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!



28/04/13 Update


I’ve done a bit more work on the game today. Mostly, I have been watching some more tutorials to help my understanding of a few concepts, and I have applied what I have learned about making models in Blender to improve the current gem models. The shapes and textures of these models are a lot more aesthetically pleasing than before, such as more defined edges (I worked out how to reduce the smoothing at the edges). The light reflecting of the gems is better, too.


The new emerald model on the left. Notice how the edges are more defined than before, making the gem look more clean-cut. The light reflection makes more sense and the colour is much nicer, too.


The new ruby, on the left, is much better than the old one, as it’s a bit more realistic (except for the fact it’s not transparent, although this is intended because I want my game to have a cartoon-y feel to it eventually).


Again, with sapphire. The gems are also noticeably larger than before, and I think they look better this way.

I’ve also made preparations for some new gems, like amethyst (the layman’s term is ‘purple gem’) and diamond. Both will be worth a lot (eg. diamonds worth 10 gems). I’ve tweaked the value of each gem, so now rubies are worth 1 and so on. This is so I can add more low-value gems, which I like the look of, without ruining the balance of the game. The first new gem I’ve added is the topaz, a yellow gem.


This topaz is quite an attractive gem, and I hope that the upcoming diamonds and amethysts will also look great. This is worth 3 gems, whereas the amethyst will be worth 5 and the diamond a whopping 10 gems. Furthermore, the collision spheres of these gems should fit better than the old ones so they shouldn’t look like they are floating in mid-air anymore.

I also had a go at creating trees, as the current levels are lacking in interesting features, and they are really basic, but I’ll have another go in the future at trees and hopefully they will turn out a bit better. Hey, it’s better than my attempt at grass, which I won’t show you out of embarrassment.


Now that I have a bit more experience with Blender, I will try to make proper textures for the portal next, and perhaps some scenery. I will also start to populate the whole level with gems, and have a set number in each level, rather than the random arrangement I have now. In the GUI, I will also have a number for the total gems in each level, to show you if you’ve collected them all yet, and a little gem icon next to the gem count to make it look pretty. Thanks for reading, and please download the newer version for testing here.