How to set up XenForo on Microsoft Azure
I spent far more time than I liked trying to move the Zems Forums from shared hosting to Azure cloud. If you are struggling to set up XenForo on Microsoft Azure, try these steps.
View ArticleThree Types of Games In My Steam Library
After several years, I've realized there are three kinds of games in my Steam library: Games I started but never finished. Games I finished, possibly more than once. Games I own, but haven't started...
View Article1GAM 2D Space Shooter – Wrapping Up
With June over, I am writing this post to say my 1GAM experiment was a failure. There are many reasons why, but I also believe the 1GAM concept is only effective for certain game types and likely not...
View ArticleThe Vision
I recently had a conversation with someone about why I am in the games industry. I shared a personal story of mine and how I believe games can change society by fundamentally enhancing the way we...
View ArticleRandom Spawning With Culling
This post shows how to spawn objects randomly around a level but cull them until an object, such as the player, gets within a certain distance of them.
View Article1GAM Space Shooter – Firing Bullets While Preserving Momentum
To fire bullets from a moving object within Unity, you should add the object's momentum to the bullets to get a realistic look.
View ArticleOne Game A Month Challenge – Procedural 2D Space Shooter
Recently I heard about the One Game A Month challenge and decided to try it. This post defines the goals of my 2D space shooter, which I call Project Icarus.
View ArticleA New Weathermage Perspective
How do you balance turn-based gameplay with ground-targeted spells when you have a beautiful world worth showing in a non-top-down view?
View ArticleLudum Dare 32 Jam – Weathermage Postmortem
Our ludum dare 32 entry, Weathermage, was the rockiest submission I've ever done. It was incredibly ambitious, aiming to combine the gameplay of Divinity: Original Sin, one of my favorite turn-based...
View ArticleThe UI Design of Zems
Crafted in 5 weeks with over 60 iterations for every single element, the Zems UI concept was an exploration in shaping contrast.
View ArticleRevisiting Cohack: Nightfall With A Dynamic Spawn System
Our ludum dare 30 entry, called Cohack, scored in the top 100 entries for that jam. Following the jam, I mentioned I would (slowly) keep working on the project, but I wasn't able to live up to my...
View ArticleUnity Sound Manager (C#)
The Sound Manager is used for loading and playing all sounds in a scene. Unlike the Music Manager, the Sound Manager is not persistent across scenes because each scene likely has different audio clips...
View ArticleUnity MusicManager (C#)
The Music Manager is intended for playing background music according to player settings. It is also capable of fading in and fading out music.
View ArticleUnity Mouse_Input (C#)
This is a basic mouse input class to be customized for a particular game’s needs and loaded depending on device. Note that unlike the Keyboard_Input class, this requires tweaking the Input Manager in...
View ArticleUnity Keyboard_Input (C#)
This is a basic keyboard input class to be customized for a particular game's needs and loaded depending on device.
View ArticleUnity BaseInputController (C#)
BaseInputController is an extendable class for building input-specific controllers such as keyboard and touch controllers. This script is not intended to be used directly but instead extended, with an...
View ArticleUnity BaseObjManager (C#)
The BaseObjManager interprets and manipulates an object based on its stats, which are controlled by the BaseStatsController. It is also in charge of communicating with the GameManager and letting it...
View ArticleUnity BaseStatsManager (C#)
Most games have characters with stats. The goal of the BaseStatsManager is to provide a template for setting up relevant stats and being able to easily apply them to any new character inserted into a...
View ArticleUnity ExtendedMonoBehavior (C#)
By default, every object in Unity is an extension of the MonoBehavior class. However, the majority of game objects have several common variables that have to be declared. For the sake of saving...
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