PAX EAST!

PAX EAST is is only a week away!  I am happily participating this year and hopefully in many future years.  I will be going to the Friday sessions and the “Made in MA” pre-Pax party.  I will be giving a helping hand to Part12 Studios there – which is a local studio that does some great causal gaming apps for iOS and Android.  I will also be participating in the Made in MA @ Pax … Continue reading

Action RPG combat mechanics

I have started delving into the details of actual stats and the combat mechanics related to them.  I want AOS to have an action RPG feel when it comes to combat but without the tediousness of collecting and selling tons of items. The aspects I want to pull from this genre are the combat feel with the ability to tailor stats and skills through magical equipment and talismans.  Being more of an adventure game the … Continue reading

Turning day to night and other Unity lighting tips

I found a thread on the Unity forums on lighting tips a while ago that had many good suggestions and came up with one I posted there that people may find useful:  I have been playing a bit with the lighting using the deferred lighting rendering path and dual lightmaps. I played around with a technique to make it go from day to night with the same lightmaps by changing the directional light color and … Continue reading

Photorealism in real-time games

I recently came across a great article in ars technica during some resent news surfing – no I don’t browse CNN, I end up at places like ars and slashdot which in my opinion are REAL news sources.  I am sure there are lots of kindred souls out there that feel the same. So, this article, which you should definitely read, is called ‘How close are we to truly photorealistic, real-time games?‘.  I of course … Continue reading

Behavior Trees! (Part 1)

After some research and experimentation I have begun creating a customized behavior tree implementation that is integrated into the core of my framework.  Each entity of the framework can have behavior trees and will look at environment, sensory, and memory information and drive the entity through actions which are things like move, attack, cast, use, consume, and so on.  There will likely be many actions and the framework will support adding additional custom actions, conditions, … Continue reading

Better looking environments in Unity (Part 1)

After developing a prototype forest scene a while ago, I wanted to somehow improve the terrain textures to look sharper and have more detail.  I have been thoroughly inspired by the environment art of an indie action RPG that is in the works called Grim Dawn.  After some pointers by other Unity developers I recently found a way to get the terrain in Unity to incorporate bump mapping.  I have been pleased with the results … Continue reading

The endless complexities of an RPG framework

I was recently browsing the unity forums and discovered another post of someone wanting to build their own RPGs.  They naively ask the question, “How do I make a game?”  Like someone could answer in another sentence or two with the steps.  It started me thinking about the framework I am toiling on and just how much further I need to go to reach some kind of critical mass.  I seem to be drawn down … Continue reading

What is an RPG? (Part 1)

I have been working for a very long time on the basics of a framework within Unity to support RPGs.  It really only covers the bare essentials and isn’t too specific right now.  It is mostly the nuts and bolts of stuff needed to get anything else done.  Think of it as building the operating system needed to actually write an application and you will get an idea of what I am talking about. Anyway, … Continue reading

The magic of text adventure games

I have always adored interactive fiction (IF), at least in its fantasy form.  The vast MUDs of days before computer graphics always intrigued me.  One that caught my eye was Avalon.  I think it is always the sense of unending possibility that I love the most.  Your imagination always fills in the blanks, and there is always so much to explore.  The rich descriptions of places and things provide so much more for the mind … Continue reading

The modern game engine

When I was in college, or should I say in a previous life, since it seems so long ago, I remember playing games with great intro movies.  I always commented to my friends, hovered around the monitor, how one day not too far away, the actual game will look as good as those scenes. Of course, by standards today, those scenes looked like a student animation project done at the last minute with poor art … Continue reading

Creating your own world

So you want to fulfill that nagging desire you have had since childhood?  You know, the one you have had ever since you opened that box, pouring over those manuals, and inspecting every detail of packaging art.  I’m talking about that game that changed you inside.  The one that sent your imagination soaring, turned you into a hero, and hooked you forever to the gaming experience.  Yes, that one, you remember now.  It sucked away … Continue reading