Chain Counter, Levels, and Terrains

RicochetTunnel01There have been a number of additions since the last post when I released the public playable demo from new levels to additional features. Those of you who have worked with Unity know that the terrain system is fairly limited. Thanks to the Relief Terrain Pack (shaders for terrain) and some clever code work to set certain layers to ignore collisions with each other, I now have traversable tunnels (an older feature) with visible holes cut in the terrain (the icing on the cake) to complete the illusion.

Additionally, I added the ability to highlight the path of said tunnels so that the player can see where they are going. The following gif was of the rough concept – it has since been cleaned up to differentiate walls from floors.

Higher quality version can be found here.

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Loved Blast Corps? Try the Crash Co. playable preview!

After about 8 months of work, I finally have the gameplay to the point that I would like to throw it in to the wild and see what others think. What started as nothing more than a “can I do it” prototype:

CrashCoProto01

Has evolved and matured in to a game I hope will scratch that itch that Blast Corps left:

CrashCo_Oct2015

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