Non-mobile games.

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As I expected, there has been little time for ATP this summer. Besides the normal boring vacation and day-job things, I took my precious time to prototype a new concept that I will tell more about in the future (once I figure out what I’m actually doing). It has nothing to do with ATP, but lots to do with Unity's SRP-features and other advanced, new, poorly documented stuff.

Although not practicing any serious development, I did try to make the game moodier and more lively, adding funny little details with no gameplay value whatsoever. For instance there are now dozens of 1910's t-model spaceships flying behind menus; spectators have to arrive somehow. As you can see, their ships are much more maneuverable than the ships used in battles. Arena also has lots more parking space than one would believe

49 menu bg

Animations are done by using Unity’s new splines-library. There is one entrance for each side of the arena, totaling six. To save time, I created several alternative splines for one entrance (within SplineContainer-object), and copied the bunch to five others. Ships select their route randomly, and they are animated by evaluating along the selected spline in the code. To introduce more diversity, I incorporated individual variations using Perlin noise and curve tangents.

49 splines

I found the spline editor GUI to be somewhat awkward to use, and (unlike the spline node visualization implies) Unity seems to ignore the spline object’s world transform. As spline containers for each entrance differ by rotation, I had to do the transforming manually in this manner (feel free to comment if I’ve missed something):

var root = objectWhereTheSplineContainerResides.transform;
var position = root.TransformPoint(spline.EvaluatePosition(time));
var forward = root.TransformDirection(spline.EvaluateTangent(time));

But that’s enough cosmetics for now; there are some real features I need to implement too. AI is already somewhat able to operate shredders, but it still has plenty of tricks to learn. Some improvements to gameplay mechanics are also on my TODO list. So in the following posts, I’ll be returning to the more meaningful stuff.


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