Sunday, 11 January 2015
Evolution idea From the ground
Every time we speak about evolution we say creature came from water to the ground. But creatures can go from ground into above the ground. For example cell was born in the water. Then everything evoluted into the warm that living in the seabed. Than seabed came into air according to ground movements. So true life above the ground came from the underground.
Wednesday, 7 January 2015
Game idea: Annihilation
Gameplay is based on material and anti - material. Your task is to combine material or anti-material to make huge or small explosions that helps to destroy walls at the way to the center of the planet where small race of centios waiting for liberation.
Monday, 5 January 2015
Unity Anoxemia Destruction Tutorial
DOWNLOAD COMPLETE PROJECT
https://drive.google.com/file/d/0BxgYUKP-c4dJSThXQmdBamkzWXM/view?usp=sharing
MIRROR COMPLETE PROJECT:
https://www.dropbox.com/s/p75decrucayd1n5/2D-Destruction-Complete.zip?dl=0
DOWNLOAD START PROJECT
https://drive.google.com/file/d/0BxgYUKP-c4dJb25Hd3pMT1p4X0E/view?usp=sharing
MIRROR START PROJECT:
https://www.dropbox.com/s/zvo3798tcpoou71/2D-Destruction-Start.zip?dl=0
NOTE:Complete project sources is different from tutorial. They are extended and have much accurate physic model.
Thursday, 18 December 2014
Game Idea: DNA mutation
Imagine characters functionality like attach, defend, eat, join group, fear.
For example Bob can attack and join group, John can defend and eat, and Kate can join group and fear.
But all of them can share this functionality by bite each other and share some functionality. Like if Bob bite Kate, Kate gonna addiotionaly do an attack. It all just like natural breading works but much faster through biting, that suitable for games.
We gone setup this functionality just like gens with dominant and recessive gens. So functionality of NPC will be stetted by some kind of DNA that can change during gameplay.
For example Bob can attack and join group, John can defend and eat, and Kate can join group and fear.
But all of them can share this functionality by bite each other and share some functionality. Like if Bob bite Kate, Kate gonna addiotionaly do an attack. It all just like natural breading works but much faster through biting, that suitable for games.
We gone setup this functionality just like gens with dominant and recessive gens. So functionality of NPC will be stetted by some kind of DNA that can change during gameplay.
Monday, 1 December 2014
How to travel between planets
Lets take Mars for example. First we send a lot of robots that have 3D printers. They build human base. 3D print building first, then 3D print human bodies with empty minds. Then we scan our neural network and convert it into signal. Then send it to Mars. Flash neural network of human dummies with out neural network. That's it. Fast planet traveling.
Saturday, 15 November 2014
Game Idea: Why UI ?
Seriously. UI is a chunk that was developed in deep 70th like the only way to display information about surrounded worlds. But now we have 2014, millions of polygons, complicated light models and computation shaders but still same UI. We can simply display information directly inside game on the Hero, directly inside scene, so why to waste so much money on UI. I like the guys from Skyrim did it - just minimum. And all this games with tons of UI and bad gameplay looks so cheap.
Saturday, 1 November 2014
Unity navMesh and rigidbodies
If you ever made navigation with navMesh you probably noticed that navMesh agent won't itteract with Unity physics. NavMeshAgent came through the rigidbodies without any problem. But there is a solution. Calculate path by calling static method of NavMesh.CalculatePath(from,destination, layer, path) then if method returns true, get second point of the path and apply force to your agent in that direction. Do it in every update. That's it. You even can not set navMesh agent, but be carefull with navMesh layer.
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