Posts Tagged ‘RockPaperShotgUnity’

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.
Read the rest of this entry »

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.

Read the rest of this entry »

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…
Read the rest of this entry »

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.)
Read the rest of this entry »

Rock, Paper, ShotgUnity, Part Nine


Don’t let the new year and that crisp blanket of white covering Blighty lull you into thinking you’ve got a fresh start, readers. Some things have continuity, some things linger and refuse to die. Things like Rock, Paper, Shotgunity, the game we’re making using the freely available Unity development suite. Get back into the groove with Build 05 after the cut.

Read the rest of this entry »

Rock, Paper, ShotgUnity, Part Eight


‘Twas the weekend before Christmas and all through the InfoNet, children were wondering just what they would get. They’d written to Santa: ‘Dear St. Nick hear our plea, All we want is Build 04 of ShotgUnity!’

And so it was. Fortunately for Info Claus we’re at the half-way point in our attempt to build a game in two months using the free Unity game development suite. Those on The Nice List can get their just desserts, along with the next part of our diary, below the cut.

Read the rest of this entry »

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.
Read the rest of this entry »

Rock, Paper, ShotgUnity, Part Six


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


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 »