‘Getting Started’ Tutorial Taking Shape

February 7th, 2010 By Tempest

My first dimeRocker tutorial is nearing completion. In the next few days, though, there may be some changes to the dR website, so I’ll be waiting for those to appear before releasing this PDF.

I’m contacting the dR staff to get some official and better quality art for their own logo/etc. I’ll also be passing a draft by them so I can make sure the tutorial is as accurate as possible.

This screen capture of the pages is a rough layout, as the copy isn’t final. It is broken down into five segments (Introduction, Facebook, dimeRocker, Unity, and Deployment).

It will walk you through all the basic steps to get your game successfully deployed. The dR functionality such as leaderboards, etc will come next.

Digory: iPhone WIP

February 6th, 2010 By Tempest

I took the initial Digory prototype, converted movement and action controls for iPhone (joystick from Penelope project), and improved character art. I’ve added a Vimeo video and more details about this project here on the Unity forum. The infancy of this fantasy RPG is starting to take shape.

Waddlefield 1.4 (Chapter 3) Available!

February 4th, 2010 By Tempest

Waddlefield 1.4 is now available in the App Store. This is the second content upgrade for this turn-based strategy game. It introduces five new levels in Chapter 3, along with five new villains. I am very proud to have completed this project after many long months of development.

Remember, you can play Waddlefield Chapter 1 for FREE on Facebook.

Tutorial Cover Preview

February 4th, 2010 By Tempest

I borrowed some art from the dimeRocker web site to give the cover page of the tutorial a fitting atmosphere. The rest of the pages, however, are printer-friendly. I’m modeling my lay out after an old Unity tutorial pertaining to racing games. The first draft should be available early next week and should really help anyone curious about what dimeRocker has to offer.

dimeRocker Tutorials: Outline for Lesson One

February 4th, 2010 By Tempest

I’ve just finished up the outline and screen capture gathering for Lesson One of the dimeRocker tutorials. Yesterday, I spent the day formatting an Adobe InDesign template for my tutorials, trying to reach a level of polish for tutorials I’ve never had before.

Lesson One is about the steps to setup the Facebook App, dimeRocker App, and the deployment process.

Digory: First WIP Prototype

February 3rd, 2010 By Tempest

Digory is currently a prototype that I built in just a few hours. The environment and effects are from Waddlefield. The mage and the blob creature are new. It has a couple of spells and a very basic combat system.

Status Check: February

February 3rd, 2010 By Tempest

status_checkFebruary.

A slow month, with my relocation from Hamburg to Vancouver mid-way through. I will also be reorganizing my project priorities and laying down the groundwork for my next game project.

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GUI Manager 2 (now with Animation!)

February 2nd, 2010 By Tempest

Waddlefield uses GUI Manager 1 extensively for rendering and moving the character, effect and environment sprites. Over the past months, as I’ve developed Waddlefield, the developer of the GUI Manager package has also been hard at work.

GUI Manager 2 was initially released a couple months ago, and a recent update has now added a fantastic feature: sprite animation! This updates makes it very easy to create some basic animation through the Unity Inspector.

Waddlefield development has ended, and version 1.4 is now under review, but my next 2d game will definitely be using this invaluable tool. Check out GUI Manager 2 if you have the time.

Waddlefield 1.4 (Chapter 3) Submitted for Review

January 31st, 2010 By Tempest

The last of the scheduled updates for Waddlefield was submitted for Apple’s review today. It should be available in the App Store by the end of the week. Chapter 3 takes place on sandy shores, with a new set of minions and bosses.

Unity Forum: Getting People to Join Your Project

January 30th, 2010 By Tempest

Collaboration is a huge part of development communities. You have hundreds of programmers, modelers, artists and sound technicians, all with their own interests and passions. There are limitless ideas floating around in the heads of all these developers, and most of them cannot be brought to fruition alone. You may want to collaborate, or need collaborators, but there is a certain protocol which makes this entire process both easier, and more professional.

After a poll and some discussion, the summary has been presented.