The Blog of Ryan Foss

It's a start!

Blog

Sky Diving Landing

My wife got me sky diving for my birthday. Static line sky diving, as in all by your self not tandem jump. Jump out of the plane and the chord pulls for you and you fly the chute home. It was awesome!

Fireman Run Dynamic Water Spraying Geometry


WaterSprayer1

I built some custom editor extensions in Unity to help me make geometry for use in level creation.

The spraying object’s mesh is generated on the fly with a number of settings. It automatically generates the geometry, assigns UVs and adds additional colliders for game interactions.

Rocket Builder Prototype

This Rocket Builder Prototype is something I’ve been playing with. Inspired by Kerbal Space Program and my kids interest in Bad Piggies’s sandbox mode, I built a quick prototype for testing. When I showed my kids its was a hit, and I’ve never experienced better motivation.

CLICK TO PLAY

This prototype was built in Unity 3.5 and works on Android, PC and web. I used Unity’s built in physics of rigid bodies and joints for the parts which I think works great.  I’m aware of a number of bugs or strange behavior, and the interface needs work, but it is a prototype after all.

There is still a lot I want to do with this, and my kids have more ideas too. Hopefully I can get back to it in the near future.

If you have any ideas or comments, or a cool design you want to share, send me a note!

Young Blenders

I introduced my son Aidan and Nathan to Blender today. Blender is a free 3D program for making geometry, renderings, animation, etc. It’s pretty popular and fairly complicated. I showed them a youtube video of someone making Minefraft stuff and this is what resulted.

Halloween 2012 Minecraft

I really enjoy Halloween. Of all the holidays, this one is the most fun for me. This year I went with another costume theme for me and my sons, our favorite game Minecraft. Last year we went as Plants vs. Zombies

 

Minecraft Halloween 2012

I regret not getting more pictures and video, but there is always next year!

Adventure Time Gamemaking Frenzy

Play The Game

Jake in the Land of Falling People is a simple game where you play as Jake the Dog and you have to save people who are falling, as well as keep from being bombed. To do this, you use Jake super strech ability to punch and grab things in the sky.

You can play the game in a browseror on your Android device (download the APK).

When I heard about the Game Making Frenzy with Adventure Time, I mentioned it to my kids, three boys ages 9, 7, and 5. They were very excited. When the jam started, we spent about an hour Saturday morning talking about game design and ideas. The design had a lot of crazy ideas, which I feared I couldn’t program, but the basic idea was pretty good. Having Jake punch things out of the sky was a great idea with lots of potential. Inbitially you were supposed to switch between modes, for punch and grab, but that was unwieldy and confusing. The idea of punching, instead of grabbing, falling people in the sky was funny, but also frustrating. Development took place mostly on Sunday. The boys would run up and scan in a picture of an airplane and bombs and ask me to put it in the game, so I would. And the loop went like that, with me developing other core stuff as we went along.

The game is unfinished, but functions in a complete game loop. There is a lot that I didn’t get to, but I didn’t get a good start until Sunday. The “boss” and “power up” items were not implemented. Sound is missing and very needed. It’s also sometimes confusing as to why you lose the game.

The Unity3D framework was used as the core engine. Code was written in C# using MonoDevelop. Art was drawn on paper, then scanned and edited in Photoshop. Playtesting was done on PC, Web, and with Android on Kindle Fire and a Nexus 7.

There are a few known bugs (mostly showing up in the Android version because of timing and touch inputs), but for the most part the game should function on most resolutions.

I worked with my three sons to make this game.  Instructions are lacking, but quickly its punch the bad stuff, catch the falling people, and don’t die.


Play in your Web Browser

Download the APK for Android

Fireman Run Menu Development

Over the last week I’ve started implementing the menu and interactive buttons into the Fireman Run game. Rather than describe some of those changes, I recorded a quick video to show how my development is going.

Fireman Run is a game I’m developing with a few friends. It’s made in Unity, using C# and primary testing is on Android devices at the moment.

Project: Fireman Run Reveal

This isn’t much of a post I admit, but I’m so overdue and I have to much to say about it that I’m boiling over. So for now, I just want to say that I’m working on a Android mobile game called Fireman Run. It’s a rooftop running game, but with fire, and you can spray to put out fires if necessary.

Automatic Road Geometry Generation in Unity

I’ve had an awesome project at work developing a simulation in Unity3D that builds a test track, a road essentially, right before your eyes.  Technically, we’re using some pretty hefty data, including OpenCRG and Power Spectral Density data as inputs, but I also added a lower weight random algorithm that can make for some roads more appropriate for game play.

In the image above you can see a long length of track that I generated with a few inputs.  Additionally, it creates road rails to help keep the vehicle on the road.  It also creates a simple ditch on each side of the road from a simple profile. Additional options include material selection, which changes the road appearance.

It’s not often that I get to share stuff from work, but this is only a taste of what it can do. The project will eventually be released to the public. Hopefully some day I can share a video of everything it does.

The vehicles are from the Car Tutorial project provided by Unity.

Unity Skyboxes Help

I’m building a simple weather system in a Unity simulation at work and I’m using the supplied Skybox shader along with some of the supplied skybox materials.  The supplied standard asset skyboxes do a good job for part of what I need, but I needed a few more variations.  I decided to use one of their texture sets and make a few quick atmospheric modifications.  As I expected, doing this in Photoshop can come with some problems.  Texture alignment at the edges and corners required special attention, along with the box distortion.

I made this helper image as I worked to remind me of how things should work.