Author: Min Yong Kim

  • Axploshuns!

    While swiping is still work in progress, we’ve now implemented a simple particle effect explosion when destroying crates or killing aliens. A lot of work was poured into the swiping, but it’s a tricky thing to get perfected. I think back on the days of street fighter vs pretty much all the other fighting games.…

  • Swiping

    So now that world control is available, I’m focusing on user input enhance gameplay. Besides guiding the ship around there needs to be controls to enable firing or disable… perhaps for levels with shrapnel mine fields that you don’t want to pew pew cause they cause more harm then good or for other effects. I…

  • Moar world selecting enhancements

    The world selector is now finally something to be proud of. There is a smooth camera animation when the world is selected and something that I’m relatively happy with for navigating what levels to play. There will be some added touches to it for improvement, but it’s good now. Next I want to finish up…

  • Partnering up and adding new features

    Well, I’ve finally found someone who seems to be as passionate as I am to work on Conflicademia! He’s already added his first feature, an image extension to the dialog to depict the narrator and enthusiastically moving on. I’ve made a few more enhancements to the level selector. I finally got my idea on how…

  • Input handling and world selecting!

    Logic for handling taps and also using mouse clicks for debugging on my desktop are complete. I also tweaked the code to move from the main menu to the world selector to the scene. It’s crude and doesn’t handle various inputs, but it’s enough to get the point across and test that the input manager…

  • Breaking and Raycasting!

    So I’m trying to make progress on my level selector and now I need the user input to select the various worlds to propagate the event to pick a level. So I found various examples of how to transfer the camera point to a 3d Ray, then to do the Raycasting in which it should…

  • UV

    So while I’m super pumped on game development I decided to start working on the level selector, from which you could select planets to travel to and from. I figured I would need to display some sort of textured sphere, have a mechanism that lets you select the planet you want to go to and…

  • Post Hurricane

    It’s been a long while since I’ve updated. Hurricane Sandy came by and really did a number on the area that I live in. Even with that in mind, I have so many fortunate circumstances that while there were a lot of delays, my family and I are safe. So first update is that Unity…

  • Slimming down and navigating around

    So, I effectively removed about a meg of junk that was in a bunch of the tutorial code and I also wrote some code to gracefully quit the game. I also refactored the main level base class to be more scriptable. The game seems to take more than 20 seconds to load a level for…

  • RTFM

    Well, I was playing around with loading various resources through code instead of having a funky static class factory that held pre-instantiated objects… This did not bode well. http://docs.unity3d.com/Documentation/ScriptReference/Resources.LoadAssetAtPath.html As soon as I attempted to launch it from the web player, nothing was working correctly. Apparently had I just read this documentation ahead of time.…