Getting there

July 23, 2015

I rewrote all the item creation systems, inventory systems, and tons of other stuff over the last week and a half. I updated them all to be a HECK of a lot more robust and work the way unity works. I have a few pieces left but the hardest stuff is done as seen below the character is back to assembling the icons back to being created. The item is a game object in world that is disabled now under the inventory slot. Really a lot better way of doing things. Keep on keeping on… cannot wait to get this all together finally and get a testable game done!…


Time to work the night shift on the game =)

July 20, 2015

Not much to say just wanted all to know I am making progress =)

The systems are so robust they even work on walls =)

July 15, 2015

I can add stats to anything now. Thus there will be lots of destructable areas and objects in the scenes..I simply drop a stats item on there and add what I want it to do when it explodes =).. pretty awesome..

Weapons testing below

Wall with bullet holes from me shooting it


Wall explodes taking the decals with it.


Workingon the AI

July 15, 2015

I have all the systems in I am adjusting the ai to be better and also working on making the game totally work together. I have almost EVERYTHING done I just need to start tying together the game. IE running around in my fish bowl level and fight AI and have everything work!…. A bit to go but I will update as I go =). more later…

busy busy

July 13, 2015

Life is getting busy but all week I plan on working on ME 2 I need to get the AI working again. I may drop rain with the new AI systems Unity released recently. I need to research it today and make a decision before I waste any more time. Other then that I am REALLY happy with the refactoring I did with the code. The systems are 500% more robust and allow REALLY quick quest creation!…. After AI i need to get cut scene systems working… and start polishing for testing with testers on PC and Mac…. Then we make the game happen together =)..

All is going well when I get time to work on the game

July 9, 2015

Lots going on this summer. However I have the item system up and running great in a MUCH more awesome unity based system. I can toss mods under a game object and they automatically assemble. Same thing for the skeletal meshes… I will elaborate more when I get time for now I need to work!

The day job has been rough lately trying to pull out of some problems and keeping the real paycheck coming….

Upgrading the item system

July 6, 2015

After learning a TON about Unity I am redoing my original item systems to a much more robust and easier to work with system that works along with unity in a much better way.. .I will post as I go it is pretty busy in life right now however!.. I am still putting in week nights hard core. Tonight I do have a late meeting that will eat a little time out. More later

Creating a firing range =-)

July 1, 2015

Unity is so nicely designed I am pretty much assembling my weapons to work in a firing range to test everything via messages to the items =)….. anyway I will expand once I get more done on the range and the saw working this way!…

Here is the range =).. and the button to use an item… Almost there.. I need to get the Item database and the Mod database updated =)… but a much better solution.. now all items only respond to hold down… release.. much easier…


Got a ton done last night

July 1, 2015

I have the first mission fully working… I also have the new awesome radar working like aliens.. I love it!… The pulse goes over the radar scopr and as it passes a target it lights the target and it fades.. It will have a blip sound also as it detects it. Objectives are always lit up. Other items only when in range. I plan on items and enemies both appearing on the radar.

Now back to items. The current system is far to complex and as I have become a master of Unity I see much better ways to create the items =).. Sooooo I will be looking at that system, refactoring it, and then adding in the items to play level one. Then the last step of tying it all together and creating the intro-load screens and intro. Getting close to a testable game!.. I am also dedicated to getting it there now. I am spending every night working on it. So the push to a playable testable game is on!.

More later!

Got a little time on the radar and pretty much done!

June 30, 2015

I need to add in utilities for the AI but the red objective is shown there!… pretty awesome! JUST like the aliens!.. I love it =)…

Next to get it cleaned up and ready to detect some ghoulish evil =)

!MissionEuropa2_radar1 !MissionEuropa2_radar2 !MissionEuropa2_radar3


June 30, 2015

I plan on getting the radar operational and moving forward with mission 2. This means I add more lego pieces to the mission system. Each piece I add means more variations on missions. So far I have the ability to place mission specific items in the level. Place triggers, have objectives, pauses and read the mission to the screen. Next is the Use function. This means if you are facing and close enough when you use. then the objective will trigger. what it does after that isup to the mission =)… .good stuff!… Not much eye candy right now, thus not to many screens to share but I expect by the end of the week to start getting back to items and polish =)..

Here is the look of the radar currently. Imagine aleins and the blip blip blip… =)… no map this time… you have to use your radar and your sometimes flakey radar!


Mission system works….

June 29, 2015

Now I need to make an objective radar. I want to have a aliens type radar that also shows the direction of the objective. This should not be to hard to do so I plan on having it done tonight… then moving on to mission 2!… It sure is moving smoothly. =)

More later!

Had world series baseball last week

June 29, 2015

So no work time at all. 1500 miles on the car in heavy traffic all last week!…. However, I am back at it and ready to roll finally and get this game popping =)… More later!

Still working on missions

June 22, 2015

World series baseball for my youngest son has killed my time lately but I am still getting some time. I am in the middle of creating the most important piece of the game. I want to get it right so I can quickly as possible create fun and inventive game play. I will post more later!

Here is the story mode at work

June 17, 2015

First it places the suicidal zombie on the rail. Then when you approach he falls to his death =0….. This is getting good!



More later!

Still working on the mission system

June 17, 2015

Been hard to find the extra time lately…. BUT I am getting close to the mission system being fully functional!….And it is a gem. I will be able to LOAD in missions quickly and fill this guy up with content and story  =)…. More later =)

Making stiry mode work =)

June 15, 2015

In the first mission you are tasked with checking out a howling mess standing on the edge of the drill platform. When you approach it drops in the hole. So I am putting that together to be sure my mission systems work. So far so god I will hopefully have it working tonight. Then on to the rest of the first missions. After I get that done I will get back on the AI and item systems. When that is complete I will polish ME2 up for its first open play testing. It will not be close to done but people who want to help mold the game can download and help make ME2 awesome…. =) more later

Story Time !

June 11, 2015

Its finally here.. the story manager will soon be in charge of creating the levels not me =)… I will be working on it today.

The process will be:

1. Game manager loads a level file which tells the game that there is a cut scene X… so play it first then tell the game manager to proceed.

2. Once done the game manager will load the rooms the level says it uses and then the room manager will load and arange the levels randomly.

3. Then the story manager will look at the rooms for specific tags. It will spawn the boss where he needs to be. Not the AI manager. Then it will spawn any special Trigger events listed in its trigger events on types of tags they call for and the distance from the boss they specify. Lots of special events will be in there to that are prefabs and they will be spawned on event tags. prefabs control every thing.

4. Once done the rest of startup completes and fade in from black… =)… good stuff!

Time for the level to place stuff

June 10, 2015

First it will be turrets. Then AI then environmental effects that are random. I just need to get to work and get er done!…

More tonight..

With Unity I got a turrent from a model to functional in 20 minutes

June 9, 2015

Unity is so easy to prototype with I had a model and got it into unity then wrote a script that will spin until it detects a target. Then aim at the target and fire for a set-able amount of time. Then reload and fire again. This is if you are in range and are able to be seen. The effects all go with it. The upper part rotates up and down the base rotates around. This script will be portable to all turrents. I now am making a ceiling and wall version. Very impressive to tell you the truth. Once the systems are figured out prototyping is the fastest I have ever experienced in any engine =)… more later I am getting back to work this evening.!MissionEuropa2_asd

Good to go… Walls will take about fifteen minutes to complete. I got stuck in a collider issue where my spawn points in the level where hiding the player from the turrents other then that it took 5 minutes to rig up ceiling turrets =)


Good stuff and more later!


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