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Balance
I’m adding a new demo to my portfolio, a TPS procgen game called Balance. It had been one of my longest running side projects and I felt it would be a nice a...
Drone Shooter FPS 1.2 update
It was time to update another oldie from the portfolio: my drone shooting FPS prototype.
Match 3 v1.2 update, Unity mobile optimization tips
My Match 3 game prototype (which has open-sourced code, see link below) went through a bunch of update iterations. While making it harder, better, faster, st...
Corpse Mob 1.1 patch
Today I have released the first major Corpse Mob update (version 1.1) on Steam.
Taming a monster class - Refactoring GameManager
Despite trying to avoid it, my code has fallen victim to the fearsome GameManager class. Here’s how I managed to fix it (or make it better at least).
Experimenting with bloom
I have decided to explore the possibilities of the Unity post processing stack and experiment a bit.
Update - First game released on Steam
I haven’t posted to this blog for quite a while, here’s some update.
Match 3 game Part 6 - Particle manager, piece switcher, move finder, refactoring
I created a new class for particle management, and two others for switching gamepieces and finding possible moves. The code went through some refactoring rou...
Match 3 game Part 5 - Move and time limit, bugfixes, level select, move hint, particles, new assets
Some issues had to be fixed, new GUI functionality was added to the game along with move hints, move and time limits and particle effects.
Match 3 game Part 4 - Color bomb, score calculation, GUI basics
A color bomb piece has been added to the game as well as score calculation and GUI elements.
Match 3 game Part 3 - Bomb spawning, testing
I have added bomb spawning logic to the code and also created some test solutions (using an automatic tester class and Unity Test Tools).
Match 3 game Part 2 - Obstacles and bombs
New elements have been added to the game: bomb pieces and indestructible obstacle tiles.
Match 3 game Part 1 - Basic match 3 implementation
In the last two weeks I have started another project - the implementation of a 2D match 3 game similar to Bejeweled or Candy Crush Saga.
FPS based on Unity’s FPS Controller Part 9 - Messaging system, textures, code comments
By introducing a messaging system into the code I have eliminated some of the ugly coupling problems and component references. I also created a scene with so...
FPS based on Unity’s FPS Controller Part 8 - Mob prototype, enemy FOV, player health, game over screen
The time has come to create some basic enemies for the FPS prototype. The implementation includes basic AI behaviour, field of view and mobs being able to ki...
FPS based on Unity’s FPS Controller Part 7 - Ladders, mobile controls, crouch fix
Another essential feature for FPS controls is the possibility of vertical movement - climbing ladders for example. This was my next milestone along with add...
FPS based on Unity’s FPS Controller Part 6 - Ledge climbing, damage fix, Tags class
My next goal was the implementation of ledge climbing to make movement around the level more fluid. I made some fixes to previous code and created a tag mana...
FPS based on Unity’s FPS Controller Part 5 - Test level, crouching fix, controller/gamepad support
I made a test level for further movement tweaking, fixed a crouching bug and added code for Xbox controller support. Until now, the simple test level from t...
FPS based on Unity’s FPS Controller Part 4 - Weapon inheritance, weapon switching, shot sounds
Different weapons are now available through inheritance, switching between guns is also possible.
FPS based on Unity’s FPS Controller Part 3 - Bullet spread, fire rate revamp, target damage
The latest changes to the FPS controller include bullet spread over time, more efficient fire rate calculation and new code for damaging targets. To make sh...
FPS based on Unity’s FPS Controller Part 2 - Crouching continued + shooting tweaks
I continued the implementation of the FPS controller with some fixes to crouch mechanics. One of the biggest problems was the possibility of crouching into ...
FPS based on Unity’s FPS Controller Part 1 - Crouching
I decided to create a first person shooter prototype, a “base” which I can use in further experiments. I took Unity’s Shooting with Raycasts tutoral project...
portfolio
Drone Shooter
A sci-fi First Person Shooter game demo.
Match 3
A match 3 puzzle game similar to Bejeweled and Candy Crush Saga.
Corpse Mob
A zombie-killing fast paced top down shooter with local co-op released on Steam.
Holoception
A 3rd person VR combat game where you incarnate a little stick figure.
Balance
3rd person shooter game set in a dark, procedurally generated forest where you fight huge spiders.