Start of Something Good


Hello everyone. I am 272A.

Some of you might have came accross my page through the 2019 GMTK Game Jam TOP 20 entry "PROJECT1ON"

About "PROJECT1ON"

It was a bit pity that we weren't able to make progress about that game. The game was created three years ago when I just graduated from university, with two fellow peers I took the same game design course with. After that we only teamed up once in the same event the following year. Then I went abroad to pursue my master's degree in CS. So that is about what happened. 

One of the crew memberwas actually working on his own game "Bionic Bay" which just got a Steam page this week. Make sure to check it out. 

 Bionic Bay on Steam (steampowered.com)

What's next?

Recently I graduated from my master's in Digipen. Soon I was a bit lazy and didn't do anything code related for quite some time. I wanted to find my momentum back for my upcoming job and personal projects. I feel like keep the snowball rolling might push me to actually do stuff,  so I'm back here.

Before RubiQ

So before this I made a cube with Unity a couple of years ago, rather simple. 

Then I stepped it up to make a Megaminx, which required a bit modeling, but I managed to make it turn as well, then later turned it into an audio visual, kind of.

This RubiQ

Both projects above stopped at some point and looking back at the code it seemed outdated after the time spent in school. So the cube this time I tried to structure it in the best way I could figure, with already a lot of minor refactors early in the progress.

Now to the actual features in the time being. 

The turning function is ready, with the rotation being gradual instead of an immediate snap. The rotation isn't done with the animation system because the object nature of the cube is hard to map to a hiearchical structure in a game engine, everything was done in the script.

To easier navigate the turning I added a few buttons, and that is the cleanest way to implement turning UI. A lot of others uses click and drag, which often doesn't give the precise movement that we intend to make, thus the decision. Now the buttons does the FRU moves, but I am still wondering how to layout the UI for the mid layer moves and the full cube rotation, the function for those are ready though.

Next steps

I am thinking about whether to make the moves event based, but that might be just doing the same thing in another way. 

What I actually should be focusing on might be the actual game concepts though. 

One first idea is to make same colors on a side cast spells ( ex. "+" shape is an attack), then make it a turn base battle like Dicey Dungeons.

The other is to make a puzzle with a start and end on the cube, we want to turn the cube to connect the two like Klocki.

Other than these everything is still wide open. Feel free to give suggestions.


Until next time. 

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