If you are in the Seattle area, I am giving a presentation tonight on PlayMaker at the Unity3D Seattle Usergroup meetup at Smashing Ideas. Join us here: http://www.meetup.com/Seattle-Unity3D/events/53687102/
[hr/] Event Details:
Time: March 13, 2012 7:00 PMLocation: Smashing Ideas (map)
For the past few weeks we’ve been working on adding a second Giant, Nick the Robot, into the game. The Robot Giant is similar to the Engineer in Team Fortress, someone who can build turrets! (55 sec mark on the … Read More
Megan and the Giant was released a year ago in February 2011. Our very first game! No it didn’t become the next Angry Birds, but it was an important milestone for the Pepwupers. It was the first game of its … Read More
We have started moving more and more elements from our previous version (video link) based on Photon to the new version based on uLink. This week we have the giants synchronized, so each player can summon their giant onto the … Read More
For #ScreenshotSaturday today, we are taking you to the slowly developing city in which Run Megan Run takes place. We are experimenting with a few different ways to set up the scene, and this is the setup this week. Like? … Read More
Terribly sorry for the lack of updates in the last few weeks! Brandon went on a trip to Unite and we couldn’t calm down his excitement afterwards until two days ago. On the other hand, the obstacles in the … Read More
Tired of going to the gym? Yeah me too. Why not just chill on your sofa and give this first playable demo of Run Megan Run a try instead? ;)
In this demo, we’d like to show you the Reflex Mode in the game where you avoid obstacles by jumping over or sliding under them. There is no Game Over in this demo, just to show you the control and the basic gameplay. The idea is to increase difficulty over time – faster speed, different types of obstacles – as you get better and better at playing it.
How to Play:
Enjoy!
(click on Continue Reading to play the game if you are on the blog page)
(Scroll down to the game directly)
Giants in the game are indirectly controlled by the players. Our idea is to have the players issue commands to them, and they will behave accordingly on their own. For example, you can tell the Rock Giant to punch a specific point on the ground to deal area damage. The Rock Giant will go to that point and act according to your command, and afterwards he’ll go back to “Protect” mode, wander around you and attack enemies nearby automatically.
We decided that this helps simplifying control (especially for the iPad) so the player doesn’t have to worry about controlling two characters at the same time (avatar & giant), but remain control over his/her giant. It’ll be like telling your dog to go fetch! :)
You can give this a try below, and please pardon the glitches as everything is still under construction. :) Let us know your thoughts!
(Unity Webplayer Plugin Required. If the game is slow, try going into full-screen mode by right clicking on the screen.)
(press Continue Reading to play the game if you are on the blog page)
It’s been three months since we started working on My Giants. The game seems to start taking life on its own with each design, technology, or direction change. Here’s a quick one minute video to show you our progress so … Read More
The Rock Giant is designed to be powerful, and a loyal giant that protects its master. We are designing it to come from the ground when summoned, with two different attacks – a single-target attack where the giant … Read More