Click the pictures to zoom in!

Each picture set has all the “basic” settings for that area, like sun location, intensity, fog settings, ambient light…  Stuff that sets the basic mood.

I’m simulating post processing effects until I get Unity PRO, so they look worse than they will eventually.  Most noticeably, light areas look too “blown out” now, but I can fix that with HDR.


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With post effects:



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With post effects:



The machine doesn’t have textures yet, but it does animate, driving its plungers into the water.  The water splashes were made very quickly.

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With post effects:



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Hey all!

Here’s a quick look at the new player armor!  But first, some action shots with a new heavy version of the DevilSeeker monster!  As you can see, the player is not doing well, and has lots of blood stains on her armor.


The player got pushed away in this next picture – so it actually did hit her:


That monster is actually way too hard right now.


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I’m going for a Sci Fi Battlewitch look.

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  • Almost every shader used is custom
  • Human and monster blood that appears to “spread”
  • Ice layer for when player is slowed
  • Dirt / scratch layer
  • Modified ramp specular for a more metallic look
  • Reflection cube mapping
  • Chainmail layer that automatically extrudes itself
  • And more subtle metal effects!

Thanks for checking it out, and have a great week!! 😀

Hey everyone!

I’ve been working through some major game changes lately, and I finally have a few weapons working.  I’m SO glad I revamped the combat… even at this unpolished stage, it feels so much smoother.

The melee combat was very clunky before, but the “Baller Swag Sword” (heh) is my favorite weapon now.  It has 4 slash motions that are triggered in progression by repeatedly clicking the left mouse button, and 3 actions triggered by hotkeys.

It’s hard to see in the video, but it retracts out a bit once equipped, and more so when it’s being swung.  It also emits electric bolts at random.

The mind-controlled zombies need some work.  Their texture got kinda messed up when I added more geometry, and they’re also designed to be CPU friendly so I can add hordes of them at once.  I even made a custom shader for them that’s pretty cheap while still having some cool effects like glowing.


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I had an anatomy crisis a couple weeks ago, and finally studied what people actually look like.  I’ll make a more in-depth article about this later, but I made a new armor set based on accurate proportions.  The basic theme I’m going for is SCI FI BATTLE-WITCH.

I add the armor as sheets, and have Blender extrude and solidify them:

Screen shot 2014-08-22 at 7.39.41 PM

8 heads tall:

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Waist is 1 head wide, hips are about 1.5:

Screen shot 2014-08-22 at 7.37.47 PM

Legs don’t look like tree trunks anymore:

Screen shot 2014-08-22 at 7.38.33 PM

Butt doesn’t look like a grocery bag anymore:

Screen shot 2014-08-22 at 7.38.53 PM

Anyways, that’s what I’ve got so far!  Thanks for reading, and have a good week!


Well, I finally got the new movement system working… sort of.  The procedural animation is disabled until I convert it, and there are a few other things that don’t work yet.  But you can move around and dodge!

I also added all weapons.  It’s hard to see, but she has an assault rifle, laser halberd, and electric sword on her back, a compact bow on her right leg, and dual machine pistols in her hands.

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I made it so the laser halberd can retract when not in use.  Still gotta redo that laser part though – it needs to have outlines and a better texture.  I’m just happy to have all weapons visible 😀

Here’s a new boss I made.  Meet… THE GOBBLER:

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Should be a pretty crazy boss battle 😛

Anyways, have a great weekend!!

Hey all!

Aside from my other work, I’ve mostly been making drastic changes to the code.  I’m revamping the control system.  More natural movement!  Five weapon slots!  (All are still shown on character when not equipped)

Anyways, I also made an alien spacecraft today.  Definitely increasing the cheesiness of this game 😀

It’s intentionally low-poly.

Click for full size:

Alien Ship Dramatic

Screen shot 2014-08-01 at 3.48.34 PM

Here’s an earlier version of it.  Bleh!

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And an early version of the aliens.  They aren’t in-game yet.

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Hey all!

First off, here’s a video showing a glitch I created while doing all this 😛

That’s fixed now, haha.

Anyways, beforehand, I had a Mass Effect-style movement scheme, with the camera staying behind the character’s shoulder most of the time.  This was cool, but had some disadvantages:

  • Not a cover-based game like Mass Effect, so many of the benefits were lost
  • Not great for dodging.  Backstep dodge looked stupid.
  • Character looked silly when strafing or walking backwards without shooting (why wouldn’t they just face that direction and run?)
  • Didn’t see front of character armor / face / hair very often

So I replaced it with a better system, where the character uses the old way for shooting (ie. will strafe/walk backwards to keep facing forward), but otherwise will face the direction they’re moving and run.  I also changed dodging to be the same way, with the exception of side rolls, according to the angle.

I had to change quite a lot behind the scenes for this to work (especially the procedural animation), but it’s much smoother than the old system.  And it really plays into the frantic battle style I’m going for.

Hey everyone!!

It’s been a long time since I posted here. I took a break from game dev for a while to focus more on work and studies for my regular career. Still doing that, but I’m also doing the game now.

Anyways, upon starting gamedev again, I made some big changes. I was reaching for too much before, and wasn’t doing a great job at anything in particular.

Revamped armor shader:

Screen shot 2014-07-25 at 5.09.06 PMScreen shot 2014-07-25 at 5.08.23 PM

Metal parts have cubemap reflection, custom ramp specular, and a few other effects.

I also added blood!! 😀  Red and green blood are controlled via sliders, and instead of fading in, they sort of “grow.”

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Here’s how it looks just throwing it on another armor set.  It’ll look better once I assign the “cloth armor” shader to the dark parts and add some variation to the metal.  The shader is set up to handle two different types of metal.

Screen shot 2014-07-25 at 5.24.55 PM


My objectives for the new, “definitive” hairstyle:

  • Mix of vintage 1950’s glamour hair and modern
  • Goofy, kinda messy, but also nice looking. Something that could be popular in 100 years.
  • Use custom hair physics (ie. have some straight sections that can wave around)
  • Frizzy hairs that stick out

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The dye glows in the dark, and has modified specular lighting (note the slight horizontal stripes).  Corridors in the next image are from the SF Pack that I bought from the Unity Asset Store.

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Hair is my favorite part of making games 😀

Level Design – lots of untextured stuff here!  The building with the blue lights is from another asset – the Sci Fi Level Kit.

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Thanks for stopping by, and have a great weekend!