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Asylum – Developer Diary Day 31
October 12, 2013Well, actually not really a dev diary this week. Recently the power button on the front of my PC fell off and since then it has been awkward turning it on and off – poking finger into the hole to try and toggle the button manually. So, it was time to migrate everything into a… [Read More]
Asylum – Developer Diary Day 30
September 22, 201330 days already. This weekend I decided to build the second half of the first floor. The floor itself is symmetrical so it meant mirroring and extending the chunk that I’d already completed; quite a time consuming process though. With the second half modelled it gives me a lot more room to add in all… [Read More]
Falling Down released
September 17, 2013It’s finally here, the all new mobile (and Windows desktop) version of Falling Down. Falling Down is a remastered and re-imagined version of the Amiga classic I wrote a very long time ago, and even won a write a game competition for an Amiga magazine. This new version sports entirely new graphics, animated characters, a… [Read More]
Asylum – Developer Diary Day 29
September 15, 2013The user interface that I was previously using was designed by someone else, but it served as an excellent template that I could use to create my own GUI. The process is relatively straight-forward. You have to create the individual elements of the GUI; button, window frame, scroll bar top, etc, etc, and then convert… [Read More]
Asylum – Developer Diary Day 28
September 8, 2013Today’s development was about bringing some of the elements that I’ve already implemented together. First the GUI, previously the GUI would display when the player picked up the flashlight, which paused the player and unlocked the mouse cursor so they could read the information about the item and then click the close button to continue.… [Read More]
Asylum – Developer Diary Day 27
September 1, 2013Quick update today. With the release of Shade 14 I’ve been getting up to date with the changes in the software making sure everything exports across correctly. Turns out there is a slight difference in the way v14 handles export scaling compared to v13. Shouldn’t be too much of an issue though. I have modelled… [Read More]
Asylum – Developer Diary Day 26
August 25, 2013I know that some of the readers to this dev blog have commented that the screenshots are very dark. As I previously stated this is somewhat deliberate. The game is set at night and the power is out, hence the building would be dark. Now obviously there needs to be a very careful balance between… [Read More]
Asylum – Developer Diary Day 25
August 23, 2013Today was the day I added the first object that can be picked up and integrate the UI (Work in progress) so that when the object, in this instance the torch/flashlight, the UI Panel displays information about it’s use, a warning about batteries, and locks the player in place so they can read and dismiss… [Read More]
Asylum – Developer Diary Day 24
August 21, 2013The door animation proved a little trickier to implement than first expected. The animations themselves were very easy and completed in a few minutes. Getting Unity to play ball with those animations was another matter; it seemed to want to start with the door fully closed no matter what I did (rotate object in place,… [Read More]
Asylum – Developer Diary Day 23
August 20, 2013As I mentioned yesterday I was having some difficulties working out how to locate and change elements on the GUI from the trigger object (for testing purposes the first door). Fortunately I have now solved the problem. It turns out that in Unity you cannot ‘gameObject.Find()‘ an inactive game element. So it was impossible to… [Read More]