HerdyLand – gameplay first look

Here’s a sneaky peeky at some early gameplay of my forthcoming mobile game, HerdyLand (previously known as Herd’em):


 

Unity – How to make things see where they’re going

While developing a game, I wanted to enable the autonomous characters to see where they’re going – that is, to tell them what they’re about to stumble into, without using colliders. The answer was to cast a Ray, angled slightly downward, in front of the character, so it can see if it’s about to walk into a tree, or off a cliff, before it happens. Continue reading Unity – How to make things see where they’re going

Unity – Animation Blend Trees

How to create infinitely varied animation with your Unity characters.

A very powerful feature in the Unity Editor is the Blend Tree. This is an extension to an Animation Controller, which allows you to ‘blend’ the joint movements of multiple animations and control the ratio of blending with one or more parameters.


 

Continue reading Unity – Animation Blend Trees

Getting started with UnitySteer





There are several AI steering libraries available for Unity, but I settled on UnitySteer due its similarity to OpenSteer for C++. Continue reading Getting started with UnitySteer

Unity – automatically choosing key or accelerometer input


 

I knocked up a quick demo to show how you might create a Unity game, which uses either keyboard input, or the accelerometer of a mobile device, without having to change any code, include any third party libraries, or use conditional compilation. Continue reading Unity – automatically choosing key or accelerometer input

Motion graphics, video production, games/app development and infosec.

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