Greetings dear friend...
...and welcome to my blog on developing games and interactives.
Here I'll be sharing my thoughts, ideas and experiences with studying and developing games and interactives. And hopefully get your feedback too.
This x-mas, I have been working on a new camera system, that is based on weighted avarages in a grid system.
The purpose is to have a camera system that can handle both free roaming cameras and linear pre-animated cameras
The pre-animated camera uses the position of the avatar to calculate the percentage progress through a path which then controlls the percentage of the animated camera sequence.
The free roaming system uses the avatar position to interpolate between pre-defined camera positions.
The camera system is made for use in the Siblings game.
Monday, December 12, 2011
Oakhill Games has just recieved the great the news that we will recieve support funding from "Spilordningen" for our new game Siblings.
Siblings is a Puzzle Adventure game that will be released on the iPad device through AppStore.
Here's a little teaser ;-):

Thursday, September 01, 2011
We, Søren Asping Kjøller and I, has just started a new company, that will make games for handheld devices and desktop computers - maybe even consoles in the future.
We are exited about finally starting up seriously. After working on an ide for a new Puzzle Adventure, we decided to "incorporate".
You can follow us on facebook or on the website for Oakhill Games.
This also means, that I am closing down my old company, Funky Chicken Multimedia for good.
Stay tuned for more exiting updates on our newest game Siblings....
I been busy, very busy. Not that it is reflected on the blog, but I have simply not have had the time to write an update.
Among all the new project and works that should have been put on here a long time ago, is a complete rewrite of my Character Controller for Unity.
The background for the rewrite was that the old one, besides not being finished, wasn't flexible enough and was lacking some crucial features.
The new character controller includes these features (amoung others):
- Complete separation between controller and the reaction to that input.
- There are three base classes which are:
- ActionController : Handles input from keyboard, joystick or from AI such as a pathfinding system
- ActionState: Handles what to do with the data from ActionController and what anitaions to play.
- Character: The base hub for the character controller.
- The posibility to use it with different player input controllers and AI controllers such a path finding systems.
- Uses the build-in "character controller" collision system.
- Complete controll over input (controller) vs. action (animation).
- The character controller is actually a finite state machine. By handling the character controller in this way, it is possible to change when a character is controlled by player input, AI or hard coded scripted animation.
- Well documented.
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| Use WASD to controll the character. |
The above example uses keyboard input for the first character and Aron Granbergs AStar Pathfinding system for the second character.
This diagram shows how the update loops over the classes.
This is a class diagram that shows the most important properties and methods and how the classes are connected and interacting.
Aron Granberg has released a new version of his great path finding system A*.
According to his blog, it's a complete rewrite, with new interface and multi-threading.
Read the release entry on his blog or go directly to the A* webpage.