Playtesting and Steady-Progress

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Where We’ve Been Developer meetups, playtesting, work, work, Unturned, work, work, beach, work!  Hi all, we’re not dead. We’ve attended a few more dev-meetups, did some local playtesting. Overall very fun, very helpful! We saw what people liked, what they didn’t. What made sense, what didn’t. We discovered things nowhere on the radar. I’d say the reaction to the game was on […]

Tag Selector & VariantReference Custom Inspector in Unity

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I’ve been tinkering around with the custom inspectors a lot lately in Unity. Namely PropertyDrawers, which funny enough I have been calling “drawers” to date, as in the drawer of a dresser or bureau. I only this week realized it’s ‘draw-er’, like one who draws. There’s a few limitations to PropertyDrawers that I don’t like, […]

Randomization, Making Enemies

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Randomization! This segment will cover the randomization, and how we turn each enemy into a unique snowflake. You may have seen the robots in the video clip earlier. They aren’t the prettiest (prototype art), but you’ll rarely see the same one twice! Process Start with a generic enemy core Create a handful of props (gear, weapons, accessories: ~3 models […]