Not updating this site much recently, but I do post on Twitter frequently and post new games to itchi.io
This is an overview of a Unity 3D Engine prototype for processing MagicaVoxel OBJ meshes into submeshes for each voxel color so that they can be assigned different materials, physics materials, collider layers, etc.
In August I was using MagicaVoxel to prototype a videogame’s 3d overworld. It was looking pretty good.
But then I ran into an annoying problem. Continue reading
Recently I’ve been prototyping a timed hits RPG. It has no art, but it demonstrates the intended core mechanics quite well. Click here to play it.
This is a unique subgenre of the JRPG genre, so to help explain it I’ve embedded a video of one of the more refined examples made by Nintendo.
Combat in the game is turn-based and fairly standard for eastern role-playing games, but it has a unique twist. Each attack performed by the player or enemies has a quick-time event associated with it. The player can use well-timed button presses to increase the party’s damage, and also decrease the damage taken from enemy attacks. Continue reading
This tutorial will demonstrate how to programmatically generate a mesh in Unity with C# code. This code was used in my procedural terrain/flight demo. I’m going to show how to make a triangular grid, but you can easily extrapolate this to make square grids and other shapes you need for your Unity projects.