Asylum

Asylum – Developer Diary Day 28

September 8, 2013

Today’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, 2013

Quick 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, 2013

I 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, 2013

Today 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, 2013

The 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 21

August 18, 2013

Todays development was purely experimentation and research for implementing a UI into the game. The UI will serve to show the player the items he/she has collected as well as display information pertaining to the item. This will be particular useful for the puzzle elements. Secondary UI interfaces will be needed for any interactive elements… [Read More]

Asylum – Developer Diary Day 20

August 4, 2013

Today was all about inputs. Changing the built in Unity keyboard and mouse controller for a more flexible one that would allow me to display the key required to perform an action in a visual way instead of having to display a text message such as “Press action to open the door”. With the built… [Read More]

Asylum – Developer Diary Day 16

July 13, 2013

Busy busy busy today. I made the decision to change the way I was building the environment. It initially made sense to build a large model within Shade 3D and then import the whole thing in to Unity. However I had still created things in a modular fashion in Shade 3D; with wall segments being… [Read More]

To Sleep Perchance to Dream

July 13, 2010

The temperature during the night in my part of the UK has gone up considerably in the last few weeks and is making it very difficult for me to sleep, or at least get a restful nights sleep. My clock is displaying a minimum temperature of 27 degrees Celsius and during the day rises to about 28-29C.… [Read More]

Happy Holidays

December 23, 2009

I’d like to wish all of my users a marvellous Christmas holiday and a happy new year. Looking into next year there should be some great new developments. AutoWallpaper will continue to be improved upon, and development of AutoExtract 4 will begin (Set Forget Extractor). Also, Asylum development will start back up. So here’s to… [Read More]

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