05/05/13 Update

Today I’ve been working on a few things, wrapping up a few loose ends and things I’ve been a bit behind on finishing. The first thing I’ve done is (finally) add amethysts. I tried before and for some reason the mesh didn’t look right when I imported from Blender to Unity, but I’ve played around with a few settings and it’s fixed now.

unity_platformer_16They look more transparent than the other 5 types of gem, but that’s by no means a bad thing. The colour of these amethysts is pretty darn cool, and they sparkle well. I’ve now added sparkles to every gem, too.

The main thing I’ve been working on in this update are the portals. I’ve added a proper portal frame and a few decorations to go with it.

unity_platformer_13The frame is basic, but it’s a damn sight better than the red cube I had before. The particles move both up and down, giving an awesome portal-y effect. The lights and the particles only become active when the player has enough gems to use the portal, which took quite a bit of programming for a newbie like me. It works really well, and I’ve included some really small details like the lights gradually brightening rather than becoming live instantaneously. You can see the difference between the on-state and off-state portals in this picture:

unity_platformer_15I started to add bits of scenery in the game today too. It isn’t much, but I added huge versions of the gems on a hillside.

unity_platformer_14You can jump on these gems and climb over them without them being picked up. You can see some of the smaller details on the gems much better like this. I also worked on trees today, but with limited textures, I didn’t get far before realising the need to find more varied textures, or make my own. I will try to find more textures so I can create a more varied forest of trees, as I want that kind of variety in my game.

I worked on a little cube that emits gems today too. The script for this picks two random numbers between 0 and 1, and depending on the results, spits out a random gem (or doesn’t, depending on the number chosen). This is the basis for the crates I will add, which will be breakable and will release gems upon destruction. The cube I have added will only spit them out at random and is not yet destructible, however.


I will tone down the rate of emission for the playable download, as too many gems could potentially crash your computer. I had a few thousand rolling about, and my FPS decreased quite a lot, so it’s best, for testing purposes, to limit this. If you want to try it out, you can download it from my Dropbox, and if you want to see my video on this update, just go to my YouTube channel. Thanks for reading, and I hope you have fun playing!