Entertainment, Games, Programming, Unity, Video Games

Unity Cloud Build

First, a video of the latest progress. Now includes aim lines.

Second, if you aren’t using Unity Cloud Build, you should be.

Over the past few years, the importance of automated builds in software development (and the wider concept of continuous integration) has grown in importance. In my day job, setting up automated builds is one of the first thing that happens on any project. The details tend to be different for different platforms and it generally requires a fair amount of maintenance. The good news is, Unity do most of the hard work for you, and across most of their platforms, and surprisingly, for free.

 

Entertainment, Games, Programming, Unity, Video Games

Technical Spikes vs MVP

In software development (and product development in general) is a concept called MVP or Minimal Viable Product. According to Wikipedia it is “a product with just enough features to gather validated learning about the product and its continued development”.

My plan was to develop a Gravitas MVP in Unity and release it as quickly as possible. After reading a bit about some of the cool things I can do with Unity quite easily that would have been hard before, I inevitably got distracted. But it’s okay, since technical spikes are also an accepted part of software development (again thanks to Wikipedia: “a product-testing method that is used to determine how much work will be required to solve or work around a software issue”).

Specifically, one of the things I wanted to do in Gravitas was add a real lighting model, probably using normal mapping on the sprites. I had read up how to do this in MonoGame, but decided to see how quickly I could do it in Unity. The answer was about 2 hours. That includes the time to create the normal map for the ship (and finding a tool to help do that).

The tool I used incidentally is Sprite Illuminator from a company called CodeAndWeb. If you plan to do any 2D games I suggest you check them out. Their tools all come with trials, and the only reason I haven’t bought it is yet, is I’m deciding which bundle to get (I’ve already used Sprite Illuminator and I’ll almost certainly use Texture Packer. Physics Editor is probably less useful to me, but is only £10 extra with the other two).

Entertainment, Games, Programming, Unity, Video Games

Embracing Unity

For a long time, I’ve avoided Unity. The biggest reason was inertia from working with MonoGame, but I was also put off by the prospect of old versions of Mono and C# as well as being generally suspicious of development being so “editor focused” (I’ve tried quite a few drag-and-drop game development tools and ultimately found them frustrating).

But I’ve decided to get over it and have a go.

The number of amazing games released that have been made with Unity has persuaded me the last point is not an issue (or perhaps no longer an issue). More importantly, there have been a few specific recent developments that have piqued my interest.

Unity joined the .NET Foundation. Unity’s .NET support always worried me a little. Using old versions of Mono and C# was bad, and their support for JavaScript made me a little worried they might just drop C# altogether. This is obviously not going to happen now (at least in the near future).

Related to the previous point (but more to do with Mono being released under a permissive license) is that they really are pushing forward with an updated version of .NET.

The final reason is the discovery that Distinctive Games, a mobile game developer I used to work for have decided to use Unity for (at least) one of their upcoming games, Downhill Extreme 2.

The net result of this is that I have started working on another version of Gravitas in Unity. And after about half an hour I have a star field, and a ship (with a colorizable section) that rotates when you press left and right.

Computers, Entertainment, Games, Programming, Technology, Video Games

Gravitas has been released!

Gravitas
Gravitas is now available on the Xbox Live Marketplace for 80 MS points.

An artillery game, somewhat akin to scorched earth, but in 2D, set in space and featuring different planets with gravity you have to slingshot your shots around. Primarily a multiplayer game supporting four local players it’s excellent for parties and an absolute bargain for $1. Although I may have a slightly biased opinion.