Overunity Studios

Overunity Studios Indie game development company for desktop, mobile and console platforms based in the North East of

Indie game development company for desktop, mobile and console platforms based in the North East of England

For more of our random ramblings, follow us on twitter : https://twitter.com/OverunityS

Watch our videos on YouTube: https://www.youtube.com/channel/UCEiabdMSpQZAafQbEEL1H-g

I'd like to wish everyone a Merry Christmas and a Happy New Year!
24/12/2024

I'd like to wish everyone a Merry Christmas and a Happy New Year!

27/09/2024

Big update to the turn-based tactics movement mechanics:

- Pathfinding can now use diagonals
- A white shaded area shows the tiles you can walk to with your current action points around obstacles. Anything not shaded is too far away or obscured.
- Pathing to the selected target now shows green step dots for tiles that are within walking range and red for those outside.
- You can only move the player to places that are within walking range and are not obscured (the white shaded area)
- Making a valid move reduces your action points for the next round.

Although this does not look like much, it's 90% of all movement mechanics for all turn-based tactics games like X-COM, Xenonauts etc.
Further refinements will require dealing with sub-tile collisions/blocking which complicates things a lot. Although part of that game logic was produced in-engine with the demo I showed with ray-casting a few days ago.

Two additional, more complicated paths.Essentially this is a 'maze solver' algorithm.
26/09/2024

Two additional, more complicated paths.
Essentially this is a 'maze solver' algorithm.

26/09/2024

Now I've managed to get A* Pathfinding to work around obstacles!
- The green squares show the shortest path taken for the player (filled green circle) in order to get to the destination (red outline square)
- The sky blue filled squares are obstacles in the way that must be navigated around
- The numbers indicate the weights given to each cell/tile to show how viable they are for any given start to finish journey.
- Does not yet do diagonals
- Does not consider partially blocked tiles/cells

19/09/2024

I got the raycasting working! This will be used to not only test to see if units can see other objects and units, but if ranged weapons can be sent to certain squares.

18/09/2024

Wow, such 2024 graphics!

I've finally bought a copy of Aseprite after seeing it's use on the internet to produce pixel art over the years. I was ...
17/09/2024

I've finally bought a copy of Aseprite after seeing it's use on the internet to produce pixel art over the years.
I was expecting it to have a lot more features than it does, especially after all these years in development and it's ubiquitous use in pixel art.

Uh oh....
13/09/2024

Uh oh....

I'm working on a new GUI design for windows. I don't think the game suits anything complicated with lots of greebles and...
28/07/2023

I'm working on a new GUI design for windows. I don't think the game suits anything complicated with lots of greebles and texture. Something simple and flat, something not far off what I already had there.
I've gravitated towards brown and cream with a Windows Vista type semi-translucent border.
The buttons however don't look very good when totally flat, but also the 90's website style with a bevel/emboss and drop shadows look crap too.

..and here's the thought bubbles.
27/07/2023

..and here's the thought bubbles.

Testing the new speech bubble graphic before I go on to the thought bubble
27/07/2023

Testing the new speech bubble graphic before I go on to the thought bubble

20/07/2023

I've finally got the opening part of the game working and completely playable from start to finish.
It has an opening cinematic and 4 tutorial quests that require you to interact with multiple different types of objects and items, consume food and explore your home.

This first concrete milestone took a huge amount of behind-the-scenes work to get all of the systems created and working together for just a few minutes of gameplay.

It's taken me about 13hrs of work almost every day for the last 15 weeks to get the game to this point.

Although I currently feel no sign of burnout, it's defiantly coming. It always does on software projects and I want to pre-empt and delay that by taking a step back for a little while. Not too long or I'll completely forget how everything works!.

Well done me. Time for games, footy and beer!

Address

Hebburn

Alerts

Be the first to know and let us send you an email when Overunity Studios posts news and promotions. Your email address will not be used for any other purpose, and you can unsubscribe at any time.

Contact The Business

Send a message to Overunity Studios:

Share