Dev Blog #5

I’ll be back! …Like…right now. And just like Santa I have a sack of presents on my shoulder. Although it’s not december, but who cares right? So after my weirdest intro yet let’s get to the juicy stuff:

DronAR has seen alot of updates in terms of UI and core mechanics. I think I got the basic gameplay settled and my focus can shift to implementing the different enemy types that I have in mind. So far this is how it looks after 6 months of occassional fixing sessions.

The UI has seen alot of updates, but it still looks…crude. At least it’s more…mobile now. The upgrade screen still needs a little work, but I don’t want to loose myself in tiny optimizations. This is intended to be a minigame after all, so it’s time to wrap things up. It’s nearly been a year now and I want to do something new.

I also moved all the videos from my older blog posts to YouTube and added playlists to the respective project pages. This should make it easier for me to handle media content and also look better. Additionally I’ve transfered the tutorial code to github so other people can contribute…and again because it feels better in terms of UX and trustworthyness.

Since it’s been 2 months since I wrote that article and failed to post it (ironic, considering the intro) some things may be a little outdated. Well we all gotta eat, so work goes first. But it looks like I can take more time for my projects in the following months. No promises though.

Cheers

Related Projects

DronAR was a mini-project that resulted from my research into the implementation of swarm mechanics in Unity. It’s a mobile game similar to “Drone Swarm” by Stillalive Studios. The game...