Amnesia-like Door & Interaction Mechanics in Unity

on Aug 31, 2014 | in Paralycid, Programming | 0 comments

I see people keep asking for the same thing over and over. Amnesia: The Dark Descent was an awesome game with superb gameplay, and White Night was a success thanks to that mostly. I can see why people would like to have that mechanic in their games, but really, it has to fit in the concept.

I’ve been working on Paralycid and its gameplay for a very long time now, and this is what I have achieved with built-in Unity physics & my programming skills.

Here’s the video, sorry for the heavy breathing, I was also testing something else:

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NodeJS, NPM & Bower on openSUSE 13.1

on Aug 18, 2014 | in Linux | 0 comments

If you find yourself working with any NodeJS and/or Bower components or if you are in need of that, and if you are working with openSUSE, you’ll find that nodeJS in official repos are pretty much outdated (Dec ’13).

You’ll need to add this repo and update your NodeJS, so npm commands works and does not give you ENOENT errors:

http://download.opensuse.org/repositories/devel:/languages:/nodejs/openSUSE_13.1

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An Anatomy of a Simulation

on May 19, 2014 | in Gaming, Programming | 0 comments

Most difficult thing about being an indie developer is financial issues. To overcome this, you’ll either forsake your independence, your time, or your life force.
But sometimes, sometimes it is possible to hit the jackpot.
This post, is a story of that kind of an event.

Since the time I started to develop Paralycid, the money we spent has an extend; but we have to postpone some things constantly. To maintain ourselves as freelancers by the job we are doing is nearly impossible. Furthermore, most companies in Turkey are acting like necrophiliac, trying to buy whole company at the price of the simplest product. Nevertheless, it is required to do something withing our knowledge and skills. At this moment, one of the members of my core team, Marco, said that the place he works at needs a simulation.

What’s required was relatively simple, but in order to do that, I had to prepare an ocean scene realistically, and simulate the water physics inside that.

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