Thursday, March 26, 2015

Inventorium Update



We've been working incredibly hard at a number of things over the last several months. Game Design is a lot of fun, but it can also be frustrating. Coding bugs, compatibility errors and the fast-paced change of the industry can all leave you feeling a little down sometimes. Some people might just hunker down and get through it, it's a part of the job to them. For me this is such a passion, that I find I thrive on it, even if my body doesn't :p. Sometimes the stress of this job can be something that makes you feel exasperated, but it's also a sign of innovation and creativity. When you are at your most frustrated and angered, it is (for me) always when the turning point is just around the corner. The last few weeks I've been working at our new Asset Store product - Inventorium, which is just about done, but the last few days have been torture.

Sifting through code for one-off bugs I'd overlooked when overhauling a local declaration system, sheesh, they seem like they never end sometimes. There is this moment though, and it's always just as surprising. After try and try and try, fix and fix and fix, you grow accustomed to the pattern of creating bugs by squashing them. You start to feel like the bugs are multiplying, like they're alive, when in reality, you're just trudging through them one by one. Sometimes you lose scope of the fact that there will be an end. It applies to everything, but lately it's applied quite often to programming for me - you have to remember that feeling of victory when everything works as it should. That relief, and shed of burden, when your work is complete, is the reward. You have learned, accomplished, created, and are ready to move on to newer, bigger things - a better coder, a better artist, a better designer, a better you :).

Inventorium Web Player Demo (Temporary Link)

Press E to pick up and put down objects physically. Click to move items through inventory management. R to rotate. I (i) for inventory list. Cylinders are three different items I set up, a sword, an axe, and an apple. The blocks are containers, there are two, the double up arrow is a large "backpack", the other is a small "satchel".

Saturday, March 14, 2015

What a ride!

I don't even remember the last time I posted here! I feel bad actually, this is a nice outlet with all the work we've been getting done. Our Procedural Story-Telling Game: Manifest, will be out soon, and the demo even sooner (2-3 weeks). We can't wait to start showing it off! The response from the previewers we've had has been amazing, and we're growing quite confident in the product :).

http://www.twitch.tv/tikihubtony/c/6222946 for a preview!

In the next few days I'll be wrapping up "Inventorium", a Unity Asset Store tool that allows you to easily set up containers and items with multiple slots of any configuration (like Diablo's inventory system, or Path of Exile's), and rotate them. The UI and tool is done, all that is left is the logic for storing items in containers, then pretty it up with some custom models for examples and package it up for the store!

We also stream that at our twitch, but you can find a WebPlayer demo here:

http://tikitemp.netii.net/Players.html
E to pick up objects, and to place items back down. R to rotate, I to show your inventory master list.

Finally, we of course set have updated CityScaper several times, and have some new features planned. Check out the feature list on the official thread:

http://forum.unity3d.com/threads/released-cityscaper-procedural-city-generator.247856/

In the next patch we are planning a new Saveable Settings Editor Window for setting up multiple city generation types, run-time functionality, a WebPlayer demo, and multiple material slots per building by request! It will be like a completely new program in 1.1.0. That update will take some time, but we will be able to focus on it shortly.

Thanks for reading our update!