Devlog Weekly Update: Week 2 2016

Wow, it’s another year again. Time passes so fast. Sadly opening my own business, and the whole new years/wintereenmas thing has distracted me from coding for the last few days, but I had an off day and decided to get back on track.

I’ve restarted the inventory system to take better care of the new item system (which still needs some tweaking to get attributes working 100%) and created a new chat system that seems to handle system messages better. It also has the ability to be expanded to handle text input properly, so things like whispers, clan messages, global chat, etc are all implementable.

On the art side I’ve been collecting resources from nature to convert to my decided art style. As soon as I have time to do some 3D modeling I’ll post a demo scene to show what the first rendition of the game looks like.

All in all I’m just happy that I don’t have to use Debug.Log for everything anymore. Should make things a bit easier.
(Note to self: make the chat system be able to toggle certain messages and group messages according to category, also do a in/out system so that old messages get discarded on client side. Server side will obviously log everything)

Devlog Weekly Update: Week 51 2015

Hi there, and welcome to the first weekly installment of my devlog. Daily (or when I actually do something worthwhile on a day anyway) will still appear on the main Devlog page.

This week not much new happened, but I did finish up revision 1 of the item system and started on the keybind/input system (the two work hand in hand, although the Inputmanager will be able to work independently and load settings from the default ini file). I also decided upon the art style for the Alpha release of the game for the world and scenery (still deciding on character and creep style) and started a bit of work on the GUI style. Weather also took a giant leap forward, with rain and light snow making an appearance in the game.

On the coding side, I ran into an issue with my Dictionary of keybindings not wanting to be shared from the Keybind Manager to the Input Manager, but this was because I was attaching the Keybind Manager to the GUI element controlling the key remapping. As this element was being switched on and off and was only active when the screen was open, it wasn’t able to keep the settings for the Input Manager to grab. Creating a GameObject for the Keybind Manager itself and mapping the input areas to public text variables which were filled by dragging the GUI Text elements in, I was able to circumnavigate this, and created a much cleaner system too.

The Item system and input system both packaged nicely and easily imported into my main project. now it’s just a case of rewriting the movement system and letting the input manager take care of… well… the input. The Input was written in such a way that it sends commands to the movement manager attached to the player. Hopefully the movement manager will take care of player, npc and enemy movement, with the AI system sending commands instead of the input system for the latter two. Speaking of which, my AI system needs to be tuned a LOT. At the moment the enemy simply comes at you in a straight line and collisions cause it to get confused. It also runs back to “base” when you get too far from it’s spawnpoint, which should be changed to keep aggro while damage is being done to it. I’m still thinking about mobs running away… I loathe running mobs but I suppose it’s part of a game like this.

Combat is still just a dream. I first have to get out V2 of the item system, which would include stat modifiers, and get the player to spawn with the appropriate stats and abilities for his/her class, but once I have the basics of that out I will be launching a test arena to the public for some multiplayer PVP action. Stay tuned!

DevLog quick update

This is just a quick catch up, normal Devlog updates will be on the Devlog page again from tomorrow.

It’s been a horrific time for development the last week. I’m in another country, I’m dealing with a temperature drop of 40-45 degrees (Celcius) and I have the flu. So needless to say not much has happened on the coding side of things. I have downloaded a vast array of things I will be needing or testing in the next few weeks, so at least that’s out of the way (Unless I find something else I really need, which I will).

I’ve also scavenged the Unity Asset Store for free models, textures, music and scripts that I can use as placeholders until I can finalize an art direction. Coding on the developer side tools is also nearing completion. The name is 90% finalized and the game direction, classes, races and basic storyline is nailed down firmly. I hope to have a playable demo, single player for now, out fairly shortly (With none of the final assets in place of course, except for some GUI elements) which will give a demonstration of what my game will be all about and how it will play. Don’t forget to subscribe for updates as soon as they become available.


Writing a RPG

Update: The game will definitely not be set in a medieval theme anymore. For more info, check out the About page linked in this paragraph. If you are interested in assisting with this project, contact me for more information. I have also added a menu item to the top of this site with my Developers Log, an About, and screenshots and videos to come. Feel free to check them out and comment/like!


A few weeks ago I started writing a RPG in Unity 5 loosely based upon the tutorials of Petey at BurgZergArcade. It’s been going swimmingly (No, I haven’t implemented swimming yet) and I feel it’s time to post an update.

So far I have the basics in place – a simple character creation screen, a character that spawns on the world, a very nice day/night cycle using the new procedural skybox system of Unity5, with working timed lights, a mob spawner, simple mob AI that share the controller class with the player, the start of my item system, and my favourite – a camera class that matches World of Warcraft’s camera almost perfectly.

Still to do (Well, the list is endless, but I’ll give a basic timeline of my next few weeks) is a proper inventory system, a more refined chatpane that can take commands, expanding the character controller class to do more than just move the character around (attacks, emotes, etc), a skill system and deciding upon player classes, defining separate AIs for ranged and melee mobs, implementing NPCs and quests, and a weather and season system (the season system might end up being trashed, but we’ll see). Also polishing out a decent storyline might help too, but I’m more interested in getting the core mechanics working first.

My goal for this is to expand upon the tutorials provided by Petey, and end up with either a decent single player RPG, or if interest is shown, expand it to a MMO platform and implement things like purchasing property, crafting and farming, building houses and creating community driven economy hubs. Basically I want the playstyle and feel of World of Warcraft combined with the settlement creation of Archeage, but expanded to give the feel of the world portrayed in the anime Sword Art Online. I won’t be relying on next-gen graphics and Oculus support, I just want a decent game that people will enjoy playing.

Failing both these goals, my work and scripts will go to the Unity Asset Store as a all-in-one starter RPG creator package.

I have some early alpha screenshots, but as they’re currently using some Creative Commons assets, I won’t post anything quite yet.

If anybody out there is interested in prototyping me some characters, mobs and weapons (medieval based, possibly with some steampunk thrown in) I’d be happy to advertise their work through my screenshots, as well as possibly get them into my production team once I’ve gotten to the point where it may go Kickstarter.

I’m on Twitch!

Wow, that was a long pause. I’ve finally emigrated and now that I’m settled in I’ve decided to continue. I also recently purchased the brilliant MSI GS60 Ghost laptop to replace my desktop, and it came with a 6 month subscription to XSplit Gamecaster Premium, so I’ve decided to give it a try now that I have enough bandwidth.

TwitchThere’s a new icon on the header that will take you straight to my channel. I’ll be streaming World of Warcraft, Project C.A.R.S, Grand Theft Auto 5, World of Tanks, War Thunder and a few others most evenings. There will also be some new reviews out soon, including some Android games and hardware reviews too. Stay tuned, and don’t forget to subscribe and join my Facebook, Youtube and Twitch channels.

If there’s anything else you’d like to see me stream, leave a comment below or a message on Facebook.


It’s been a while since I’ve played a blog-worthy game, but two days ago I found one that got me really excited. It’s called Unturned, and it’s a zombie survival game (Think DayZ) with building and crafting elements (Think Minecraft), and it’s awesome.unturned

To put things into perspective: This is a free-to-play game made by a 17 year old kid (The first release was actually when he was 16) that beats the socks off 99% of other survival games. It’s available on Steam now (Click here and download it immediately!) and although it’s still in production, it’s extremely playable and fun.

About the Game

Unturned is a sandbox game in the emerging multiplayer apocalypse survival genre. Rather than focusing on being an MMO it provides players with easy systems to sit down and survive the zombie infestation with their friends. Over the course of a typical adventure, groups will have a blast fortifying locations, scavenging for supplies, trying to live off the land and negotiating with other people. The game is being developed entirely with the community in focus, and tons of features are based entirely on feedback: 

Players can build massive forts out of structural building blocks, or build onto smaller buildings in the world with barricades. It is also possible to create traps and intricate electronic systems. More options for building are constantly being added based on what the community requests. 

It is entirely possible to live off the wilderness by harvesting trees and rocks, growing crops and hunting animals down. What sort of survival stuff is added is entirely decided by the community. 

The game goes where the community wants it to. The initial release map is set on the lovely Prince Edward Island, but over the next few months many more locations will arrive for players to explore depending on what the community wants to see. Currently the island has plenty of interesting locations to discover and loot. 

Players can choose to enter player versus player servers and battle other players to steal their gear. Banditry is highly supported with plenty of weapons and sneaky devices. 

Players can join player versus environment servers to team up with other people, and easily create clans to play with their pals. 

Early Access: 
This is the first public release of the game, but new features and content are constantly getting added as a result of community feedback. 

There is an option to get a Gold pack for only $5, which gives you extra starting XP, better resources and Gold servers, as well as a few more cosmetic improvements. Considering the quality of the game, it’s well worth it though.

Site inactivity

As some may notice, there’s currently no new posts appearing on this site. I’m currently busy with other projects, as well as using subdomains of this domain for testing purposes and a private wiki.

Until further notice there will be no new content appearing (And considering it’s been just about exactly a year since my last post, not really surprising), but I will be doing some gaming-related posts in the future again. The site won’t disappear, it will just be static for a while.

Grid 2

grid2Last night I managed to find the time to give Codemasters’ latest gem a spin, and as an avid racing game follower, I was not disappointed – which is surprising considering the criticism over the list of changes and omissions in the game.

First off is the lack of in-cockpit view. Codemasters did a survey with their previous titles, and found that only 5% of all players used the cockpit view – so instead of spending the time texturing the inside of the car to HD detail, they simply left out the view. Now I’m a big fan of racing simulators, and one of the 5%, but honestly I can live with it. I’m perfectly happy using the bonnet-cam instead and it gives about the same feeling as the cockpit view, albeit without the feeling of realism found in seeing your character manipulate the steering wheel and gears.

Next is the fact that even thought there are five difficulty settings for your opponents, there are no modifiable driver assists. Racing/braking line assist – zip. Traction control settings – nope. ABS or any other settings – nada. Instead, you have a new system called “Truefeel” – allegedly giving godlike driving skills to the ham-fisted without dulling the sensation for the skilled driver. Sound too good to be true?

Well it isn’t. It works. Well! You can really feel the nuances of the road, the shifting of the car’s weight in corners, the under/over-steering in corners, but with that little bit of extra something. Suddenly new players can get the rear end of their muscle cars come out in beautiful drifts and the pros can set up inertia drifts with ease – all with the feeling that it’s you doing all that, not the system.

Damaged cars really do affect performance

Damaged cars really do affect performance

Graphically the tracks are beautifully rendered, with litter being kicked up by cars in front of you, dust and mist obscuring view at occasions and the scenery done to shocking detail. Sadly the same can’t be said for the in-garage models, which do seem to suffer a bit. On the track they look fine though. Damage is done well too, with cars behaving like they would after a bit of a knock-around, even down to engine noises changing pitch and rattling before engine failure. The competitions menu system (which is simulated to look like a web interface on a PC in your garage) can be a bit confusing at times, but you soon get used to that too.

The storyline is… well … meh. Some interesting twists in there, some nice approaches to the whole social media thing, but honestly racing games should stick to more tracks, cars and modifications, not stories.

The original Race Driver – Grid was an arcade racer dressed up as a simulator, a bit of a disappointment to the rest of the series, with a slightly shoddy-feeling handling system. Grid 2 bridges the gap perfectly. It’s as close to a simulator as you want while still retaining the ease of use of the arcade generation. Yes, you don’t get to change your tyre pressure or fit aftermarket parts to your car, but the driving style is precise enough to be appreciated, yet forgiving enough for the casual player-base.

The Good:

  • great new handling system
  • stunning track and debris detail
  • decent selection of cars and classes
  • good damage model

The Bad:

  • falls just short of simulator status
  • low model details in garages

Final misGuilded score: 4.5 out of 5 stars