jhocking

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This is where I post updates (usually monthly) on game development stuff I'm working on, including my job as a game programmer but especially personal projects.

-Joe Hocking

author of Unity in Action

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55 entries
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jhocking
September 27, 2020
Developing the Interface

I’m starting to flesh out the graphical interface for my as-yet unnamed RPG. At this point I’ve implemented pretty much all the systems for the game, so tying everything together with a cohesive and attractive interface is my next main challenge.

For example, this animation shows off…

4,728 views
jhocking
August 28, 2020
Simple RPG Combat

This past month I was simply cranking away on the simplistic but narrative-heavy RPG I’m currently engrossed in. Maybe I should talk to Michael about giving the game a name…

The most interesting new addition I’ve made is the turn-based combat system:

It’s fai…

27,343 views
jhocking
July 25, 2020
Working on an RPG: Generating the Map

I’m now over a month into the basic RPG I mentioned in the last post, so a bunch of systems are in place. In my last post I talked a lot about the narrative system Ink, but this time I want to get back to what is a frequent topic on my devlog: procedural generation of maps. Here is what I cam…

4,653 views
jhocking
June 27, 2020
Using Ink with Unity

Alright, I’m finally building something along the lines of the basic RPG / lightweight management sim I’ve mentioned before! I partnered up with indie author Michael Coorlim for this project. We actually started discussing a partnership back in February, but stuff happened. And by ̶…

4,125 views
jhocking
May 26, 2020
3 Tips: one for low-pol hair/foliage, two for Unity

Last month I mentioned a shading trick I was going to try on my old Phantom Organ Player model, and in this post I explain how that worked out. In addition, there are two obscure but cool tips I’ve learned in Unity, one of which may prompt me to return to a past game idea.

Long stor…

13,037 views
jhocking
April 25, 2020
Dusting off my 3D art skills

I’m not entirely sure what prompted this (possibly restlessness from being under lockdown) but this month I’ve been digging up old 3D models and animations of mine. I’ve been sprucing up old models and putting them on Sketchfab, and am planning to eventually put some (especially a…

3,682 views
jhocking
March 26, 2020
Procedural Gear Generation

So I’m homebound, just like most everyone else. I was actually already working remotely most of the time so this hasn’t been a huge change for me personally, but the pandemic is causing big difficulties for everyone around me. Like, say, my mom who lives in South Korea, or my sister who…

3,726 views
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jhocking
February 28, 2020
Research on TextureArray

Not a whole lot to talk about this month, since I didn’t really work much on side projects. The one thing I’d like to discuss is something called “texture arrays”.

In a nutshell, a texture array is a bundle of multiple textures that are treated as a single unit by the graph…

3,345 views
jhocking
January 26, 2020
Outline Both Squares and Hexes

So I’ve been experimenting a lot lately with rendering lines on the ground, for the map in strategy and tactics games. Last post I already had this effect working for a square grid, but it wouldn’t work for hex grids because it was dependent on drawing pixels to match the grid. I ended …

3,443 views
jhocking
December 22, 2019
Shader that renders Border Outlines

Merry Almost-Christmas! I normally do a blog post every month on the 25th, but I wanted to do this one a few days before then because of the holidays.

Last month I had described my plan to render border lines on the ground (think territory in a strategy game, or movement ranges for tactics games). …

4,561 views
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