August 30, 2014
Here is a post mortem for my LD#30 Compo entry:
Connected Pylons.
It was my first Ludum Dare contribution. Here in France, the start time was Saturday 3am, so Wednesday,
I decided to go to bed early for being in fine fettle. After wake up, I've looked at the theme and...
damned no inspiration! I took my breakfast, no inspiration. I went for a walk in the woods near my
home, no inspiration. I searched "connected worlds" with Google and Google image, no inspiration.
Finally, I gave up. At last I decided to use my time for fun and create an old school puzzle/arcade game.
And then, inspiration come, it was 4h after wake up!
At first, I created an empty project with Unity3D and put some cubes and spheres to visualize the concept.
The green player will have to push cubes to create a connection between an enlighten pylon and a dark
one, and then the newly enlighten pylon will connect the player to the next world (level). If I have
enough time, I'll implement bad red guys.
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January 20, 2014
While working on my project, I've looked at Mecanim for the animation of my AI agents.
Here is my first try at using Mecanim with
Aron Granberg A* Pathfinding Project.
step 1 : Take the "Nav Mesh Example" scene from Unity
Mecanim Example Scenes.
step 2 : Import the free version of
Aron Granberg A* Pathfinding
in the project, and add a A* Pathfinding graph. For my test, I've used the 3.4.0.5 version, and I've
added a GridGraph of 160 x 120 with a node size of 0.4 and with a center at 0;0;0.
step 3 : Create a script named
AgentAStar.cs with the code linked.
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