
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.
Rock, Paper, Shotgun
Posts Tagged ‘Unity’
Rock, Paper, ShotgUnity, Part 13
By Jim Rossignol on January 23rd, 2010.
Rock, Paper, Shotgunity, Post 12
By James Carey on January 20th, 2010.

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.
Rock, Paper, Shotgunity, Part Eleven
By Jim Rossignol on January 16th, 2010.

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…
Read the rest of this entry »
Rock, Paper, Shotgunity, Part 10
By James Carey on January 13th, 2010.

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.)
Read the rest of this entry »
Rock, Paper, ShotgUnity, Part Seven
By James Carey on December 17th, 2009.

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.
Read the rest of this entry »
Rock, Paper, ShotgUnity, Part Six
By James Carey on December 12th, 2009.

Saturdays are for realising you turned thirty while you slept (in both senses), preparing your Biggles outfit for the flying lesson arranged by your lovely missus, and releasing Build 03 of the now legendary Rock, Paper, ShotgUnity game. (Which we’ve spent the last few weeks making using the free Unity package.)
This week I promised the baddies would get some more bite, that I’d take away your infinite ammo and that, most importantly I’d ruddy well fix some bugs. See how I got on, below
Read the rest of this entry »
Rock, Paper, ShotgUnity, Part Five
By James Carey on December 8th, 2009.

In this fifth part of my diary chronicling the process and progress of the RPS game I’m making – using the newly-free Unity game-construction suite – I get philosophical as I discuss some of the issues I think Unity throws up, and look at how that might influence my aims for Build 03 and beyond…
Read the rest of this entry »
Rock Paper Shotgunity, Part Four
By Jim Rossignol on December 5th, 2009.

It’s saturday, I’m awake, so it must be time for Build 02 of Rock, Paper, Shotgunity and the fourth post in our series about making a game from scratch. At the risk of repeating myself, I should explain: we’re making a game using the newly-free Unity game development tools. Why not catch up on the story so far and then read on? This week I said I’d be taking a look at some Unity Packages as well as continuing to refine Shotgunity in general following the release of Build 01 last saturday. So how did that go? Find out after the jump.
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!
Read the rest of this entry »
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.
Search
Read our finest words
Respond to our gibber
- Erithtotl : “This sounds like its trying to do what TOR did, slap single player RPG mechanisms on top of a generic MMO framework. Ultimately you just ...” on What The Secret World Is Getting Right (And Wrong)
- Janus : “Once again Walker gets dazzled by the window dressing and somehow eludes the fact that, functionally speaking, this is exactly like every other MMO ever ...” on What The Secret World Is Getting Right (And Wrong)
- marcusfell : “I want to see a Zombie: Kinect game.” on Wot I Think: Resident Evil: Operation Raccoon City
- Erithtotl : “This movie has an incredibly riviting trailer. I've been dying for it to be available, glad to see it's finally on its way.” on Indie Game: The Movie Coming To Steam
- DeathPig : “This monster thing looks a lot like Davy Jones, don't know if it has been mentioned. Just saying.” on What The Secret World Is Getting Right (And Wrong)

