Saturday, March 7, 2020

7DRL 2020: Broken Signal - Challenge complete!

I've finished the 7DRL Challenge for 2020!
BROKEN SIGNAL is now available to download and play. 

Get Broken Signal on itch.io now!

Broken Signal - 7DRL Release Trailer

  • Jetpack & Overclock your way to the top of the radio tower and Break the Signal!
  • Unlock 3 difficulty levels, with increasingly tough towers to overcome.​
  • Super explosive, super fast paced, super hard.
  • ​See if you can beat all 3 modes!

Sunday, March 1, 2020

7DRL 2020 - Broken Signal - Dev Vids 5 - 9 (Day 2)

Dev Vids 5-9 cover my development on Day 2 (Sunday)
  • 5: Making towers of variable width, depth and height.
  • 5: Spawning the Radio Tower (goal) at the top of the tower.
  • 6: Explosion Bonanza!  (A particularly explosive snippet of gameplay).
  • 7: Destructible Crates, Interior Walls, Rotated Rooms.
  • 8: Building the tower shape based on desired total rooms.
  • 9: End of Day 2 - Guaranteed path to the top, playtesting mayhem.

Saturday, February 29, 2020

7DRL 2020 - Broken Signal - Dev Vids 3 & 4 (Day 1)

On day 1, I get straight into Procedural Level Generation!
  • 3: Level generation basics -> Building a fixed dimensions tower out of room prefabs.
  • 3: Floors, Walls, Lights, Barrels, Enemies, Pickups.  
  • 3: Playtesting!
  • 4: Quick playtest of the end-of-day build!




7DRL 2020 - Broken Signal - Dev Vids 1 & 2 (Day 1 Preamble)

I'm doing the 7DRL (7 Day Roguelike Challenge) for the first time!

I've decided to use an existing FPS project called BROKEN SIGNAL, and make it into a Roguelike(ish) game!



I've been making some Dev Log videos as I go, to track the progress, features, playtesting and thoughts along the way.

Dev Vid 1: My plans & intentions for the jam!
  • Making procedurally generated towers to jetpack up.
  • Player must reach the radio tower at the top to win.
  • Action packed gameplay - more of a Spelunky-like than a traditional Roguelike.
  • Think Quake-meets-Spelunky, but going up instead of down.  :)

Dev Vid 2: We examine my existing Broken Signal project
  • Existing FPS project with slow motion, jetpacking, some AI enemies, key and locks.

Saturday, December 14, 2019

Friday, December 13, 2019

World Generation Project: Exploring generated islands on foot

Continuing work on a World Generation Project in Unity!


I've got it to the point now where I'm fairly happy with the basis of my world generation.

It's generating X number of islands on startup, grabbing from a randomised selection of Biome profiles I've made, so some might be Jungles, others full of Medieval Buildings, some with Cottages, another with Autumn Trees.

I've also got some basic wildlife happening, although they don't have much in the way of AI currently.

World Generation - Exploring a variety of generated islands on foot!



Thursday, October 31, 2019

World Generation Project - Generating Islands at Runtime

I'm working on a World Generation Project in Unity!


I began working through a bunch of tutorials and information about creating terrains in Unity with code, instead of by hand.

I then got that code running as co-routines (somewhat) so that it could generate them at runtime, before your eyes, rather than only in the editor, or all in one frame (freezing up the realtime aspect while it did so).

Here's a video of my island generation working in realtime for the first time.

"World Generation in Unity - Generating Islands at Runtime"