Planet Shader WIP

Sean KumarAstra, Design, Programming, UnityLeave a Comment

Just a month ago, I decided to start learning about shaders in depth. There’s a wealth of free resources one can learn from online. Above is a WIP of some planet shaders I’m almost finished with. I’ve bought a lot of amazing planet assets over the years from the Unity Asset Store with the intent to use them in my … Read More

2017 So Far

Sean KumarAstra, Design, Programming, Uncategorized, UnityLeave a Comment

Ok, so it’s been around 10 months since my last post, but I’ve been working on the game full-time. Here’s a screenshot of some orientation lines (no AA yet, hence the jaggies) in the battle UI  used for giving movement orders. A large part of the beginning of 2017 had been spent on UI design, functionality, and audio. A framework … Read More

Getting Sidtracked

Sean KumarAstra, Design, Version ControlLeave a Comment

While intending to work on environment loading, I got sidetracked with a whole host of other systems I wanted to develop. I’ve been participating in Unity’s Collaborate beta for in-editor version control for several months. It’s had a few hiccups, but in general, it’s really quite convenient. While based on Git, it’s lacking some functionality such as branching, but it looks like … Read More

View The First Finished Spaceship Concept In 3D

Sean KumarAstra, Design, ModelingLeave a Comment

I haven’t been able to dedicate as much time as I’d like to working on the game, but recently I’ve focused on developing a modeling and texturing workflow for creating spaceships. Using Maya LT for modeling and Substance Painter for texturing, I’ve started to become comfortable with both tools and have figured out an aesthetic that I’d like for the game’s spaceships … Read More

The Quest For A Resolution Independent UI In Unity

Sean KumarAstra, Design, UnityLeave a Comment

Update Feb. 3, 2017: I’ve updated the post to reflect more testing and newer methods to attain resolution independence in Unity. Original post: Over the past couple of weeks, I’ve come to realize that developing a truly resolution independent user interface is not easy, especially for desktops and laptops. I’ve read a lot of posts and tutorials online, experimented with various methods, … Read More