This is still a work in progress, but it’s a start of something beautiful:
Project: Obsidian
Working on a first main titled game which will involve mainly leaping from building to building. I expect it to be quite simple the first time round by no means dull. Using various bits and pieces, layering, etc, the aim is to create a toolkit that can be used to create various levels with levels of depth giving a simple 2d game more of an involved feeling.
The main character is a cat/human who shrouds their head in keeping with the mysterious assassin sort of feel.
A new link will be placed at the top of the page labelled games projects (previously games), and updates will be posted by myself or my team mates in the coming months.
Stay frosty! :]
Update from the silence
Well it’s been a little while since I posted. But I’ve got some hefty work on at the moment, although now things are calming down again I’m going to redesign the site a little. I’ve also had to disable comments as I was getting spammed to high heaven.
But I just want to thank the genuine comments that everyone has made, you’re always welcome to come back and feel free to email me if there’s anything you wish to discuss or comment on.
In the meantime I’ll look at getting some anti spam in place.
I’ll be sure to update soon, thanks guys!
Assault on return
Day 28
Just a bit of fun with clouds
Where on earth did the time go?
So much to do, although the issues with moving house seem to really grind down the time that you set out to pursue your dreams. Let that be a lesson to you, always have something to look forward to, then time will slow down!
I’ve mainly been focusing on artwork since my last post, namely because I really want to get somewhere with at least one of my subject matters. This means it could be a while before I get anything related to 3D or Unity uploaded, although I do what I can.
Art is always at the top of the pyramid for myself, so it’s more than likely that artwork will be posted up before anything else.
The Wreckage
Unity3D – Character Controllers or Rigidbodys?
Seems like this questions gets asked a lot. I mean it’s kind of hard to choose between the two when it comes to your main character. As the thought of realistic physics is quite nice, yet the use of the Character Controller makes things much easier and gives your results a much more predictable outcome.
Now I’m still fairly new to making games, but after experimenting with the two of them I’ve found that certain themes require a different tool. For something like a platformer, or with that said, even an fps, I believe that using the CC (character controller) is a much safer bet. What you get with the CC is a system of (as said earlier) predictable results, which is totally ideal when you have direct control of an object in my opinion. I’ve seen many wonderful creations so far that use the rigidbody instead for the same purpose, although looking at the code, it seems pretty advanced stuff. For me, personally, that stuff is a little too advanced!
When it comes to using a rigidbody, I find these to be ideal for something like say an RTS, or even a type of game that requires you to move a primitive object, perhaps pinball? It just gives things a much more natural feel, as you aren’t really controlling ever single tiny movement of the object, as you would a platformer, you would expect that it should make more of the calculations on its own.
So there we go, I believe both are useful, but, for direct control, perhaps use a CC, and for indirect, use a rigidbody.
Seriously, I need to get some examples uploaded, they’re piling up over here and need a good clean up…
Two Challenges Entered
To kick start the creative drive, there’s nothing like joining challenges to keep you going. I’m not sure why I didn’t do this sooner, but hey, it’s here now and that’s that.
29 Days Of February Sketches:
Dr Grordbort’s Creatures:
Enjoy!





