Video Game Development

Work in Progress Series – Attacker Starship, Images and Video (2/24/2013) - New Enemy – Attacker Starship This weekend I managed to bang-out a new enemy starship model, UV map it, texture, bumpmap, light, and add special effects over just two days.  The Attacker Starship is likely going to be used as
New Enemy – Small Starship, Work in Progress Series (2/20/2013) - Over this past long weekend, I modeled and textured a new enemy for the independent video game, Super Space Trooper, that I’m making.  Here are a few work in progress image shots, along with some descriptions. Bare Bones 3D Model
New Enemy Fighter Space Ship (2/12/2013) - This past weekend, I started on another 3D enemy model for Super Space Trooper.  I’ve tentatively named it the ‘Heavy Fighter’ as it has a fair amount of bulk to its shape.  It also has more weapons than any other
Progress on ‘Heavy Fighter’ Enemy Space Ship (2/10/2013) - In my ongoing efforts to create a series of challenging enemy space ships for the player, I’ve started on another new enemy craft.  This post shows the progress made on the enemy ship so far. At this point, I went
Getting That Hazy Glow on Soneria (1/28/2013) - The level of my Super Space Trooper video game that is currently being worked on will consist of a long roadway with buildings surrounding on either side.  I spent a good three or four solid days working on the modeling
Level “Soneria” Boss Building Renderings (1/26/2013) - This week I have been working on the modeling and texturing of a building/ship that will be used for the Boss area of the Soneria level in my Super Space Trooper video game. I’m beginning to get a better handle
Tortoise SVN – Pristine Text Not Present Problem (1/15/2013) - This post may be specific to Unity3D when working with SVN. Today, I was frustrated when I attempted to perform a commit to my SVN server as I was greeted with a rather nasty error message that said: svn: E155010:
New Enemy “Interceptor” Just About Finished (1/4/2013) - Welcome, 2013. I haven’t gotten a lot completed on my independent video game this last week due to the Holiday Season.  However one component that I have been working on is a new enemy ship, named Interceptor. The Interceptor enemy
Unity3D (Fatal Error type == kMetaAssetType && pathname.find (“Library/Metadata”) != 0) (12/31/2012) - The Problem While attempting to commit some changes to the game today via SVN, I received an error.  When I went to re-open my game project in Unity, I got an error stating: Fatal Error type == kMetaAssetType && pathname.find
Unity3D Space Ship Particle Engine Glow Tutorial (12/29/2012) - Recently, I wrote a quick blog post showing the engine glow that I added to the protagonist’s space ship for my Super Space Trooper video game.  Today I’m going to share how it was done, in case someone else is
Engine Glow Added to the Player’s Ship (12/28/2012) - Having just redesigned the protagonist of Super Space Trooper, I also decided it was time to tackle the engine glow.  Previously it was just a flat mesh with a transparency shader which gave the illusion of a glowing engine.  Since
New Protagonist for Super Space Trooper (12/20/2012) - Throughout my time creating Super Space Trooper, I’ve had a few comments from various people that felt the protagonist of the game was lacking.  I also felt the same thing, and I’ve also been meaning to update the homepage of
How to Quickly Copy Multiple Similar GameObjects into a Prefab in Unity3D (12/11/2012) - In the process of copying my game working files from one computer to the other (via SVN), I somehow lost my prefab connections.  This was a huge problem for me as I had nearly 1000 prefabs, possibly more.  Initially I
Physics of the Buuru Boss (11/29/2012) - Problems With Physics There has been some difficulties in getting the physics of the Buuru boss to function as it should in my indie video game.  The boss is made up of about five separate mesh “pieces”, two (well, technically
Buuru Boss Images and Video Released (11/23/2012) - Work Started on Buuru Level Boss This week I started working on the boss for the Buuru level of my indie video game.  Even though the level itself is barely started, I already had an idea in my head of
“Prefab-ing” Enemy Assets in My Video Game (11/17/2012) - For a long time now, I haven’t been using prefabs for my enemies or enemy assets.  Through the process of learning Unity, I’ve had to be continually making changes to each enemy individually.  There were certainly common traits between them,
I’m Now Using SVN for Game Dev (11/16/2012) - What is SVN? SVN, or revision control, is an application that allows you to create not only backups of your development and data, but also to be able to revert back to previous versions.  It’s also good when you have
Optimizations of My Video Game in Unity3D Pro’s Profiler (11/12/2012) - What is Unity’s Profiler? Put simply, Profile is a tool for Unity3D Pro that allows game developers to see, in detail, what aspects of their video game are utilizing how many, and which, system resources.  So you can get a
New Oil Sands Level Added to Super Space Trooper (11/7/2012) - Planet Buuru; a New Level Starts Taking Form I started working on a new level, Buuru, for my independent video game yesterday.  What initially started out as a section of the Leweria level has quickly taken on a life of
I Messed Up Leweria’s Terrain – Unity3D’s Terrain Works Kinda Like PreFabs (11/6/2012) - I’ve been tinkering with the Terrain within the Leweria level of my Super Space Trooper video game.  Towards the end of the level I began working on some fire effects for the oil refinery boss.  As I was making progress,
Careful or You Might Burn Down the Forest (11/6/2012) - Let There be Light – By Fire! Today I spent about eight hours trying to perfect the fire I have been working on for my indie video game.  The fire is supposed to be shooting out of a pipe within
Screen Shots of Leweria Level With Enemies (11/3/2012) - Today, I’ve managed to fix up the tracking problem I was having with my ground based turrets for the Leweria level of the independent video game I’m working on.  In addition, I was able to import a few enemies from
Tree-Based Turret Model and Ground Turret Weapon Scripting (10/28/2012) - Tree Turret I haven’t gotten all that much done on Super Space Trooper this weekend, though there has been a little progress.  Recently, I have written about the Leweria level that I am currently focusing on, and also posted a
Keeping The Polycount Down for Faster Rendering (10/22/2012) - The Problem of Too Many Triangles These past few days I’ve been struggling a bit with which way to approach the forest within the Leweria level of Super Space Trooper, the indie game I’m developing.  The ‘problem’, if I can
First Public Video Release of the Leweria Level (10/22/2012) - Last week in my week in review, I mentioned that I have been working on a new level of my Super Space Trooper video game.  The level, Leweria, has progressed quite a bit since then.  For those of you on
Ground-Based Turret Blender Speed Modeling & Texturing (10/21/2012) - Now that I have made some decent progress on the Leweria level of Super Space Trooper, I need to get back to doing more modeling.  The first thing I decided to do was a ground-based turret that will shoot at
SST: ‘Desertia’ Level Video Released, Work In Progress (8/6/2012) - After much work on doing fixes to my Super Space Trooper video game, adding in sound effects, and tinkering with the character controller, I’m ready to release a video sample of the “Desertia” level.  I’ve released previous videos of it
Lots of Updates Added Today (8/5/2012) - I added quite a few updates to my Super Space Trooper video game today.  Rather than going into to much detail, here’s a list of items for my reference. – Made some fixes to the player’s missile as it wasn’t
New Controls for Player (8/4/2012) - Over the past few months, I have rewritten the character controller for my Super Space Trooper video game three times.  Each time I rewrite it, the controls end up better, the code cleaner, and more manageable.  Today I added in
Change Enemy “Visual Area” Collider (8/3/2012) - I just realized that within Unity 3D, while developing my Super Space Trooper video game, that mesh colliders, even when set up correctly, don’t always necessarily interact with each other properly.  On top of that, there were collisions that worked
Sound Effects For the Win (8/3/2012) - Now that I have my Audio Jungle account set up with some money in the account, I’ve started to add some more finalized sound effects to my Super Space Trooper video game.  Previously I had just used some sound files
First Level Music and Sound Effects (7/30/2012) - It’s been forever since I’ve updated this blog. Well, maybe not that long but about two weeks have gone by. Over the weekend I set up an Audio Jungle account, sent them some money, and started buying some sound effects
Speed Modeling in Blender for My Video Game (7/19/2012) - This week I needed to create a new 3D model in Blender to use in the Super Space Troopers video game I’m independently developing for the PlayStation Network.  I figured I would try my hand at recording my progress so
Invasion of the Alien Battle Starship! Continued… (6/25/2012) - First, please be sure to add yourself to my updates list for recent news and launch dates. Here is my week in review for the development of my Super Space Trooper video game.  I’ve been very busy so this is
Poly-Reduction, Checkpoint Fixes, “The Back Door”, Enemies, and I Now Own Unity Pro (6/24/2012) - Like yesterday’s blog post, today will also mostly be about the progress I’ve made today on my independent video game. Reducing Mesh and Poly Count I decided to use a similar technique for the interior of the Soneria starship to
SFX, Modeled & Textured, Light Switch and Respawn Additions (6/23/2012) - This blog post is mostly for me to be able to review the progress I’ve made today on my indie video game, Super Space Trooper. SFX The weapon impact dispersion effect is now complete.  See my last post for the
Tutorial: Force Field Weapon Impact – Energy Dispersion (6/23/2012) - This is my first ever tutorial, and really it’s not as much a tutorial as it is me giving away an asset. My objective was to create an effect that would simulate the energy of a weapon being absorbed and
Animation of Forcefield Deactivation, Player Weapon Impacts on Forcefield, Player Impact (6/21/2012) - Further to my last post, Disabling Forcefields on Power Regulator Destruction, today I have mostly finished up the forcefields for the interiors of the starship in the Soneria level of the independent video game I’m writing. Player Weapon Impacts on
Disabling Forcefields on Power Regulator Destruction (6/20/2012) - I have been working on the interior of a Starship for the Soneria level of my independent video game I’m creating for the Playstation Network.  The interior of the starship will present a different type of challenge for the player
Invasion of the Alien Battle Starship! (6/18/2012) - First, please be sure to add yourself to my updates list for recent news and launch dates. Here is my week in review for the development of my Super Space Trooper video game. This week didn’t quite live up to
Soneria Starship Scene Video Released (6/17/2012) - This weekend I have been working on a starship in Blender 3D for the Super Space Trooper video game I’m coding for the PSN.  I’ve realized that I’ve spent a lot of time coding and not much recently on 3D
2 Renderings of a New Enemy Starship Modeled in Blender (6/13/2012) - Today is my birthday.  Happy birthday me!  I’m 35 now. After a night of drinking, I always find it a good idea to get onto the computer and do some 3D modelling in Blender for the Super Space Troopers video
Colliders, Video, Checkpoints, Playable, A.I. – Oh My! (6/11/2012) - Here is my week in review for the development of my Super Space Trooper video game. What a week it’s been – yet another productive one, I’m happy to report!  For a few weeks there I wasn’t feeling like I
First Level of My Indie Video Game is Now Playable (6/10/2012) - First Level Is Now Playable Today was the first day that I’ve been able to play, from start of the level to the end, the first level of the Super Space Trooper video game I’m developing for the PlayStation Network. 
Bonuses Framework Added to My Indie Video Game (6/10/2012) - Bonus Framework Is Now Implemented With the first level of my indie video game now playable from beginning to end, I was finding that I couldn’t actually make it to the end of the level before using up all 3
Saturdays Are Great for Video Game Development Obsession (6/10/2012) - It’s been a pretty long day in front of the machine today, going on 15 hours or so in Unity3D working on my Super Space Troopers indie video game.  Saturdays are great for really being able to get stuff done. 
Script in Unity3D to Make an Engine’s Glow Pulsate (6/9/2012) - Pulsating Engine Glow I finally got around to making the engine’s glow pulsate on my ship in Unity3D for my Super Space Trooper indie video game I hope to get on the PlayStation network.  You can find the script source
Unity3D Enemy AI Script to Anticipate Player’s Future Position (6/6/2012) - Last night I needed to make my enemies a bit more difficult for my Super Space Troopers indie video game.  Because my player is always moving forward, enemies that fire directly at the player’s current position would never actually hit
Fixes in First Level Colliders and Enemies (6/6/2012) - Fixes to First Level Colliders I haven’t been able to work on my Super Space Troopers indie video game much these past 24 hours.  So really my progress today hasn’t been significant.  I was however able to fix a series
First Video Released, Progress Images, and Weapon Damage Script (6/4/2012) - Here is my week in review for the development of my Super Space Trooper video game.  I’m thinking that I may need to start to keep an ongoing log.  Even though I generally post about my progress every day or
First Super Space Trooper Video Test Released (6/1/2012) - I have just run through a test of one of the Bosses for the Super Space Trooper video game I am independently creating for the PlayStation Network and figured I would record and upload it to YouTube. Many of the
Free Unity3D Script to Handle Weapon Damage to Enemy With Multiple Child Components (5/31/2012) - Today while programming a Boss for my Super Space Trooper video game in Unity3D I needed to write some scripts that would handle the damage caused to my Boss and some of its child game objects individually.  I want to
26 Progress Images of My Battle Tank 3D Model in Blender and Unity3D (5/31/2012) - Let me start off by saying that this post is not meant to be a tutorial in any way.  It’s simply to show the progress, over about a one-week span, of the process I went through to model the “Epic
Enemy Boss Tank Model, Texturing, Track Animation Script (5/28/2012) - First Level: Creation of the Big Boss It has been a frustrating week in developing my Super Space Trooper game as I’ve spent so many hours but seen very little overall progress. Earlier in the week, I began modeling the
Unity3D Script to Govern Tank Track Animated Motion (5/25/2012) - A few days ago, I wrote a post about some of the problems I was having with getting my tank’s track animation within Unity for the Super Space Trooper video game I’m developing.  The problem was that when modeling with
Unity 3D and Blender’s Curve Modifier, Hard Coding Tank Tracks (5/23/2012) - The Problem With Tank Tracks in Unity 3D Built Using Blender Curve Modifier It seems that Unity doesn’t support functions from Blender’s (perhaps any other 3D apps as well) curve modifier.  A few nights ago, I had spent a number
Enabling & Disabling Child Objects Based on Player Distance in Unity 3D (5/20/2012) - Sometimes you need to work with a large number of child objects that cover a large area of distance.  When I was working with a large meteor field for my game that had about 500 meteors, I found that I
Unity 3D AudioListener Master Volume Control (5/19/2012) - While developing, I like to listen to music.  However it poses a problem as I test and retest my game, which of course has audio of it’s own.  Rather than muting the game all together, I figured I’d just turn
Player Ship Size Problems (5/19/2012) - For a number of months now I’ve known that I will have to come back to the player controls.  Because I’m new to both Blender and Unity 3D, I build my 3d model meshes in Blender by a best-guess in
First Public Screenshot Release of Super Space Trooper™ (5/18/2012) - On some very kind advice from a fellow named ‘recurv’ over on reddit, (see the reddit post), I have decided to put up my first publicly released screenshot of Super Space Trooper.  ‘recurv’ was kind enough to do an Ask
Free PS3 Controller Image For Game Developers (5/18/2012) - A few months ago, I needed to create an image of the PS3 game controller in Photoshop that I could use for Super Space Trooper’s control pad layout description in my game.  It turned out fairly well considering it only
Enemy Tactics Fun (5/17/2012) - Last night I was working on the first level of Super Space Trooper™ to get the enemies to be challenging for the player, but not insanely difficult to beat.  Especially being the first level.  SST isn’t being written in the
Super Space Trooper™ – Beginning (5/16/2012) - This is the first post of this ongoing blog, so I’m going to get it started by first talking a bit about myself, what I’m doing, and what I’m hoping to get out of it. But first, if you’d rather
3 comments on “Video Game Development
  1. Cariana says:

    excellent internet project! good luck and prosperity! thanks.

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