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Channel: Code Spells: Learn to Program by Crafting Your Own Magic Spells
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Learning Unity

My first goal: To make a plane with  two cubes on either end, one moves on its own back and forth and throws balls, the other catches the balls and is keyboard controlled.Progress so far:Pretty...

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IDE Layout and Syntax Highlighting

I'm pretty pleased with the way the syntax highlighting looks. I think it evokes a whimsical, magical feel that will be harmonious with the game itself.I decided to reserve space on the right for...

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Trying to get this mini-game to work

So now I have the ability to move the blue cube with the right and left arrow keys. Also, when I hit the space bar, a sphere appears, moves across the plane, when it reaches the other side, it...

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Inventory

Last time I posted, I had the basics of the IDE in place. Today, I wanted to put the IDE component in context with the "flow" of the game. Here's the basic idea: 1) There are objects in the world, 2)...

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Broom Animation

I want casting spells to feel fun and exciting for our users, so I'm putting a lot of time into crafting the user experience (UE) and the user interface (UI).We can divide the spell casting experience...

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A Levitation Spell

Continuing in the same vein of the previous post, I've been adding more details to the spell-casting UE.In total, these details are as follows: 1) The broom animates when enchanted, 2) The sunlight...

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New Affordances

One of the aspects of our game that will no doubt yield rich gameplay is that enchanted objects obtain new affordances.Here's a video of me levitating a broom, pushing it around, and jumping on top of...

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Early Concept Art

My next task is to model our main character. I did a little concept art yesterday. I'll start posting any concept art I come up with. Just don't be too critical at this stage.

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Levitation Code

Here's the code I'm using to do the levitation.You'll notice that it seems overly complex. That's because it's written to allow the user to craft a spell that's as simple as:move.levitate(1);... which...

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Main Character

I've modeled the face of the main character. I'm going to start on the hair now. I found a nifty way of doing hair -- which has the benefit of working well with Unity.Here's the Render from Blender:And...

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Main Character's Hair

I did some minimal work on the hair today. I like the way it's coming along, but it uses too many polygons. I'm going to texture the model's scalp blue, so that we don't need so many semi-transparent...

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The June Project

I'm packaging my work on CodeSpells as abstractly as possible. The June Project is something I've just launched. It allows Unity3D to support Java (and a multitude of other languages), even though...

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Level 1

We have been working on developing the first level, check out a video of our newly design world here:

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Storylines and Game Building

Stephen has come up with an incredible story-line for our game. I am really excited to start implementing it and trying it out! To get more information about how our game as a game is shaping up, visit...

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Stone Bread

Beginning to make stone bread!

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Gnomes have a mind of their own...

I have no clue what these gnomes think they are doing, but they are definitely not listening to me! I told them to find the first rock they can find and take it to the fire gnomes, apparently they are...

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Gnomes sure do know how to make good bread!

Look at these amazing gnomes making delicious bread!

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The Final Countdown!

Next week we run our user study with CodeSpells! We are almost done! We have all the quests almost complete and now we just need to incorporate the final quest (automating the bread process).The spell...

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Introducing...CodeSpells!

We have our first working level complete with badges, quests, an intro and helpful gnomes.Here is a video showing you what you can do in CodeSpells:We have successfully run our first user study, with...

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Some next steps...

We have a new CodeSpells contributor! Haro Moncivais is an undergrad working with us on making a practice round of CodeSpells. We will be building a level that automatically generates obstacles and...

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