Better Jumping in Unity: OptimizationsBoard To Bits Games2024-10-19 | Better Jumping in Unity: OptimizationsProcedural Buildings, Part 7B: Completing the Modular SettingsBoard To Bits Games2019-09-13 | Implementing the strategy pattern for the remaining rules of our procedural building grammar.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comProcedural Buildings, Part 7: Modular SettingsBoard To Bits Games2019-08-30 | Setting up the Roof generation as a scriptable object to customize and swap strategies.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comProcedural Buildings, Part 6: Basic Generation SettingsBoard To Bits Games2019-08-16 | Setting up the Building Generator to take custom settings and eventually custom ScriptableObjects for generating different parts of the building grammar.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comProcedural Buildings, Part 4: Project Classes and Basic GenerationBoard To Bits Games2019-07-19 | Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comProcedural Buildings, Part 3: Using GrammarsBoard To Bits Games2019-07-05 | An overview of grammars, how they work, and how we can use them in planning a procedural generator. Then, we'll build the grammar we'll use for our building in this project.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comProcedural Buildings, Part 2: Procedural Generation BasicsBoard To Bits Games2019-06-21 | A shallow but broad dive into various procedural generation concepts, including what not to expect from procgen and some key decisions and tools at your disposal.
Music by Priscilla Snow http://ghoulnoise.comProcedural Buildings, Part 1: OverviewBoard To Bits Games2019-05-31 | In this series we'll look at procedural generation by implementing a building generator in Unity. We'll cover the fundamentals of procedural generation, along with Unity specific techniques and best practices.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comCommand Pattern in Unity, Part 4: Command LogBoard To Bits Games2019-05-17 | Extending the Command Pattern functionality to export a log of commands, which could be used for reference or loading sequences of actions at a later time.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comCommand Pattern in Unity, Part 3: Undo/Redo FunctionalityBoard To Bits Games2019-05-10 | Using the Command Pattern to enable players to undo and redo actions through the use of a command history.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comCommand Pattern in Unity, Part 2: ImplementationBoard To Bits Games2019-05-03 | Implementing the command pattern for use in a Unity project, so that each action taken is encapsulated into a command object.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comCommand Pattern in Unity, Part 1: OverviewBoard To Bits Games2019-04-26 | Introducing the concept of the command pattern, a way to treat actions or functions in your game like objects that can be logged, serialized, replayed and undone.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comUnity Camera Controls, Part 3: Perspective Camera ZoomBoard To Bits Games2019-04-12 | Camera zooming with a perspective camera, which requires manipulation of the camera transform rather than camera component properties.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comUnity Camera Controls, Part 2: Mouse ControlsBoard To Bits Games2019-04-05 | Controlling the camera system with a mouse, including panning at screen edges and rotating/zooming with mouse buttons.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comUnity Camera Controls, Part 1: Core FunctionalityBoard To Bits Games2019-03-29 | Developing a "birds-eye view" camera system, including movement, rotation and zooming, for functionality commonly seen in strategy and management games.
This video covers orthographic perspective cameras and keyboard controls. Future videos will cover mouse controls and perspective camera zooming.
Complete code will be released at the end of the series on GitHub, or become a Patreon supporter for instant access.
Music by Priscilla Snow http://ghoulnoise.comFlocking Algorithm in Unity, Part 9: Avoiding ObstaclesBoard To Bits Games2019-03-15 | Using filtering to selectively avoid objects for more realistic behavior in an environment with other objects in it.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsFlocking Algorithm in Unity, Part 5B: Steered Cohesion BehaviorBoard To Bits Games2019-02-15 | Improving on our cohesion code to avoid sudden directional changes, causing “jerky” movements in agents.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsFlocking Algorithm in Unity, Part 5: Composite BehaviorsBoard To Bits Games2019-02-15 | Implementing a behavior object that can take in and iterate through other behaviors, returning a combination of those results and weighting them as desired.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsFlocking Algorithm in Unity, Part 4: Core Flock BehaviorsBoard To Bits Games2019-02-08 | Implementing the 3 core flocking behaviors: cohesion, alignment and avoidance. Setting up scriptableobject assets for the three behaviors so we can apply them to a composite behavior (next video!).
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsFlocking Algorithm in Unity, Part 3: Iterating & Finding NeighborsBoard To Bits Games2019-02-01 | Using our flock object to iterate over flock agents and find their neighbors via Unity's physics system.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsFlocking Algorithm in Unity, Part 2: Flock SetupBoard To Bits Games2019-01-25 | It's time to load up Unity and start implementing our flocking algorithm. In this video, we'll create the 3 core classes for the algorithm, and set up our flock agent and flock objects to initialize our scene.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsFlocking Algorithm in Unity, Part 1: IntroductionBoard To Bits Games2019-01-18 | Starting a new series on implementing a version of Craig Reynold's flocking algorithm in Unity, with the added benefit of modular behaviors that we can mix and match, and customize our flock behaviors.
In this video, we go over the basics of what a flocking algorithm is, and how we'll be building it.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsCubes - Zero Gameplay Release TrailerBoard To Bits Games2019-01-11 | Release Trailer for Cubes with an overview of this virtual reality-focused puzzle game, now out of Early Access and available on Steam.
Buy now on Steam: store.steampowered.com/app/786110/CubesEntity Component System Overview in 7 MinutesBoard To Bits Games2019-01-04 | A discussion of the fundamentals and implementation of entity-component-system architecture, and how it might impact your game development as Unity rolls out ECS.
I'm told that knowing is half the battle.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsBuilding a Time Control System in UnityBoard To Bits Games2018-12-28 | Learn how to set up a system to manipulate the speed of simulations or turn-based games, including pause, step forward, play and fast forward controls.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 12: Optimizing and RefactoringBoard To Bits Games2018-12-21 | Fixing some of the hard-coding we did in the early videos to make our system more flexible and easier to add new units.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 11: Balance Iteration PhaseBoard To Bits Games2018-12-14 | Using the knowledge gained from the last video, we can being adjusting and testing our system to try and solve the extinction problem in our forest.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 9: 2 Ways to Balance a SystemBoard To Bits Games2018-11-30 | Our forest keeps dying out, which means we need to balance our system's settings. In this video, we'll discuss two approaches to successfully balancing a system.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsMaking a News Ticker with Unitys UI SystemBoard To Bits Games2018-11-23 | Learn to make a simple news ticker that scrolls text along the bottom of the screen and which can be dynamically populated with messages.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBits3 Ways to Make Complex StringsBoard To Bits Games2018-11-16 | In the midst of school projects, a quick video this week covering 3 ways make strings out of various pieces of data. Nothing glamorous or earth shattering, but it might just help you avoid a few errors in your console!
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 8: Food Chain SystemBoard To Bits Games2018-11-09 | Implementing the final interaction in our simple forest system: Eating when hungry. Units will determine if they are hungry, then request a unit of their preferred food type from the Forest System in a hybrid action (central and distributed).
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 7: Distributed SystemsBoard To Bits Games2018-11-02 | Life is getting too easy for our forest creatures, so let's implement hunger. Unlike our multiply check, hunger logic will be handled within each individual unit, as a distributed system.
This will lead into our final system, a hybrid of centralized and distributed, when units eat.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 5: Setting Our System In MotionBoard To Bits Games2018-10-19 | A bit of preparation in the game scene, followed by working with coroutines to create a dynamic "timeline" where our units can take action.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 4: Initializing UnitsBoard To Bits Games2018-10-12 | Now that more details available from the overarching system, we can fully initialize our units with both profile information as well as some instructions to help organize and identify our units within the scene hierarchy.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 3: System SetupBoard To Bits Games2018-10-05 | With our units at least partially defined, we can set up the system that will use those units. This video covers establishing the variables that will help populate the system, along with the initial setup method that will be called at the start of the session.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 2: Unit ProfilesBoard To Bits Games2018-09-28 | In this video, we'll set up our Grass, Rabbits and Wolves. Or rather, we set up the templates for each which will be implemented in our system. Setting up scriptable objects and translating our system "adjectives" into Boolean flags.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Games Tutorial, Part 1: Design (and Disclaimers)Board To Bits Games2018-09-21 | We've been talking about how systemic games work, now let's make a system. In this first video we'll design a simple system for a game, and discuss the scope of the project.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Game Design, Part 5: What Games Work Well With Systems?Board To Bits Games2018-09-14 | Is systemic design right for your game? Not every game benefits from systems, but some mechanics and genres tend to do very well with them. Here is a small sample of system-friendly game styles that can help you decide whether to incorporate systems into your own game.
A brief look at some of the basic survival systems of No Man's Sky, and how they relate to systemic feedback loops as described in our recent Systemic Game Design video.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Game Design, Part 4: What Makes a System Good?Board To Bits Games2018-08-31 | What makes a system engaging or work well within a game? In this video, we'll look at how to maintain a variety of outcomes without feeling chaotic, and how to plan a system that supports interaction across multiple subsystems.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Game Design, Part 3: What is a Systemic Game?Board To Bits Games2018-08-24 | With a handle on systems and what they do, what defines a game as systemic vs. not? We'll look at four factors that go into games we commonly think of as having systemic designs.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Game Design, Appendix: Emergence in Conways Game Of LifeBoard To Bits Games2018-08-17 | Cut from the Part 2 for time and focus, but a good example of emergence coming out of a very simple set of systems.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSystemic Game Design, Part 1: What are Systems?Board To Bits Games2018-08-03 | Kicking off a set of videos on systemic game design by trying to define what systems are, or if that is even the right question to be asking.
Support Board to Bits on Patreon: http://patreon.com/boardtobits Check out Board To Bits on Facebook: http://www.facebook.com/BoardToBitsSnapshot Tutorial Part 3: Applying Filter EffectsBoard To Bits Games2018-07-27 | Applying image effects to our snapshot camera using Unity's Post-Processing Stack. Useful for app-style filters or simply to add an in-world effect to your camera view.