Game Development

2017 So Far

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, …

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Getting Sidtracked

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 …

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View A Finished Spaceship Concept In 3D

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 …

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The Quest For A Resolution Independent UI In Unity

Updated Oct. 27, 2019. Developing a truly resolution independent user interface is not easy, especially for desktops and laptops. By resolution independence, I mean being able to design the UI once, and have it work at all resolutions, especially the wide range of resolutions on desktop. I’ve read a lot of posts and tutorials online, …

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A Solution To Unity’s Camera.WorldToScreenPoint Causing UI Elements To Display When Object Is Behind The Camera

If you’ve ever worked with Camera.WorldToScreenPoint to get object positions on the screen from their world space positions, and then displayed some sort of UI element on it, you may have noticed that when your camera faces away from the objects, you still get your UI element displaying on the screen. This is due to …

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