If you declare a variable in one of your Unity scripts like this:
var enableThingaMaBob.Boolean;
then it shows up in the editor as a checkbox. Now I can quickly turn script-level things on and off from the Unity UI!
Well, I thought it was pretty nifty.
Sfxr is a great little tool for creating retrogame sounds.
Sculptris also looks very promising as a quick and simple 3D modeling tool, though it is still in alpha.
The complexity of the puzzles is limited since you have only 4 pieces and you just rotate them until they enable you to make progress. This is assuming that the piece count doesn’t increase in later levels, I’ve only played up to level 6 or 7.
Still, the concept is beautiful and it’s merit well proven.
When the material setting of the cubes’ box collider component is changed from none to “Medium Bouncy” the explosion, though it doesn’t seem to be any bigger, always has a few more cubes flying at the camera.
And I love the sound it makes whenever you fail.
Overlapping rigid bodies is one of life’s supreme pleasures. Giggitty.
I placed a bunch of cubes all stacked tightly on a plane (they are all positions at 0 on the Z-axis). Then I duplicated one of the central ones repeatedly. When it runs and the physics starts happening those overlapped ones burst apart, bumping into all the other tightly packed cubes. The rest of the geometry is fixed, only the red-lit cubes can move.
It ‘splodes. I’ll watch it.
I’m impressed with how well this game works, it’s really fun.
Like any editor for a specific game, this will of course be constrained to building more content in the style of the original game. It’s not like you get the graphics engine and can go about creating a FPS from a point-n-click RPG.
Still, for this style of player control, Dragon Age is the best I’ve ever seen and this toolset may divert my attention from Unity3D for a short time. I wonder how much NPC scripting/AI control the toolset gives?
NASA astronaut gives a tour of the International Space Station, in HD.