Monday, 14 December 2015

How we handle terrain dressing

Terrain dressing is what we call the sprites which appear on the surface of the terrains where the cars can drive.

We create groups of terrain dressing objects, for instance one group for trees, one for bushes, one for foregroud bushes. These are stored in a .asset ScriptableObject database.
Each group contains a lot of parameters which determine how the dressing is generated.
These include horizontal spacing, offset ranges in Z (to create parallax) or Y (clouds, for instance), and scale ranges.
There's also a Max Slope Angle which determines what slope the objects should appear on. We don't want trees on steep slopes, but bushes can go there fine.

Added on to this is a script which is called per-object. I derive classes from a base Dressing Base script. When being placed, all DressingBase scripts are called in the object's hierarchy.

The two in use here are DressingPlacement and DressingColor.
DressingPlacement decides whether the object should take the angle of the surface (eg. for bushes) or not (eg. for trees). Also there's a random range which is added to the rotation of the object.
DressingColor simply modifies the color of various parts of the object randomly for variety.

When AutoUpdate is set on the terrain script, we can adjust the variables in the groups database and see the result in realtime in the editor.

Once we have a set of groups in place, and have decided how we want the particular game to look, we can duplicate the groups for other types of terrain.

Here we have 3 more terrains which are basically the same as the first one we made, with a few groups duplicated and modified:

Visit our Facebook page for the latest updates!

Thursday, 10 December 2015

Dressing Scripts

For our latest game, we automate scenery dresssing, which I'll cover in overview in another post. But today we made color modifications to various items of scenery.

Here are the trees, made from multiple source sprites

When these are placed down in the scene, the code searches for any scripts derived from DressingBase and runs that code on the objects.
We have all kinds of scripts to modify things, but here's the colour modifier script for the trees:

It simply lists the sprite renderers which are to be modified, and changes their colors. In this case we use a green gradient to colour the trees per-tree (rather than per-renderer).

The result we get when putting the trees in to the scene is this:

This also has other randomization applied, but you can see the trees have a nice variation in color now.

Depending on the game, we might use a palette database for this colorization, so we can tint everything in the level depending on other factors, like time of day, or time of year.

Wednesday, 9 December 2015

Unity 5.3 arrived last night, with some nice new improvements. Upgrading was painless.

They now have multi-scene editing, which looks interesting.

Currently we have multiple levels in each scene, split between me and Rob doing the design. We do this because it's very useful to have different levels easily accessible, so we can check things, or copy and paste parts from other levels.

On my current task list is a tool to split the scenes up in to multiple scenes, one per level, to make loading quicker. I deliberately avoided getting on with this task because I knew the new Unity version was coming out soon.

It looks like it was a good decision. I think we can now have one level per scene, and still have all the other scenes on-hand as reference. I'll be trying it out in the next week or so, but fingers crossed, this could be a big improvement.

Monday, 7 December 2015

Working on a new sidescrolling racer in Unity3D.

This is exciting for me, even though I've created loads of these games, because I get a chance to re-write it all from scratch. I can get rid of all the hacks from previous games.

Working on a mission database at the moment, so I can link up tasks and unlocks. For instance:

Level1, wheelie for 5 seconds -> unlock the Bus.

I'll keep this updated every day! (honest!)

Thursday, 23 July 2015

Live coding!


Here's a proper inside scoop on the development of our latest game, a 3D mini golf multiplayer with Pirates.

We're doing a soccer game now!

NB we're not at it 24-7 :) If we're offline at the moment check back from about 8am GMT+1 for more action!

Wednesday, 8 April 2015

Know your enemies

Sometimes the Alienblobs' experiments go wrong. Trying to take over the body of a helpless blob, they instead took over the Soul of a boot!

But who are the Alienblobs? This turned out to be a good question. We thought that random boots and missile launchers and stuff were kinda cool, but wouldn't it be a lot more fun if they each carried an evil controller?

Alienblob on board

So, what do you think?

Monday, 30 March 2015

The Bomb

The bomb is one of the dangers faced by Blob during his adventures, placed by the evil Alienblobs to thwart his progress.

Get too near a bomb and it will wobble and blow up. Worse still, there may be cannons shooting them across your path...

Saturday, 28 March 2015

The Robots

Robots are amoral, the Alienblobs are unable to take over their minds. But they always want something. they often won't open a door until you've given them what they want. This is usually bits of metal.

But who are the Alienblobs... ?

Thursday, 26 March 2015

Blob's Adventure is coming soon - but who is Blob?

Who IS he?
Blobuloids have been hanging out at RobotJAM's house forever. Rolling around, picking up dust, making the occasional sarcastic comment. They've even found their way into some of the games:

Water Werks, a Flash game from many years ago :)
So maybe Blob is a Blobuloid who's gone off alone and got himself into space travel - but his rocket ship keeps breaking down on alien planets. It could be that Blob has to keep looking for a new ship to borrow while lots of weird and dangerous things are happening.

Oh no! The rocket ship is broken!
I interviewed LongAnimal Julian about the characters in the game and all he would tell me about Blob was:

"Blob is... a blob."

Monday, 2 March 2015

What is it?

Working on a new game at the moment - what do you think we should we call it?

Tuesday, 24 February 2015

Rock Vs Zombies for Android

Hey hey hey - happy new year (ok, ok...)!

Lots of work is going on in the background as TurboNUKE gets underway with Unity development. Lovely stuff!

Our first title is out on Google Play already, free to download here.

It's a fun Minecraft-styled 3D maze puzzle where you tilt your device to roll the rock around to squash all the zombies and rid the town of the scourge. It's a little tricky because you don't get much time to do your work, and there's obstacles and pits of boiling acid to contend with along the way.

We'd really love to get your comments and +1s!

Check out a quick video preview: