I apologise for the lack of updates over the last couple of weeks. I have been busy with university which sucks up a lot of my time and energy. However, there is some good news hidden somewhere.
I have released updates to both INISystem and JukeBox Pro, so check them out on Unity's Asset Store. I will be doing an update to the previous INISystem tutorial as a lot has changed since version 1.1.
I also took some time to look at Canyon Project again my on and off game project for the last year or so. I have been playing around with trying to get that optimised so that it can run on a PC that isn't a quad core. So I got to focus some time on that.
I shall be seeing you guys around soon,
Garth
Showing posts with label Operation: Canyon Project. Show all posts
Showing posts with label Operation: Canyon Project. Show all posts
Wednesday, 18 April 2012
Thursday, 10 November 2011
Canyon Project - Screenshot Update
Just wanted to show a little update on Canyon Project, that has happened over the last couple of days. A video was put up on our Youtube page that shows the new audio that has been placed within the game. Below is a new picture that was taken this morning of Canyon Project, where more shadows were added to really bring the visuals together.
![]() |
| Move out |
Regards,
Garth (Lead)
Monday, 7 November 2011
Canyon Project - Gameplay Video 2
I have just recorded a new Canyon Project game play video that shows off the new visuals and the recently added audio, enjoy.
Regards,
Garth (Lead)
Regards,
Garth (Lead)
Monday, 24 October 2011
Canyon Project: Now on Wooglie
Yesterday I worked on getting Canyon project ready for Wooglie, a Unity game portal. Canyon Project is still only in development but is coming together quite nicely. There is an added new level to showcase coming vehicles and awesomeness.
You can check out the game on Wooglie.
Enjoy,
Garth (Lead)
Saturday, 8 October 2011
Canyon Project: New Pre-Alpha Screenshots
Thursday, 6 October 2011
First Level Pre-Alpha Demo of Canyon Project
About two days ago we released a pre-alpha first level demo of Canyon Project on Facebook, with many elements subject to change throughout development in such nothing is set in stone.
The main target for this game is not Facebook but rather a Windows standalone release. We have been hard at work improving the interface and optimising where we can, in hopes for an early 2012 release but we aren't setting anything in stone.
The Facebook app. There will be an insecure content warning that will show up, you will have to allow it as it is the game. We still fighting with where to host it.
Regards,
Garth (Lead)
Friday, 30 September 2011
Canyon Project: Update 2 - Start Screen
| First iteration of the new start screen. |
In case you were wondering the logo (signboard) "sways in the wind" via a pretty simply animation that I threw together "quickly" in Blender along with the signboard. You have to excuse the art since I am not really a 3D artist nor an animator and here I'm trying to do both the things I am not good at.
I hope you guys enjoy the little eye candy.
Regards,
Garth (Lead)
Saturday, 24 September 2011
Canyon Project: Update 1 - Back on Track
I guess this goes to show that not everything stays dead. A while ago I told you how we had shelved Canyon Project in search of bigger and greater horizons. Well today I am back to tell you that we picked up Canyon Project again to try push on to the end this time.
Just this evening I finished up the basics of a nice RTS style unit recruit system in place of the previous, all available units are already on the battlefield, way. This clears up the map from units, which will make it easier for players to be able to tell which unit they own (I'll give you a hint: all that you can see).
What I did keep in was the choice of whether to buy a unit or not, since accidents happen. I might look into an option of whether you want it on or off.
The new layout is very much RTS inspired with the menu option in the right-top corner, your money in the left, along with your radar/map (still in planning) and recruitment panel at the bottom.
The new recruitment system will show all possible recruits and how many are allowed per level. This will take sometime to balance but those are future worries.
Just this evening I finished up the basics of a nice RTS style unit recruit system in place of the previous, all available units are already on the battlefield, way. This clears up the map from units, which will make it easier for players to be able to tell which unit they own (I'll give you a hint: all that you can see).
| The new looking interface layout |
| Starting to look like quite a hybrid |
| Can no longer recruit marines |
I hope you feel as excited as us about these latest updates, as it means the project is moving along and we should have a demo out, in a couple weeks to a month, of the first level.
Regards,
Garth de Wet (Lead)
Tuesday, 9 August 2011
Update On Operation: Canyon Project
Up until quite recently we had been hard at work on Operation: Canyon Project but with the lack of money it has currently been put on halt as we try to gather some money so we can continue the project and bring it to an acceptable level of polish and flair.
So we're not cancelling it just we have shelved it as we try to get some cash flow.
Regards,
Garth (Lead)
So we're not cancelling it just we have shelved it as we try to get some cash flow.
Regards,
Garth (Lead)
Tuesday, 2 August 2011
Canyon Project: Gameplay Video
Below you will find a game play video which is alpha build quality so don't read too much into poor quality parts and lack of certain polish. We got a friend in a band to help us out with the sound track to the video.
Regards,
Garth (Lead)
Regards,
Garth (Lead)
Monday, 1 August 2011
Canyon Project: Screen Shots #1
Below you can catch a glimpse of some screen shots of Canyon Project.
Subscribe to:
Posts (Atom)



