My AssetStore Link

I've moved - GO TO THE NEW WEBSITE

Unity Store Link - Click to see all the Song's work that has been put on Unity AssetStore




Thursday, 30 June 2011

RTS-X Development Update (Tech Tree... Again)

Exciting, exciting! Things in the art department are finally moving! And as a result I have this exquisite screenshot to show.


Ok, this is the same tech tree I showed in the previous update. The functionality remain the same, the newly added icon are the only addition here. All in all, a very small update to be honest. But at least some real art work at long last. Ognjen, an artist I corresponded on unity cummunity has made me this as part of an code art exchange deal. I'm very impressed to by the creativity and the amount of detail he put into these icon. I certainly hope we could work up more deals in the future.

Tower Defense ToolKit (TDTK)

Got a Brainwave this week thanks to someone who asked me to write some TD code base.  So guess what, I'm currently working on a TDTK. This TDTK is designed and made as a code base toolkit for easy construction of TD game of any kind. It should at least support construction of a standard TD game without needing of any code extension. It also meant to be serve as a tutorial/example project for beginner or maybe intermediate user of Unity3D. 

The toolkit comes with a bundle of scripts that is flexible and configurable to fit a variety of TD gameplay scenario. Part of the coding can be extended to use in RTS. Despite having two working example level (so far, this is still a WIP), there are no 3D art asset in this TD. The user are meant to incorporate their own models. However it does feature some 2D standard asset some example example/prefabs demonstrate how to use a simple 2D texture to the best effect. So there's definitely more than code that is showed in these Toolkit.

Here are a list of the feature currently implemented or supported in the TDTK:
GameControl and GUI
  • Configurable resource, player's life, number/type of buildable tower for every scene
  • Configurable number of wave, creep type for each wave, number of creep for each wave, interval for each wave
  • Selectable tower after being built for stat display, upgrade and selling.
  • Range indicator for for tower when seleceted.
  • Hitpoint Overlay to display hitpoint

SpawnMode Supported:
  • Timed Wave Spawn
  • Timed Wave Spawn with skipped time upon wave cleared
  • Timed Wave Spawn with user Initiated Skipped
  • User Initiated Wave

Creep:
  • Configurable hitpoint, speed, resource gain upon unit destroyed, hp overlay display.
  • Auto determining of waypoints.
  • Compatible to use with custom model with custom animation.

Tower:
  • Two build mechanism, build on specified tower platform or build on pre determined grid.
  • Configurable damage, range, cooldown, aoe, slow effect, shootobject, targeting, upgradable level, upgradable stat, resell value.
  • Auto setup component and parameter depend on model used.

Tower firing object:
  • Projectile: basic projectile type, with configurable speed, projectile curve
  • Missile: a missle type, with configurable speed, curve pattern
  • Beam: a straight laser beam
  • Shockwave: aoe wave type, with configurable expanding speed and radius

Game Environment Setup:
  • Auto setup path object for creep (2D only). Considering adding 3D.
  • Auto setup collider component for tower with custom model

Camera(typical mmo character camera):
  • Pan on horizontal plane using keyboard or mouse at the edge of screen
  • Rotate camera arround pivot.
  • Zoom in/out using mouse scroll.

Quite a list consider I've only worked on it for less than 4 days. Most of the feature are now in place. What's left is polishing and testing and of course, documenting. I'll need to have most of the code commented to hit the brief that this is a more or less a beginner's example project, something I don't normally do. >.<

As a customary practise, here's some screenies:
Screen shot taken from scene with grid based tower deployment
Screen shot taken from scene with platform based tower deployment, notice tower is built on some pre-placed platform.
And a brief playable demo put together using the TDTK. http://dl.dropbox.com/u/23073684/TD_ToolKit/platform_based/WebPlayer.html In this demo, the standard camera control apply, w,a,s,d to pan, left-click and drag to rotate and mouse-scroll to zoom. A scene like this including the tower type, creep type, creep path can be setup with relative ease using the TDTK. Please let me know if you find any bug with the demo.

To be honest, I've actually have this in mind for quite sometime. Most of the code or effects are what I spend hours digging the web though self help material and put together in my self-teaching learning process.  I guess this should be helpful for anyone who wants to learn about unity. I'm planning to put this up in the unity asset store in upon completion.

Saturday, 25 June 2011

Rubik's Cube


A very simple GUI based Rubik's cube puzzle. Rather than showing it in its full 3D glory, this one is just a 2D GUI interface that represent all the faces of a Rubik's cube. This faces can be manipulate using buttons. Underneath all this 2D GUI, the mechanism works exactly like a real Rubik's Cube. I've uploaded this game to kongregate, you can try it on this link if you are interested: http://www.kongregate.com/games/songtan/rubiks-cube

Mind you there are plenty a lot of good Rubik's Cube based puzzle implementation or alternate implementation that are better (3D) or more fun to play than this. Just bear in mind that this is just a showcase of my coding work and I only spend a few hours on it building from sketch to current state.

Of course I didn't wake up one morning and decided to code such mechanism. This is actually a modification from the work I've done recently. Rudy (the person who commission this) has generously giving me the permission to modify the source code I've written for him into a mini game. The original purpose of this application was an aiding tool for trading card game where each face of the cube will be mapped with a card, and the card can be highlighted in details upon mouse hover. Of course such feature has been taken out to suite this game purpose as a puzzle game.

Friday, 24 June 2011

RTS-X Development Update (New Tech Tree)

Yes this is an regular post regarding the mini RTS I've been working on and I've decided to name it as "RTS-X" for the time being until It is worthy of an epic name. Or until I can be bother to think one.

Noticed It's been slow on the update lately. Due to various reason, university commitment and other free-lance jobs etc... If only I could get a sponsor to support me working full time on this. But hey, at least the development is still going on, whenever I find time. I have been working on a rather big design feature and I think it's about time I do a new update on the blog and shed some light on the things I've been working on.

Behold, a brand new comprehensive multi-discipline tech-tree. The idea is very similar to the talent-tree or skill-tree found in most RPG. You can upgrade your tech in a semi-linear fashion and there are three different discipline to specialised in. The three discipline are command abilities, units and towers. You can invest command-point in either of this discipline to boost your combat ability in each corresponding discipline. Command-point can be gained by performing action in battle, deploy a unit, kill an enemy etc. (subject to change, this is still a WIP)

Here's some screenies. 


I know I'm still using the old icon and all the upgrade looks the same. But these are just place holders until I get some real icon for each upgrade. Hence the two screenies that show each icon represent different tech with different prerequisite and description. I'm desperately in need of getting someone to draw some decent icon for me. If you like to help, please contact me. You can reach me at my email: k.songtan@gmail.com

Here's more detail about the tech:

Command Abilities:
A tech discipline specialised in enhancing the player ability in using command ability. Upgrade in this discipline to increase command ability efficiency and unlock more powerful ability. Example upgradable Tech:
  • Energy Generator - Increase the energy regeneration rate by X per sec for every level upgraded. (require 3 command-points in Command Abilities Discipline)
  • Artillery Barrage - A series of concentrated artillery shells. Each shell causes X aoe damage. X is increase for every level upgraded. (require 12 command-point in Command Abilities Discipline)
  • Intense Shelling - Increase artillery shells number of Artillery Barrage by each level upgraded. (require 12 command-points in Command Abilities Discipline and Artillery Barrage)

Units:
A tech discipline for player who wants to empower their unit. Spending command point in these upgrades makes the units more powerful as well as enabled other strategic perk the benefit usage of units in battle field.  So the old system where each unit has individual upgrades is still in place. The ultimate Bonus, you might be able to unlock a super unit or two if you dig deep into this tree! Example upgradable Tech:

  • Mass Production - Reduce the resource cost require to deploy unit for every level upgraded. (require 12 command-point in Units Discipline)
  • Demolisher -  Increase hp, damage and damage bonus against tower for every level upgraded. (require 8 command-point in Units Discipline)
  • Over-Charger - Unit has a chance to score a hit which cause double damage. (require 6 command-point in Units Discipline)

Towers:
Tower upgrade equivalent of unit discipline. No example upgradable tech on this one. real sorry. I'll save it until I reveal how the towers work in the game.




Friday, 17 June 2011

Zombies!

One of the game which I've involved myself in has near launching and has got a trailer. It's an iphone survival game with you guess it, zombies! Check it out...


Well honestly I wasn't the main developer, I was only responsible for coding of several puzzle sequences. Still, Thanks to Albert who owns this game. He has agree to credit me for the part I've done. Hope the game does well!

Monday, 6 June 2011

RTS-X Development Update: Command Abilties


New feature - Command abilities has been added into the game. Command abilities is a series of powerful abilities that can be used anytime to alter the tide of the battle. Current abilities include:
  • Particle Canon: A very high speed projectile based satellite canon that could cause tremendous damage in a concentrated area.
  • Ion Canon: A satellite fired, high damage, energy beam that would burn anything in its path. The beam can sweep along a path and even change direction while being fired!
  • Artillery Barrage: A series of artillery shelling on an area that would cause widespread damage
  • EMF Shockwave: Generate a EMF shockwave that disable and slightly damage all mechanical device within a big area temporarily. 
The usage of command ability required energy. A renewable resource that is constantly being charged. Like always, here's a link to try out the new feature, along with the units with new path finding algorithm.


The listed abilities below are those that currently implemented, there will be more as the development goes. Expect the next update to include command abilities relevant tech upgrades.