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Demon Rite: The power to explore... with just a mouse....

Hey everyone, I have been experimenting with the prototype of Demon Rite, which arguably can be the most fun... as nothing is yet set in stone, and all kinds of fun bugs can be found, which almost can become a feature. I have implemented the Camera Movement which will be controlled by clicking and dragging the Right Mouse. You begin the game by choosing the first point in the world that your demons will begin to corrupt. The spell casting system will be controlled by either clicking the relevent icon at the bottom of the screen, or pressing the corresponding hotkey (I'm thinking the generic FPS 1-9) So far I just have the Begin Corruption spell which spawns your demons from hell. I have also implemented basic Demon AI. As your role as the demon god/lord/boss is to influence the world to help your demons thrive, whether it be casting a resource to help your demons expand, or casting a meteor to crush any pesky foes trying to prevent your domination. S
Recent posts

Demon Rite: Creating A world at my Fingertips

Hey everyone, A small update on how development is going so far. Mostly it has been pen to paper and scribbling down lots of different ideas, focusing on getting some good design principles down first. I find experimenting a little can help fuel my ideas and I will hop backwards and forwards between unity and my pad. One of the first features I want to implement in this game is a procedural world for players to explore.  Thus making each world completely unique for your little demons to invade. There are many ways to tackle this, but I like to follow the principle of K.I.S.S... Keep it simple STUPID! Please note, everything art wise is all concept art. So I set to work creating a simple tile based grid system. - Each Tile is 4 x 4 units wide so it was just a matter of creating the world using a "God" tile - Each God Tile is a sum of all the different tile types I am going to have in the world - So far I have PLAINS, WOODLAND (well white cubeland atm), MOUNTAIN (Big

Fire it up!

Hey everyone, It's been a long time since I have done anything for Sunrock, and I must be honest, I have missed it. It has been a shame that I lost track of development of my games, but it is in these times of reflection that you realise when it is time to pick up the mantle once again, and spring into action. So what better way to get back into development than throw myself back in at the deep end. I am going to take part in the 1 game a month gamejam which can be found here:   http://www.onegameamonth.com/  So if anyone would like to join me, I would love to see what things you can make! The current theme is Permanence, which fits right up my street. The moment I read it, my brain began designing all kinds of different ideas. A Perm-a-death zombie survival game... A guided evolution game where your decision effect how your character evolves... The ideas kept flowing. Thus in an attempt to not let my ideas run wilder than a pack of pink elephants at a brewary, I brought pen to

Convict Torpedo

I've been at it again, this time Dive Jam! Having never even touched water before, it seemed like a great way to expand my knowledge as a game dev. The theme that we were all given was One Breath, so I invented a dystopian world that has been flooded by mans own hand. Crime grew in their confined environment, thus a compromise had to be made. A solution that would both entertain the general public, as well as deal with the over flowing prisons... Enter Convict Torpedo, the convict execution game. Behind The Scenes Underwater Effect For me the first problem to tackle was how to make things look and feel underwater. A lot of it is the sounds, but also, the use of Fog. Luckily for me Unity has the tool perfect for the job. It was funny how the biggest thing I was worried about, turned out to be the quickest and easiest problem to solve! As seen below, the fog made a massive difference to the game! Before Fog After Fog Environment Blender has

Adapting the 2D PlaySpace

One of the first hurdles to overcome when I was converting the 2D tutorial over to 3D, was how in the hell was I going to convert the code. Well my solution may not be the most efficient way, but it seemed to work. By placing individual build points which react to the Players click, I now able to build in specific locations, ensuring that I align the defenders with the attackers as before. I now have 2 complete characters in the game. The Archer, a low hp, high dps warrior, as well as a drummer, which will generate spirit for you to spend on additional orc warriors. If you have been following my development so far, I'm sure you can notice I have completely retextured the scene, as well as adding some "DooDads" (nostalgia from the blizzard editor days). Be sure to subscribe and not miss when I release an Alpha version of this Orc Defense game. If anyone is interested in the code I used for this please drop me an email at BedShadows@gmail.com.

The Birth of a character

Hello all, An update on what I am currently working on, which is inspired by a great tutorial on Udemy to make a glitch garden clone. I have taken it upon myself to adapt it and give it my own spin. The overall concept for the game was created in 2D, but in my adaptation I am working on transforming it into 3d. A medium I am much more comfortable in, which is odd, as 2D games can be considered easier to make. If you are looking to create your own assets in 3d I can't recommend enough the use of Blender. A free 3d modelling package, which when you get past the learning curve can be a very powerful tool. Saving you hundreds of pounds. https://www.blender.org/ My first character for the game is going to be the Archer. With a generic low health, high damage output makeup. First I build the 3D model working off many reference images, which when creating any form of visual art, is essential! Seriously from something as little as a background rock to a full 3d scene. Before Text

The Power of A Goal

In my many months of messing around with Unity, I have started numerous projects, few of them to completion. I never seemed to understand why? I tried many approaches to the development of a game, some I "just winged it", others I planned everything down to how many hairs a character would have, but they all turned out the same, they all failed. Why? Lack of goals. The only games I have officially released have all been game Jams, and they all had a deadline to meet. A quantifiable goal to work towards. This is key. For without a goal, we are a homing missile that has no target. As a creative person, freedom is something that we require in order to be at our best, but without bite sized goals, it is easy to get overwhelmed by larger scale projects. How do we combat it? By using a tool that can enhance our productivity ten fold. A tool that can provide clarity through the mish mash of ideas being generated within our heads. A tool that can be used by everyone. A goal.