Archive for March, 2011
New tools & old tricks
The company is now 100% certain. BOOYAH!
I’ve been busy with rewriting most of my tools for level and asset creation inside Unity Editor. My goal is to use more and more pure Unity as original asset creator through editor-scripts and less and less Photoshop, Inkscape or any of “outboard” software.
Since I’m solely responsible for every aspect of the game, I have a very little friction between thinking about something and actually generating it in the game. Import/export -dancing between software is almost bound to happen in an team with multiple artists and developers.
However, I’m working alone, so there’s really nothing to stop me from creating easy little tools for creating assets straight into level without ever leaving Unity Editor. Just to emphasize this new approach, I made a one minute time-lapse video which shows me creating a single level for Ragecube. I think it’s quite something:
Alea iacta est
It’s not 100% officially official yet, but pretty much 99% done. I did all the paperwork necessary and I’m proud to say that as far as I understand, according to Finnish law, my company now exists. My precious.
In reality, nothing really changed though. I’m still going to my dayjob every morning. I’m still the same indie wannabe. But if you know me, you know that this isn’t peanuts. The symbolic meaning for me is groundbreaking. Maybe even more than I’d like to admit, since all we’re really talking about here, is a piece of paper and a bank account.
Just to celebrate this turn of events, I have released a new version of Ragecube. Go check it out! It’s even more frustrating than before! To be honest, I’m trying to make it the single most frustrating game in the history of mankind. But in a good way.







