Blog

AVC — Arcade Vehicle Controller

This new vehi­cle con­troller allows the devel­op­er to set­up any vehi­cle and get dri­ving around in less than a minute using the Vehi­cle Builder Edi­tor Win­dow. Use this vehi­cle con­troller asset to cre­ate any type of vehi­cle — car, hov­er car, motor­bike, water vehi­cle. A playable PC demo is avail­able from here: https://enigma23.itch.io/arcade-vehicle-controller

ELP — Editor Level Pairing released

The first Uni­ty asset from Enig­ma 23 has been released on the Uni­ty Asset Store. Edi­tor Lev­el Pair­ing allows you to speed up your mul­ti-scene edit­ing by cre­at­ing lev­el pair­ings and dis­play­ing them in a con­ve­nient edi­tor win­dow, allow­ing you to quick­ly swap between mul­ti­ple scenes at the push of a but­ton!

New Releases

It’s been far too long since I last did a blog post, and I’ve released two games since the last post! Super 23 Rac­ing Mobile, is out now on iOS and Android. For a bit of insight into the devel­op­ment check out the project page here, and for game info go here. Last Oct saw […]

Minecart Runner v1.20 Update

This week sees an update released for Minecart Run­ner, this update removes Every­play — unfor­tu­nate­ly the ser­vice has stopped run­ning and need­ed remov­ing from the app. The update also fix­es the occa­sion­al impos­si­ble jump, mean­ing you should­n’t fail a run because of the game. And last­ly, more runs of dia­monds unlock crys­tals. Crys­tals are worth […]

What to look for when buying from the Unity Asset Store

I’ve bought a lot from the Uni­ty Asset Store, and it quick­ly became appar­ent that I need­ed to be mind­ful of cer­tain things — you don’t want to be buy­ing a dead/ unsup­port­ed asset that won’t work with the ver­sion of Uni­ty you’re using (or with future ver­sions). When decid­ing whether or not to buy […]

Unity Asset Store — Black Friday Sale (2D/ UI)

The Uni­ty Asset Store sale for Black Fri­day is start­ing today (Mon 20th)! Here’s a link to a list of every­thing on sale. Below is a list of all the 2D and UI assets avail­able, kind of in order of coolest/ best at the top. 2D UI Oth­er Cat­e­gories 3D Assets 3D Tools Ter­rain Tools […]

Unity Asset Store — Black Friday Sale (Packs)

The Uni­ty Asset Store sale for Black Fri­day is start­ing today (Mon 20th)! Here’s a link to a list of every­thing on sale. Below is a list of all the Engines/ Kits/ Packs/ Controllers/ Misc (assets that don’t fit else­where) assets avail­able, kind of in order of coolest/ best at the top. Engines/ Kits Con­trollers […]

Unity Asset Store — Black Friday Sale (Tools)

The Uni­ty Asset Store sale for Black Fri­day is start­ing today (Mon 20th)! Here’s a link to a list of every­thing on sale. Below is a list of all the Tool assets avail­able, kind of in order of coolest/ best at the top. Tools Visu­al Script­ing Post Pro­cess­ing Oth­er Cat­e­gories 3D Assets 3D Tools Ter­rain […]

Unity Asset Store — Black Friday Sale (Terrain)

The Uni­ty Asset Store sale for Black Fri­day is start­ing today (Mon 20th)! Here’s a link to a list of every­thing on sale. Below is a list of all the Ter­rain assets avail­able, kind of in order of coolest/ best at the top. Ter­rain Gen­er­a­tors Ter­rain Tools Things To Pol­ish an Envi­ron­ment Oth­er Cat­e­gories 3D […]

Unity Asset Store — Black Friday Sale (3D Tools)

The Uni­ty Asset Store sale for Black Fri­day is start­ing today (Mon 20th)! Here’s a link to a list of every­thing on sale. Below is a list of all the 3D tool assets avail­able, kind of in order of coolest/ best at the top. 3D Tools Shaders Oth­er Cat­e­gories 3D Assets Ter­rain Tools Packs, Kits […]

Unity Asset Store — Black Friday Sale (3D Assets)

The Uni­ty Asset Store sale for Black Fri­day is start­ing today (Mon 20th)! Here’s a link to a list of every­thing on sale. Below is a list of all the 3D assets avail­able, kind of in order of coolest/ best at the top. Mocapped Ani­ma­tions Oth­er Cat­e­gories 3D Tools Ter­rain Tools Packs, Kits and Engines […]

Unity Asset Store Recommendations

I like the Uni­ty Asset Store, a lot, I check it dai­ly at ~2pm to see what the days 24 hour sale is, used to have a Lev­el 11 account, have a long list of assets bought/ got free and have a long, very long, wish list. I signed up a while ago to be […]

Super 23 Racing — December Update

I know, it’s March… but this is what the update for a mile­stone in Decem­ber was. It has been a long time since I’ve been able to work on Super 23 Rac­ing (S23R), had oth­er things on the go, now back “full” time on it and did quite a bit over the 2 or 3 months […]

Super 23 Racing — Full Race (Video)

Short­ly before Christ­mas I made great advances with devel­op­ment — after not being able to work on S23R for near­ly a year — get­ting ever clos­er to a fea­ture com­plete ver­ti­cal slice. Check out the video below of a full race, now with some sexy explo­sions and AI that fires. What is includ­ed in this update? […]

Portfolio Piece

I’ve recent­ly start­ed work on a new port­fo­lio piece, which I want­ed to show off, the project will have a small hub world which will lead off to four games. Hub A rotat­ing cube which allows the play­er to run around on five of the cubes faces. The start­ing face, the top of the cube, will […]

Shh, Zombies Levels Up!

The upgrades to Shh, Zom­bies have been fin­ished, and pushed to all stores, at the time of writ­ing just two are wait­ing for final pub­lish­ing. The update is free for all, if you’ve already got ‘Shh, Zom­bies’ or ‘Shh, Zom­bies FREE’ all you need to do is update (or re-down­load) it from the app store. […]

Shh, Zombies huge graphical update in the works

Over the past few months I’ve noticed that Shh, Zom­bies is get­ting a steady down­load rate of approx­i­mate­ly 20–40 new installs, per week, on the Win­dows store, but hard­ly any con­ver­sions from the tri­al to full (I think one pur­chase in the past six months). I’ve improved my Uni­ty skills by a vast amount, since […]

Super 23 Racing — Update

  Just a small update on ‘Super 23 Rac­ing’, as I’ve now been work­ing on it for the past few months and made quite a bit of progress. I now have: 1 near com­plete track, with scenery Improved light­ing and cam­era effects Con­troller sup­port added for Steam Con­trollers (need to test with Xbox and Playsta­tion […]

Minecart Runner v1.09 and Amazon

This week I decid­ed to take Ama­zon up on their offer of sub­mit­ting Minecart Run­ner to their new Under­ground project, but first this would require changing/ updat­ing a few things in the cur­rent project. The last update (1.07) was done with Uni­ty 5.0.1, so I need­ed (/ want­ed) to update to 5.2. This would also require […]

The Third Game — Super 23 Racing

If you’ve been fol­low­ing my social media posts, you’ll already be aware of the third title I’ve start­ed work­ing on, if not allow me to announce it now — ‘Super 23 Rac­ing’! Super 23 Rac­ing Super 23 Rac­ing is a top down rac­ing game, where play­ers com­pete to earn points, mon­ey and unlock more tracks […]

Windows Store Trial — One Month On

On Feb­ru­ary 25th 2015 I released an update to ‘Shh, Zom­bies’ on the Win­dows Store (desk­top), this update added a tri­al ver­sion allow­ing peo­ple who down­loaded to play the first 5 day time lev­els before hav­ing to pur­chase the game. Pre-Tri­al Fig­ures In the months from ini­tial release (July 22nd 2014) the Win­dows Store stats for […]

Shh, Zombies Sales Post Mortem

Win­dows Store On July 22nd I released my first game, which I had been work­ing on (most­ly) by myself — I had help with the UI and a friend was guid­ing me with C# ques­tions when need­ed. The plat­form of choice for the ini­tial release was the Win­dows Store (desk­top). I chose this store for two rea­sons: The […]

Level Design Process

Sim­i­lar to the play­er design process, the lev­el design process start­ed off with basic sketch­es, with the aim of teach­ing the play­er how to play through lev­el design — rather than hav­ing a hand hold­ing tuto­r­i­al. So the sketch­es began, with designs and game­play fea­tures that would end up being dropped until a lat­er time, […]

Player Design Process

From the start of devel­op­ment, I knew Shh, Zom­bies would be cube based in its mod­els for char­ac­ters and lev­els. I’d found a pro­gram to make these mod­els, Qubi­cle (http://www.minddesk.com/), which would allow me to con­cen­trate on mak­ing the game, and not get side tracked hav­ing to learn how to mod­el in 3DS Max. Below […]

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