Here’s a quick look at some new stuff I’ve added to my hoverbike game: What’s this about Tim Allen? I’ve been a bit short on time and motivation (mostly motivation) to work on any game development stuff, so to let off some steam I’ve added some Tim Allen grunts to my pawns when you inflict […]
I found an amazing kit bash set made by a talented artist, Oleg Ushenok, which I used to make a high-poly kit bashed model of a hover bike. I was intending for it to look utilitarian and spartan, as well as slightly unwieldy and powerful (sort of like a quad bike with a V8 engine, […]
In this latest update, I’ve added quite a few things to my little hoverbike game: Movement Hoverbike movement control has been refined significantly: The hoverbike can no longer climb 90° walls, and forward velocity is added less and less as the nose is pointed higher and higher into the air The hoverbike will now point […]
Here’s a quick look at something I’ve been working on for a couple of days – a hoverbike! There were several key things I wanted to achieve with this vehicle: A fully-physics driven vehicle that: Bounces around the environment in a realistic and convincing way Is satisfying to control (not floaty / unresponsive) Can knock […]
I’ve been working on a little side project, which lets the player place ‘humanoids’ (pink capsules) and explosive mines, and then watch to see how they interact with one another!
I’ve been working on this small side-project, and added an additional enemy robot type – this one has a bomb attached to the bottom, and will chase you until it comes close enough to arm its bomb & explode. You can even shoot the bombs directly to kill the robot they’re attached to, or shoot […]
Added a fun little laser weapon for the robots to fight back with – although, since I haven’t implemented a health system for the player yet, you don’t actually take any damage.
Working on a little side project just to flesh out little random ideas, separate from my main project. This floating robot can be shot and will eventually ‘die’, where it switches off it’s main spotlight & stops floating. Damage particles are enabled (sparks shooting out from the front & smoke coming out of the top). […]
A summary of my first few months of game development.