Unity3D Physics – Picking Up and Moving A Box (Fixing Bug in “Unfinished”)

“Unfinished – An Artist’s Lament” was released about two months ago. I said I planned to release a small update, not to add content, but to improve some of the problems with it. One of the worst bugs is properly game-breaking: if you use an ability to move a box to be able to jump on, there’s a good chance it will wall through the floor or glide through the walls as you move it. This bug is fixed now, and this article is to help explain what I did before, what I did now to fix it, and will hopefully help other developers doing something similar.

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Retrospective By The Numbers: One Year After My First Game, One Week After My Second

For several months I’ve promised to write a retrospective about the release of my first game “Drew and the Floating Labyrinth.” But then it was released on Steam, on IndieGala, and available during the Steam summer sale.  Then I was working on my second game “Unfinished – An Artist’s Lament,” which took longer than expected, but has now officially been released for one week. This gave me a lot more perspective to write about, and a year after the first game, I think now is the time to write about it from a functional point of view. This summarizes in-depth time and money spent and made for my first two indie games as an indie developer, which were not necessarily successful, but hopefully helpful for others wondering how their experience in game development may go.

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Digital Indie Game Prices – What Should You Charge For Your Game? Here’s A Mathematical Formula.

I’m now on the verge of releasing my second indie game, “Unfinished – An Artist’s Lament” on Steam. For both this and my previous game, I questioned myself about what to charge for it. What price should it be set at? What general rules should indie developers use? No one knows, but here’s an informative opinion that may or may not be completely wrong.

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“Unfinished – An Artist’s Lament” unfinished sketches from other artists

In June, I introduced a promotional contest of sorts for artist’s to contribute to my new indie game “Unfinished – An Artist’s Lament.” I wanted unfinished works of art by as many artists as I could find to enhance one of the levels. 25 artists (most of which made new work live in front of me at Toronto’s “Stage Select Gaming Expo”) contributed work, which you can see in Level 4 along with my own collection of sketches, making for over 50 scattered drawings across the place. You can also see the contributed art works individually in a gallery in the Options menu. I place them here as an archive for you to see.

Remember that these were “unfinished” artworks. Some of them are fantastic, others less so, many of these people admitted they are not very good artists. All the same, I would frame them all on my wall if I had the space. If you were one of these artists and do not agree with how you are given credit or would like your work removed from the game, please contact me at ahlynka@fromdustscratch.com and I will sort it out. I had contacted all the artists weeks ago, but some have still not gotten back to me.

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“Unfinished – An Artist’s Lament” is coming August 4, 2015 (so here’s what it’s about)!

“Unfinished – An Artist’s Lament” was originally planned for a release on July 31, 2015 as of two weeks ago. I wasn’t certain I could keep this release date, so I didn’t advertise it too much… sure enough, animating the ending cutscene and adding certain features took a bit longer than I hoped. The current build was finished on July 31, but I moved the release date to Tuesday, August 4 to give the stores some time to prepare. Steam and IndieGameStand will host the game, and hopefully so will MacGameStore and WinGameStore.

To prepare you, this post provides a detailed rundown of the background of the game, from development to now, to guide you as to what to expect. I hope it helps.

"Unfinished - An Artist's Lament" is now finished!

“Unfinished – An Artist’s Lament” is now finished!

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