Posts Tagged ‘RockPaperShotgUnity’

Rock, Paper, Shotgunity, Part Three

By James Carey on December 2nd, 2009.


The Rock, Paper, Shotgunity project rolls on down the Road of Development like a shiny hubcap liberated from the dirty Lorry Of Gaming. For those still catching up we’re making a game – yes an RPS game – using the newly-free Unity engine. Caught up? Read on.

This week I’m reaping the rewards of our cunningly nurtured community and also poking around in the innards of some of the Unity extensions. Come on kids, grab a stick!
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Rock, Paper, Shotgunity, Part Two

By James Carey on November 28th, 2009.


Oooh exciting! The first ever build of what critics are literally calling “that thing Carey’s made” is here. Rock, Paper, Shotgunity is ALIVE!

Those who don’t read RPS every day might not have noticed we’re making a game using the newly-free Unity development suite. So to explain: twice a week for the next two months I’ll be posting about my experiences with the tools. This first week my aim was simply to get to grips with the suite, create a test environment and get one of our three super-duper weapons working. How did that go? Find out below.

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RPS & Unity: Rock, Paper, ShotgUnity

By James Carey on November 23rd, 2009.


Last month Jim did a pretty extensive interview with development suite Unity Technologies’ co-founder Nicholas Francis. It got me thinking dangerous thinks, bold game design thinks well above my station. Jim and I started talking about those ideas, and following the news that the indie version of Unity was to become free that final arbiter of involvement – personal cost – was swayed. We would make a game.

Yes, I’m going to try and make an RPS game, in two months, using the freely available indie version of Unity3D. You’re going to help, if you like. So begins Rock, Paper, ShotgUnity.
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