“True King” Development – Fixing an Animation Bug and Understanding Unity3D’s “Update” System

Anyone who has played my last two games will have noticed a bug I never properly fixed, one that is unique to my animation system. The 3D camera can be moved freely, but doing so quickly will see the character’s frames not keeping up with it, resulting in a temporarily odd appearance. A month ago, I finally got around to finding the problem.

An example of what happens when the camera is moved too quickly in “True King”

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A Creator’s Impressions – Microsoft Surface Pro (4 years later) and Oculus Go (2 weeks later)

I’m making progress on my video game, I swear! Anyway, it’s been almost 4 years since I first purchased my beloved Surface Pro 3 tablet (my initial review can be seen in this blog article), and after the screen finally cracked, I found myself upgrading to the new Surface Pro (2017) model around March 2018. I also just purchased and have been testing the new Oculus Go, a standalone device from Oculus and Facebook that doesn’t require a high-end phone, computers, or cables to allow a user to experience virtual reality. I have thoughts on my experience using the Surface tablet for four years, thoughts on the new version of the tablet, and thoughts on the new VR headset.

I got some buggy new toys…

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“True King” Development – Optimizing 3D Cel Animation and Raycasting

The last blog post I made on development of my game “True King” mentioned how the frame rate was unplayable when there was more than one character on the screen. I said that was worth another blog post to explain how I fixed it. That was four months ago. I’m sorry it took so long, but here it the explanation of why my game was so inefficient, and how I got around it.

My new 2D character in 3D... may not represent final gameplay.

60 fps if one character on screen… < 1 fps if 3-4 characters…

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Looking Back With Drew…

As I stand here at midnight at the top of the Seattle Space Needle, looking out at the beautiful city, abuzz with concerts, performers, and geeks, I think about all the crazy stuff that’s happened.

“Drew and the Floating Labyrinth” ended it’s Kickstarter as a failure, earning even less than “James – Journey of Existence” did, by both backers and pledge amount (although the pledge amount was almost matched), which I may never fully understand.

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Finally…

I’m happy to announce that “Drew and the Floating Labyrinth,” my hand-drawn 3D puzzle platformer, is just about complete.

And you didn’t think I could do it! Well… ok, I didn’t think I could do it. I said months ago that this would be finished in August 2014. I hoped to get it done a few weeks ago, but even now, it looks likely to get released just before September.

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