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

New Textures For An Old Spaceship

Sean KumarAstra, Modeling, UnityLeave a Comment

While prototyping and deciding on the look of the environment for the space RTS I’m working on, I needed more spaceships to test lighting, post process effects, shadows, etc. To do this, I needed to update the textures on the first model I ever fully completed. You can view a render above and the actual 3D spaceship model on Sketchfab below: … 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

Building a Camera System for Unity

Sean KumarAstra, UnityLeave a Comment

Although I haven’t posted to this DevBlog recently, work is very much underway on the tactical space RTS. Recently, I implemented a full camera system for the battle portion of the game and wanted to share my thoughts on it here. Originally, I had intended to use and stick with camera assets from the Unity Asset Store. After becoming more … Read More

Working With Articy Draft 2

Sean KumarAstra, Software ToolsLeave a Comment

I heard about Articy:Draft as a game design tool about a year or so ago on the Unity forums. After seeing it on sale on Steam at that time, I went ahead and bought version 1. I tinkered around with it a little as a game design document tool for my first experimental game, but since that game was so simple, Articy seemed a little … Read More

Developing Game Systems

Sean KumarAstra, UnityLeave a Comment

Work is well underway on the tactical space strategy game I’m currently developing. In regards to the selection system from the previous post, I ran into another problem that I was thankfully able to solve due to some Unity community members. It turned out to be a bug in one of the later betas that I reported and which the Unity … Read More

RTS Drag Selection Box Using Unity’s New GUI

Sean KumarAstra, UnityLeave a Comment

Work is already underway on a prototype of Astra, a space strategy game that I’m currently building. Using the Unity Game Engine, I’ve been prototyping turret functionality, a camera control system, and a unit selection system. Originally, I was using PlayMaker’s visual scripting FSM system, which was quite fun and easy to use. However, there were some things which I felt could … Read More