UI Mockup - Combat

UI Mockup - Combat

Short post today sharing a quick mockup of the ingame UI. It's a work in progress and won't be finalized until it's built in Unity, but I felt the need to block out a quick version of it in Photoshop before attempting to make a functioning wireframe owing to a few design elements that are unique to StarCaster. Much of this layout is pretty standard, but the commands and actions needed just a little bit of thought. The idea behind this system is that characters each have at least two pieces of gear that each have a sort of "…

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Running Before We Walk

Running Before We Walk

Progress on the prototype for StarCaster is proceeding at a slow but steady pace as we build up the core of the game. Here's a quick video of progress on the movement and character animation systems. It's at this point that I'll clarify that I didn't initially have that much depth of familiarity with Unity's animation system, being that the majority of 3D games I've worked on have been in Unreal -- everything else I've done in Unity has been 2D, and usually my projects circumvent mechanim with an alternate animation system rather than using it. It was therefore necessary…

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Prototype Character Art (Ft. The Regressor)

Prototype Character Art (Ft. The Regressor)

In the foreword, I shared the basic premise for the game as the shared adventures of Nick, Chris, and Ariel; a bounty hunter, a techno-con artist, and a street performer who form the core crew of the StarCaster. While there are other characters who will join them in the future, we decided early on that these three are the center of the experience we wish to build as the ones who most often aim to misbehave. And, we've got prototype art for them! Courtesy of Mark Jenkins, AKA The Regressor. Mark is a 3D artist with a penchant for creating…

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