So, I’ve gotten the game playable, and I’ve spent a lot of time working through the environment art, and the gameplay modes. I was really excited once I found what I considered to be a very fun loop within the game. There is very little left that I ‘have’ to do before I’d consider it the minimum viable product for the Gear VR. I have some lofty goals around post launch goals (Multiplayer, more levels, more dragons, more animations, more polish, better performance, etc. etc.).

But the basics of the game are you load into an environment where you can customize your dragon, view your scores, or climb atop a dragon, and fly into one of four realms. Within each realm there are 3 different game modes. First mode is a ring game, where you fly your dragon around the environment through a series of rings. It’s more of a suggested tour of the area, but allows you to just enjoy flying on a dragon and setting your own pace. The second mode is an unlimited fire mode, where you have several things to fly around and roast. This again, allows you to just enjoy flying around and lighting things up whilst riding on the back of a dragon. The third game mode is a challenge mode, where it combines flying through rings, collecting firepower, and then burning things down. This actually turns out to be really fun because you have to balance how quickly you pass through the rings, with how diligently you search for firepower. Fly to fast, and you won’t be able to burn down enough ships or buildings. Fly to slow, and you won’t have enough time to collect firepower, and you’ll miss out on burning things down.

Additionally, I’ll have a number of potions which can be collected throughout the levels which unlock dragon colors. So customizing your dragon is another layer of the game, where you will need to explore the far reaches to collect the colors that you want your dragon to be. Simple mechanics, but I’m really proud of how the game looks, and ultimately I find it really fun to develop, and to test, which is a promising thing. I still have to put together a video, screenshots, and finish some of the code around these features, but I hope to be just in Bug Fixing mode by October 1st. It’s getting really close now that the three game modes are available.

Next stop – additional hardware, and additional features. Unless the wind carries me in a different direction to a new project 😉

It kind of took me a while to find an art style that I think I can go with. But here is some of the early development on Dragon Flight. I’m hoping to get it ready for release and in the market for the end of this year.

September 18th:

September 17th:

September 16th:
Screen Shot 2017-09-15 at 10.58.35 AM

September 15th:

September 14th:

September 13th:

September 12th:

Had a lot of fun at the Las Vegas Summer Game Jam. I decided to do a VR project around growing and shrinking and leveraging some VR mechanics people say not to use, for the sake of immersion. Alice is a project which I’d like to publish someday. We’ll see if I can allocate more than 18 hours to this project moving forward.

Game Play Through:

Cool Floor Shader:

Final Presentation Here

I’ve re-written Civil Engineering Calcs in C# & Unity, so that I could launch the product on Android (Available Here) and also to add in 64 bit support to be ready for iOS 11. This re-write also adds the ability for me to better maintain the project in the future, since it is now on GitHub, and Unity Cloud Build. It also is now 3D visualizations, and has better exporting serialization and exporting. Some pretty cool things are coming together for this project. Hopefully the few who use this app will appreciate the effort.

Traffic Count Screen Shots:

I had a ton of fun at the Unity Meetup Tonight (Slides here). I’ve had a lot of contract work recently around HTTP and REST api interactions. So I thought I’d drone on about the best way to handle these functions in Unity, and give a little shoutout to a Unity Asset.

We also talked about the game jam, and our sponsor Houdini. I’m getting really excited that it’s coming together, and I’m excited to see what everyone comes up with. Also had a good dinner with some friends. It’s always good to catch up.

So, I started re-writing an app that I original wrote on iOS, and the intent is not be unavailable to users who switch to iOS 11 in September. But I was struck with how much fun it was to go back to the basics of the math behind Manning’s Equation. It’s really a fun bit of math, and it’s really fun writing code to generate 3D models of water levels in pipes and channels to visually represent these formulas. Hopefully I’ll have something to show pretty soon.

So I’ve been thinking a lot about how to get Traffic working and really be performant on mobile, and desktop. So here’s the start to getting a new path based system with lane departure (not merging) that I got working.

So, after this video, I made it so that the system will only process vehicles that are within a specified region of the camera. I got it so that it can have 2 million total vehicles, and only show and spend GPU and CPU on the ones within 100 meters. It’s a pretty cool system that I’m sure we’ll use in a lot of different projects moving forward.

So, this spring, I started a garden, and it finally started to sprout, so I thought I’d share a video. It’s really cool, and we are excited to be able to harvest all of the things we’ve planted.

I was really happy to have been able to help on the Farmers 2050 app which just was released. (iOS, Android)

It was really fun to work with the team at Robots and Pencils on this project. The client was really cool about developing a farming simulation game that is entirely free! So, there are no In-App Purchases, and there is no Advertising, and it’s a free game. The intent of the game is to educate users about what goes into farming, and how interconnected it is to a community. It was a really fun project done in Unity, and had a lot of interesting moving parts. Had a blast developing for this client.

Hey, checkout my Unity Asset here.

So I wrote an API wrapper for Google Street View in Unity. This was the foundation for a prototype I was building, and I looked at the code, and thought, I’m sure other people could probably find this useful if they are developing in VR. So I put together a cool tool to feed in a lat / long as an input, and then update a cubemap on an interval. Pretty straight forward, but I enjoyed making it, and I hope a few people will enjoy using it.