Blog

January 17, 2019

After playing around a bit with some VR, and having some experience with film, I had the idea to do an FMV game using 360 video. Unfortunately, I had a lot of lag issues with the inbuilt Unity video player, especially when going from shot to shot, and any attempts to m...

September 20, 2018

A couple of friends (Nik Pantis and Jaris Renner) and I, after playing a little too much Hollow Knight, had the idea of trying to make a Metroidvania. 

We got a core character controller working, along with a very easily balanced stats and leveling system, basic br...

September 23, 2017

I've started dabbling with some new editor tools as an extension of a kind of RPG regioning system I'm working on. The region system itself can take a scriptable object which will determine the climate (and associated elements like materials, environment meshes, etc) a...

June 4, 2017

I've made a couple of interesting updates since the last post. The animation system now accounts for characters talking (and they know when the dialogue being displayed is theirs), I've learned a lot more about Articy and figured out how to get it to work the way I wan...

April 17, 2017

I've been experimenting with the game design software Articy Draft and implementing its exported content into Unity.

Unity implementation is new with the latest version so there's been a lot of fumbling blind and trawling through the very limited documentation.

I'm using...

April 16, 2017

Over the past few months I've been working on developing procedural characters. This started as a result of the game I worked on at Global Game Jam 2017, L-Wave. In the time between the jam and the follow up IGDA meeting I developed a system for generating background c...

May 13, 2016

I recently decided to go back to Unreal Engine and update myself, I've used Unreal on and off but my focus has mostly been on Unity. Soon after Unreal 4 came out I familiarised myself with the core features and blueprints using both Unreal's Youtube channel and Digital...

April 1, 2016

Looking to expand upon my experimentation with tools and editor extensions I added control handles to position the path nodes in my space rail shooter from my previous posts. I then decided to additionally add bezier curve support as I'd never actually done any bezier...

January 28, 2016

This project evolved out of the previous camera project, I decided to adapt it to a flying, on rails, context after playing a lot of the space battles in Old Republic (Bioware), which is actually quite similar to the old Star Fox 64/Lylat Wars as I remember it on the N...

January 24, 2016

I put the AI project on the backburner as I felt like there was some problems with it requiring a great deal of refactoring and instead started on a project focusing on another thing I haven't spent nearly enough time with, cameras. 

 

Initially I started with a third pe...

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