I made a lot of progress on my mech generator for ProcJam 2015. It’s up on the web at mech-vehicle-sheet.herokuapp.com. The code is available on github.
ProcJam 2015 Update
Here’s a brief update on #ProcJam 2015. I’m hard at work on the Mech Generator. You can check out my progress at that link. A more thorough write-up will come soon.
Seeking Artist for ProcJam 2015
#ProcJam 2015 started yesterday. I’m working on a mech vehicle generator web app. You can check it out at mech-vehicle-sheet.herokuapp.com. The prototype layout and generation code is complete. What I need now is an artist to replace the placekitten pictures I’m currently using.
Mocking GameObjects in Unity Unit Tests
A while back, I wrote a post about unit testing in Unity. In this post, I’ll go through a useful pattern to mock GameObject
s in unit tests.
Using LINQ Queries and Lambda Expressions in Unity C#
Unity’s C# environment includes access to .NET’s powerful LINQ querying expressions. In this post I’ll show how to use LINQ expressions to call anonymous functions.
Symbolic Links to Share Scripts Across Unity Projects
I like to develop utility scripts in a common project where I can implement unit tests without cluttering up my game projects with UnityTestTools and duplicated test scripts. If you’re not sure what unit tests are, check out this post I wrote about them.
To share code between projects I use symlinks to link the files from my utility project to individual games.
Unit Testing in Unity
How to use UnityTestTools to create unit tests for Unity CSharp
Using Google Docs for Mock-ups
Google Docs is great for mock-ups. But one major drawback is that Google Drawings doesn’t support animation or multiple pages. Luckily, the same suite of tools is available in Google’s Slides app.
What Defines a Game?
I’ve done it.
I’ve fallen prey to the temptation to write a ham-fisted article demarking what is, and what isn’t, a game—and I’m not even part of the demographic that Pat Holleman eloquently calls out in the following tweets.
I think Holleman’s definition captures the essence of what Iwata was talking about. Games are play. Play is fun.
Don’t overthink it. You won’t invent an argument that is new or constructive.
Everything doesn’t have to fit in a tiny box of your arbitrary creation. There is a use for lumping things together in useful ways but for the most part this kind tedious of genre-parsing is not constructive.
Cheeky Tinted Blobs: A Procedurally Generated Unity 2D Background
I’m following along with @pentadact’s tutorial video here (You can see the finished result around 6 minutes into the video).