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Pool Manager Breed

Just released, another plugin called for the Unity Asset Store called Pool Manager Breed. This plugin is perfect for games that involves a lot of Game Objects being Instantiated and Destroyed time and time again. Ideal for mobile games – or just in general really. It improves performance by enabling and disabling Game Objects instead of creating and destroying them.

With the Breed plugin you can:

  • Pre-Instantiate a specific number of Game Objects
  • It will dynamically grow if you end up needing more Game Objects than allocated
  • It does not require any additional scripts to be attached to your Game Objects. It just calls OnSpawn and OnUpsawn functions when initialization and cleanups

You can view a working demo here and view the docs here.


Spawn Controller

This week, I launched a plugin for the Unity Asset Store called Spawn Controller (or you can get it here). It’s a plugin I originally wrote to help cut development time on the latest game I am developing (which is still under wraps at the time being). The Spawn Controller allows you to create waves of enemies to spawn from specific spawning positions you setup in your scene. A plugin of such could be useful for creating a zombie game, whereas hordes of zombies come at you in wave after wave.

The docs for the Spawn Controller can viewed here, as well as an overview of the Spawn Controller settings. I am currently working on a intro video to demonstrate how to use it… should be up by the end of the week. Well I got that up sooner than announced, on the same day!

Here is the intro video of the Spawn Controller:

Looking forward to your feedback and suggestions, thanks!


Racing Game Prototype

Normally I use Unity for my game development. It’s a complete game engine tool to that eases game development time by many hours. It’s my choice for 3D game development.

Over the weekend I discovered another game engine called Construct 2 (C2) by Scirra. From my short experience with it, it’s a very promising tool and one that I will most likely use from time to time. At the moment, games can be only exported to HTML5. I am not sure there are plans to export games to other platforms, but there is a lot requests it seems from the community (which by the way are extremely helpful). The one thing that C2 offers that I just now game develop without now, are the Events Editor. The Events Editor in C2 is where the power is. It takes all the hassle off of coding and allows me to be more creative. I was able to create the game prototype “Space Racer” in under 10 hours. It’s for a competition Scirra was holding and thought no better way to learn the engine than by participating.

Use the Up/Down Arrows to Accelerate/Decelerate
Use the Left/Right Arrows to Turn Left/Right

Tip: Hitting the Red circle opens a small shortcut to get a faster time.


Rethinking the Approach

The past few weeks have been really stressful, game development wise. I need to re-approach myself. I need to take back my goal mentioned a few weeks back in regards stepping up my game development.

The stress is coming from trying to manage and develop all the aspects of game development: brainstorming, prototyping, game development, brainstorming/prototyping (again – or at least I do), graphics, sound, and then testing, debugging, and feedback. Well, this approach of game development depends on the studio or indie developer, this one works for me best. Doing all this as a one-man-show doesn’t cut it. Not for a more complex game. Not for me anyways. I feel too much is a burden and days turn into weeks of game development. Hell, with game development being only a hobby/side-job, it can take months.

So what’s the plan now?

Go back to square one, number uno. Developing little pick up and play games. I hated to think about it at first, but then I thought about it more and now I am starting to see some really good benefits in doing just that.

For starts, I will have more resources to work with. I will have more graphics at hand, background music, sound effects, and more snippets of code. On top of that, most of these resources will be smaller in size, making it easier to manage, OR to develop on top of as time goes from game to game (thus making more complex games will become easier without knowing it). Thats how games are developed, correct? Start off small, then work your way up. I was getting ahead of my self and thinking I can develop a complex game within a month or two on the side. Those great game engines weren’t development from scratch as the companies claim they are. They used snippets of code from ALL their previous works, optimized it a bit or altered to work with the new hardware, and throw it in the next game engine knowing they will come back to it again.

So the past few weeks of so-called “complex game development” for me was a good kick in the ass to make me realize where I am really at.

I can’t wait to start again!


Neon Rider Released

“big G games” is back with a new Game App in the App Store, Neon Rider.

Players take control of a cube in neon city dodging on coming cubes while staying on top of the track in 2 fun game modes: Time Attack and Score Attack. There are 3 different types of oncoming cubes to dodge: Inactive, Sliding, and Stomping. Neon Rider has a soft and relaxing background music, and an easy pick up and play  game, that is set back, relaxing, simple, and fun.

Neon Rider features:

  • Set back, relaxing, simple, and fun game play
  • Simple and attractive graphics
  • 2 Game Modes (Time Attack and Score Attack)
  • Game Center, submit Time and/or Score and earn Achievements
  • Control the cube by tilting the iPhone/iPad

Download Tunnel Rider from the Apple App Store today.