Lost Wing on Steam Early Access
Lost Wing is all about speed, guns, and points. Storm your way through brutally-challenging environments and destroy the mega bosses for a chance to top the leaderboards! Featuring a deep electronic soundtrack and stunning neon sci-fi visuals.
You’ll need quick reaction times and super-fast decision making to achieve a high score on the leaderboards.
Shoot, dodge or jump over obstacles, and slow-down time when it’s getting a little too close for comfort – just get ready for when the world goes for a spin!
Have a close shave with an obstacle and you may be lucky and escape with only losing a wing, but hit an obstacle head-on and it’s game over. Numerous pick ups are available in the environment to both help and hinder your progress.
Play on Windows or MacOS, and delve into the world of Lost Wing – where one false move can end in disaster!
Lost Wing is now available for voting on Steam Greenlight. We would really appreciate your votes to help us be able to release on Steam. Here’s the Greenlight page: https://steamcommunity.com/sharedfiles/filedetails/?id=763976283
edit: We’ve got off to a strong start, with plenty of positive votes in our first 48 hours. Let’s keep it going!
A short while back I released a game for iOS and Android as part of BoxFrog Games. I took the game from initially concept through to release, handling all coding and design and distribution tasks.
Tech-wise, the game has leaderboards (GameCenter and GooglePlay Game Services), IAP (Apple and Android, with some additional “anti-hacking” security added in to protect against local edits unlocking IAPs), Unity Ads integration, and flexible support for different screen ratios.
You can download it at the following links:
Some time ago, nearly a year in fact, I showed a screenshot of a little heavily-stylised space-game I had made a prototype for (link). At the time it was procedurally generated, not much going on, and it was little more than a floaty feeling game with a chilled-out soundtrack to to it.
Well, I’ve resurrected it, played around with it a bit a fair bit and I can now confidently say it’s looking a *lot* better now. It has moved away from procedural generation, and instead has developed into a multiplayer “arena” combat game – as such it’s now functioning as my little testing ground for the Photon Network platform.
More details in the coming days and weeks.
Orbital Dancer screenshot
So I’ve been waiting for a while for some complete GSR sensor units (That’s Galvanic Skin Response, in simplistic terms they measure how “sweaty” you are) to arrive at work. These are for an Undergrad Project team to use, so it’s rather frustrating for the supplier to be soooo slow.
Thankfully, a different supplier was really prompt in sending a couple of GSR sensor boards to us that use the Grove platform. Unfortunately I don’t have any Grove shields for the Arduino so I had to do a quick bit of tinkering with a breadboard to get it hooked up. Actually very simple in practice, theres a +ve, ground and analog signal wire that you need to set up with the Arduino – then it is just a matter of reading in the values from the analog pin.
Just about visible on the Grove unit itself (in the photo below) is a little potentiometer that you can turn with a small screwdriver to adjust the sensitivity range of the resistance being recorded.
GSR Sensor (Grove)
Once that was up and running it was then a case of getting Unity reading information over the SerialPort (as the raw analog values were being sent via Serial Comms from the Arduino). Some really useful code for this was found here: http://www.dyadica.co.uk/unity3d-serialport-script/
A quick bit of hacking with the Unity LineRenderer later as a means of visualising the data and there you have it – Unity getting biometric data from an Arduino!
Displaying Serial Data in Unity using a Line Renderer
Having spent a lot of time recently doing marking, I needed a little “creative release” to get my head back into development.
The following is all made in Unity. No effects, just basic rendering and a bit of code to spawn coloured blocks/spheres. I’m using the HSV colour scale to set my colours according to their coordinates.
Orthographic views can do interesting things 🙂
Diagonals Radial HSV
Had a little time over the weekend to add some navigation to the app in the form of different menus and-the-like. Quick video below (27 secs) showing the flow of the app in the simulator.