Posts Tagged ‘Unity’

Hang_ng T_ugh: Langman

This just reminds me of the Amstrad. DEATH TO THE AMSTRAD. SPEC-CHUMS FOREVER.

A Friday afternoon distraction here. Langman is really just a conceptually pure thing. It’s a unity-powered combination between the word-game hangman and a platformer, so you have to jump between the letters to select them. Fall to your death, and you lose a guess. Guess wrong and you lose a guess. Guess right, and you may add another guess. Battling against my (perhaps predictable) intrinsic dislike of word-games involving spelling, this managed to charm me with its Retro aesthetics and chiptune sounds, plus increasingly complicated levels. Cute. Play here or watch a trailer below…
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3D Minesweeper: Be Mine!

Mine-sweeping without a mine-detector thing. Is this a critique of the supply situation in Iraq? Probably not.

Continuing my march through the tips folder, I hit upon Nir Gooday – and his brother’s – game. It’s Minesweeper. In 3D. It’s 3D Minesweeper. Which is the sort of thing which strikes you as totally pointless… but then you realise there’s a spark of genius here. There’s something oddly compulsive of taking that step. I mean, it’s become such a social staple that we don’t even think about of its name any more. Minesweeper. A game about stepping on mines, and actually physically doing it actually provokes a tiny shiver of anticipation. Alas, it’s an idea whose execution sells itself short – it demands bangs and whistles one goes off, the full on explosion and shaker-speaking noise. Add that, Nir, and you’re away. Make it turn-off-able for the wimps. Play here. There’s also a facebook app version, if that’s your sort of thing.

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A Simon Parkin Special: Cordy

CORDY!

Cordy, as Simon Parkin rightly notes, is a Little Big Planet clone, crammed into Unity. Only a couple of demo levels here, but feature all manner of Rube Goldberg styled levels of spinning, falling and crushing stuff. Very quick to play, and hopefully more to come – though, obviously, to be a real Little Big Planet clone, it’d have to include some manner of construction elements. WELCOME TO OUR ROBOT GAME state Silvertree media, proudly. I would be too.

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A WASD To The Past – Zelda FPS

Fairy boy, fairy boy

Have a dash of Nintendo in your PC tea, with Michael Johnston’s fan-made, browser-based reimagining of the second NES Legend of Zelda game as an FPS of sorts. Large, flat open lands, caves and floaty heart icons, all from the player-perspective rather than a bird’s eye view. Dedicated/clever/fiddly/oddly grindy, but quite lovely in its strange past-meets-present genre-bending.
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Redefine Your XY Axis: Hey Baby

Really, he was asking for it

Courtesy of Leigh: A game for the days when you think that Valerie Solanas kinda had a point.
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Unity In Chrome With No Plugin


Edge Online report that Unity have revealed their 3D engine running in Google’s Chrome browser without a plugin.

Described as a “potential game changer” by Unity VP Brett Seyler, Native Client is a security sandbox currently in development for Chromium which allows “the secure execution of native code”. Unity’s Web Player software is not required.

Dark magicks. And kind of a big deal. Lots more in a big post from Unity over here. “The future of games on the web,” indeed.

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Rock, Paper, Shotgunity – PenultaBuild!


This was supposed to be the last build of Shotgunity, the game we’ve been making using the free Unity development suite, with Build 8.1 (NEW LINK). Starting from scratch, with no prior knowledge of Unity, or indeed any type of coding, we planned to make a game based on RPS by today. Did we hit our deadline? Did we hell. But find out how surprisingly far we got after the cut.
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Tiger Woods Will Embed Himself Anywhere

unpleasant hole-based pun #65

That is the first Tiger Woods gag I’ve ever made, anywhere, for the record – I’m entitled to at least one after these longs weeks of respectful silence, surely?

It’s made in reference to what’s a surprise move by EA, and a big ol’ happy event for the Unity engine. Which, just to remind the slowpokes, is a pretty darn beefy 3D game engine capable of running inside a browser. In this case, to power full-blown golf sim Tiger Woods PGA Tour Online. Yeah, Disgraced Sex Pest Tiger Woods PGA Tour Online. Get over it. The last word’s the important bit.
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Rock, Paper, ShotgUnity, Part 13


Post Thirteen in the chronicles of Spong In A Posty Rock, Paper, Shotgunity – the game we’re making using the free Unity development suite – and it’s unlucky for some. That some is YOU. It’s time for some barely coherent rambling, Build 07, after the cut.

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Rock, Paper, Shotgunity, Post 12


I’ve realised that the relative complexity of the Shotgunity project might be distracting from a central idea I’ve wanted to get across in this series, namely that it’s easy to make games with the Unity tools. To prove this point, today, together, we’re going to make a clone of a giant in gaming ancestry, we’re going to make Pong in a post. And not even an overly long post at that. Grab a copy of Unity and meet me after the cut.

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Rock, Paper, Shotgunity, Part Eleven


Post Eleven of the Shotgunity diary – chronicling the progress of our Unity-based RPS game – and I’m starting to feel the cold damp breath of a deadline on the back of my neck. With only three weeks left on our schedule the process has become a mad rush to cram stuff in. The project, and the already busy mess of my brain, have both collapsed into deeper shaft of chaos. Still it’s Saturday, and that means you’re due Build 06. Find out what’s been making me sweat after the cut…
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Rock, Paper, Shotgunity, Part 10


Hard to believe we’ve reached part 10 of the Shotgunity series, but it’s true. As the end of our first experiment with the free Unity game development suite rapidly approaches, the mad scrabble to generate assets threatens to be all-consuming. But I’m still managing to make time for what other people are doing with Unity. Call it gathering inspiration, or just plain plagiarism, there’s some good stuff out there. After the cut you can see some of it, and also have a doodle…

(Get the most recent build here.)
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Rock, Paper, ShotgUnity, Part Seven


Time for the seventh post in our series covering the making of Rock, Paper, ShotgUnity– a game we’re putting together in two months using the now-free Unity development suite. Last week’s bug fixes seem to have been more successful than not, so this week it’s time to get back to adding content. What’s the plan for Build 04? Find out below.
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