to create new ones that will help you traverse the environment and overcome challenges. I made […]
New game in development!
After recovering from the haze that was CoBots development, we’re back with a new game, Mechropolis! It’s a first person action puzzle game set in what’s the remnants of a lost civilization. The only remaining sign of life are small rusty robots going about their business, long after whoever built has gone.
You need to overcome challenges by throwing them (the robots, that is) together to create new ones that will help you traverse the environment and overcome challenges. I made […]