Bet you thought I’d disappeared, huh? That’s what happens when you have too many things to be doing. Actually, a whole lot of progress has been made on Min Min in the spare hours. Most of the gameplay is in now. Just a few bits of art and polishing the whole thing up left to go.
So, what’s the good news? I’ve just left my full time job, and am now striking out on my own as a game developer. So Min Min will get to have a lot more of my attention from now on.
Looking forward to getting this game out soon!
Well, it’s been a busy week with a lot of progress made. I’ve been concentrating on getting everything in and running in some form or other so that I can go head-to-head with the framerate without worrying about future additions slowing everything down again. FPS on my test device is currently in the below-target-but-still-playable range, but I’m not out of tricks yet. Perhaps I can make a future blog post from a great big list of Min Min performance optimisations.
Some things that have been added/improved:
- Fixed the lighting model that all the shaders are using (a BIG improvement)
- A whole bunch of new art assets are textured
- Improved the controls and camera
- Player settings and progress are being saved/loaded properly
- Started work on a 3D UI
- Added sound and music
So, I’ve been working on a new game. It’s for Android phones, using the Unity engine. It’s been an interesting journey so far, involving dusting off a few old skills, but I’m sure it’ll be worth it.
Min Min is a 3D navigation and colour-matching game. The player must fly through the treetops to collect the ghostly energy needed to release the butterflies from their cocoons.
The game is still at a very early stage, but the core mechanics are in and it plays quite well.