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Posts mit dem Label unity werden angezeigt. Alle Posts anzeigen
Posts mit dem Label unity werden angezeigt. Alle Posts anzeigen

Donnerstag, 16. Februar 2012

Lockpicking mechanic

I've been playing around with an idea for my own lockpicking mini-game
(obviously influenced by Bethesda's).

The clou behind this one is, that it is heavily dependent on player skill. Although the lock difficulty influences the lockpick tolerance, a player with enough skill/training can open any lock at an instant.

At the moment input is only possible via controller (two analog sticks).

(Game controller is required!)

Dienstag, 7. Februar 2012

There Goes The Neighborhood - Unity


I put a Unity webplayer version of the TGTN Project online. This level was created after the project was over and is based on the Tutorial Town level design document (pdf). I'm still thinkering every now and then on the scene, but there's no real gameplay here (yet?). Anyhow you can grasp some of the atmosphere a finished project would have provided.

Mittwoch, 1. Februar 2012

Global Game Jam 2012: Jormungandr


I survived my first global game jam and had lots of fun developing with complete strangers! The location in Vienna was great and everything, except from the occasional WiFi malfunction, went smoothly. 
I participated in a team of 4 people making a fake nordic boardgame with Unity.

You can play it online at: GGJ2012 Jormungandr

Dienstag, 25. Oktober 2011

Flare


Flare is a first-person horror prototype where the player takes on the role of an adventurer. His task is to explore a cavern to recover an artifact. However, in the absolute darkness of this underground cave system lurks a creature, that can perceive the player only through smell and hearing. The player has a limited number of shots for his flare gun with which he can dispel the darkness for a short time. To succeed he has to retrieve the artifact and move silent and cautiously.


One of the more complex prototypes I created for my thesis. The goal was to create horror by depending heavily on audio and limitations (gameplay/visual). Production time was around 2 weeks and I reused as many assets I could find. Sadly features only a boring capsule instead of a graphic monster.