Tag: Game design
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Deep-Blue-Space With Planet Procedural Cubemap Skybox

Free Deep Blue Space Procedurally Generated Skybox Cubemap with Planet Unity Package.
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Deep-Blue-Space Procedural Cubemap Skybox

Simple plain deep blue space skybox cubemap for your creative ideas: To use this cubemap texture in Unity as a skybox: 1. Click on the above cubemap image to open the full resolution version in a new tab and download it to your computer. The cubemap is 6 times 2048×2048…
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TDX-2: New Player Base Models (ScreenShot)

New player base models for TDX-2 in three different levels. Modelled, UV mapped and baked ambient occlusion textures with Blender.As you can see in the background I’ve also been working on the red and black (evil) enemy base towers, the VR room/environments and the game maps/terrains, more on that later..
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Unity VFX-Graph Snow Globe Experiment

Snow globe particle system created with Unity Visual Effect Graph. It uses inner sphere collision, scrolling turbulence, randomly rotating gravity force and mass relative to particle size. Screenshot from the VFX-Graph (for recreational purpose), or you can download the graph from here: github.com/Timanious/Unity-VFX-Graph-Samples
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Project TankBlazeAR (iOS) Screenshot 11: Normal Normals
Working on UV mapping and texturing buildings.Took me a day or two to unwrap all the faces, almost manually, and make the normals..well..normal, but now I can put any square texture that I want on it. TankBlazeAR level nr. 70/75 #indiedev #gaming #unity3d #DailyScreenshot
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Character Clothing with Cloth Simulation (Quick Tutorial)

I Love good basics! ❤️ Just wanted to upload this GIF.. I’m working on some character clothing for a third person shooter project/experiment, using Blender’s cloth simulation. Just thought it looked really cool. Also to make sure I remember the steps later on I wrote a small tutorial about it.. Quick…
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Project TankBlazeAR (iOS) Screenshot 10: “De laatste loodjes wegen het zwaarst”
“De laatste loodjes wegen het zwaarst” -old Dutch saying TankBlazeAR level nr. 70/75 #indiedev #gaming #unity3d #DailyScreenshot
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Project TankBlazeAR (iOS) Screenshot 6: Emission Textures
Working on some emission textures and materials for my iOS AR tank game project: #TankBlazeAR with #unity3d #Illustrator and #b3d
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TDX-2: Tower Defence eXperiment-2 (Process update 2)

Since the last update I have made a lot of changes to TDX-2. I took a step back from the multiplayer part of the game and instead focussed on getting the pathfinding and the AI agents movement behaviour right. For the navigation of the ai agents in the game i…
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CuboidDog: Playable physics experiment

In my last post I showed a couple of screenshots from my Unity configurable joints, direct blend trees and physics experiment. I thought it would be nice to make a playable WebGL build and host it on my experimental Raspberry Pi hosted blog. Feel free to try it out and…
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Mobile Tank Game (W.I.P) Screenshot 5: Flippin’ UI Canvas magic
Screenshot of the Tankmanious main menu scene version 1 Flipping UI canvas system For the Tankmanious main menu screen I wanted to develop a UI system that uses Unity’s ‘world space’ canvas system, because I love the idea of information screens magically floating around having a position in 3D space instead…
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Mobile Tank Game (W.I.P) Screenshot 4: Tank tracks system
Triangular shaped tank tracks created with the tank tracks system To good to use When I began working on Tankmanious I wanted the tanks in the game to have realistically moving tank tracks with individual track pieces, so I thought it would be interesting to create a tank track system.…
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Mobile Tank Game (W.I.P) Screenshot 3: Total Loss
A process screenshot of the game-over screen from my mobile tank game project: Tankmanious (working title). The scoring system On this screenshot you see the game over screen and the game’s scoring system. The total score of the player is based on firing accuracy, remaining health and the total kills.…
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Mobile Tank Game (W.I.P) Screenshot 2
One of the first ‘on stage’ process screenshots from my mobile tank game project: Tankmanious (working title). ‘BreakOutBlocks’ In the previous post I showed a screenshot from the Unity scene view (‘behind the scenes’) of Tankmanious, so the part that the player never get’s to see. On this screenshot you…
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Mobile Tank Game (W.I.P) Screenshot 1 and Introduction
The blue lines and green spheres are only visible in the Scene view from Unity so not for the player. The blue lines are a visual representation of the red enemies fields of view. The green spheres represent where the enemies are moving towards and the areas that are…
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“My Island” Unity3D example for a workshop
Screenshot taken from a example scene that i created in Unity3D for a workshop on how to create a fantasy island level *Update!*. Since the beginning of this year I have been developing and teaching workshops on game design with Unity3D on a high school. In these workshops I teach kids…
