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Building a Puzzle
Building Adventure Game Puzzles is fun. This is a very complete breakdown of creating a bathroom scene with its puzzle in under 2 days! (Spoiler alert!)
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Custom post-process effect: Anamorphic Bloom
Anamorphic bloom is for sure the most cyberpunk aesthetic there is. I wanted to use it as a use case for learning how to create post process materials for Unity URP. This post explains the process.
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Rendering custom shadows with URP shader graph & apartment ext location
As I upgraded the render pipeline for the game, I noticed that my custom shadow rendering shaders turned pink. It was time to transition from custom HLSL shading for the environments to a more modern shader graph based approach.
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Footstep Audio
I have actually never before done footstep audio set for a game. I wanted the system to be able to play audio from animation events and work on multiple different surfaces. Read how I ended up doing it.
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UI audio groundwork
For a while now I have been laying the foundations for UI audio for the game. This was more involved than I thought.
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PDA Part 2 – notifications
Now that I had stuff tucked away hidden in the PDA I wanted to let the player know of these a little bit. So I decided to do a simple on screen notify when new To-Do list items are added or then new messages arrive.
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Maglev transit system
Way back when I did the maglev scene, it was just a scene void of any connection to anything in the game. I just knew I needed one so I made it. Now I returned to the scene to add the transit functionality to it that it required.
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UI systems
Creating the UI for an adventure game is a fun little bite sized challenge I enjoy doing. The UI for Echoes of Somewhere is finally finding its groove.
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Home location – part 2: combining the scenes
In part 1, we used Midjourney and Photoshop to create the 2D locations, Now it is time to merge them together – in 3D.
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Cadence
The walk animations for the characters have been pretty wonky for long enough! It was finally time to address the issues – or try to.