I haven’t spoken about it at all on this blog but I’m something of a DIYer. Whilst I had humble beginnings, fixing doors and replacing light fixtures, it soon graduated into a full on crusade culminating in my wife and I building a large workshop in our backyard. So when I stumbled across House Flipper, a game that essentially simulates what I’ve been doing IRL for the past couple years, I figured it’d be worth giving a try. The game is both strangely accurate in some respects whilst wildly off base in others which, honestly, isn’t out of line for games in this genre. Whilst it might not replace The Sims as the home building game of choice for many just yet it certainly does do a good job of emulating the painful yet rewarding experience that is renovating a home.
You play as a general contractor who’s looking to make a name (and fortune) for themself. You start off with humble beginnings, cleaning up trashed homes and doing minor repairs, but soon your skills graduate into full blown home renovation. You’ll be painting walls, laying flooring, replacing broken outlets and all sorts of other fun tasks that you’ll need to do to transform a run down hovel into a home. You’ll have to figure out the whims of your buyers and create the perfect homes for them so you can extract the maximum amount of profit from the houses you flip. One day you may even be able to upgrade your own place, doing away with your run down shack for something a little more fitting of someone of your stature.
House Flipper is a Unity based game that uses a lot of stock assets and so has that trademark “Unity Game” feel to it. There’s some noticeable performance issues with it however, most of which I think comes from the destructible wall simulation as it seems to get a whole lot worse when you’re swinging a sledge hammer. Still the amount of flexibility that the developers have put into it is commendable as you’re able to change pretty much anything you can see in the house. Probably most interesting is the fact that it also has full simulated night/day cycles, requiring you to turn on the lights if you want to continue renovating in the dark hours of the night. Honestly whilst it has the same trademark janky appearance that many of these simulator games has once you dig beneath the surface it’s actually quite impressive what they’ve managed to get done.
All the mechanics of the game are tasks that you’d be doing if you yourself were going to renovate a house IRL. The initial tutorial missions give you an insight into the various mechanics like cleaning, painting, tiling and adding/removing walls. You can keep doing those for quite a while if you want and it doesn’t take long for you to be making a decent amount of cash with each job. From there the next stage is flipping houses where you’ll spend time fixing up the place and then tailoring it to your buyer’s desires. Whilst you’re renovating a list of potential buyers shows up on the left hand side and they’ll comment on the changes you make. The one at the top is the person who will eventually buy the place and so it’s key to pay attention to what they’re saying. However many of the things you can do in renovating a house don’t mean anything to the potential buyers which, honestly, irks me to no end.
The initial missions are actually quite enjoyable as you have a fixed outcome you need to achieve before you can get paid. The devs have obviously had a great time setting up the various scenarios, like the college student party house where the tenants stole all the radiators, and completing all the tasks is a rather relaxing affair. You’ll quickly level up the various skills doing these missions as well and it quickly becomes obvious that not all of the upgrades are created equal. For instance the upgraded mop is far, far better than the increased cleaning speed and painting multiple walls at once is great only if you have the upgrade to not use paint on already painted surfaces. Once you’ve got that all mastered it’s time to flip some houses which, if you’re playing to the game’s mechanics, is actually boringly simple.
You see your potential buyers have in-built traits for things they want and things they don’t. As you go around fixing things up they’ll likely make a comment on what they like/hate and that can help you hone in on who you’d prefer to buy that particular property. However it gets weird really quickly as it’s not so much about what they lke but what they hate. For instance, in order to make one house attractive to the student I had to fill it with children’s toys to make sure that the other buyers wouldn’t like it. Similarly the only way I could figure out to discourage the old couple (who apparently likes multiple bedrooms but was just fine with a tiny house with only 1 room) was to leave empty paint cans around since they hate mess. Worse still the most time consuming things, like painting walls or replacing the siding on the house, seem to have absolutely no effect on what the buyers want. This leads to a weird game of cat and mouse where you try to figure out the right combination of dumb things to add in whilst ensuring you only pay attention to a select few items to renovate.
Of course in the end it doesn’t matter who buys the place (unless you’re going for achievements), the person at the top will pay the most and it seems that unless you really go wild with the renos you’ll always make some kind of profit. I’m sure there’s people out there who’ll enjoy doing up a place nicely just for the sake of it, heck I even did that a bit in the first place, but if you’re playing to the game’s core mechanics then there’s not really a lot of point. I’m sure the buyers AI will get tweaked at some stage to be a little more discerning as I really don’t want to have to play a game of “fill the house with things other buyers hate” every time I want to flip a place.
At the moment it I’d probably class this more as “interior decorator simulator” more than anything else. Whilst all the things you do here are most certainly realistic when it comes to home renos there are some omissions which make it fall short of a true renovation simulator. For instance you can’t seem to change the place where the plumbing runs for the sink, even though you can absolutely move the shower around as much as you want. Similarly the wiring for lights and switches seems to just be for whatever room they’re in which, IRL, isn’t always the case. It’d be great if they had something like a structural view which allowed you to see all the pipe and electrical runs in the walls and you had to contend with them when you were doing demolition. Maybe in a future update something like that will come.
House Flipper certainly isn’t for everyone but if you, like me, are one of the few who have feet in both the gamer and DIY camps then it’s definitely worth having a look at. Whilst it is unmistakably an indie Unity game that belies the huge amount of work that went into developing the simulation engine to support it. The core mechanics are solid and the initial jobs you take are a great way to get into it. The house auctions are a little too weird and unpredictable for my tastes and ultimately that’s what made me put the game down for now. However this is one of those games that I’m sure will mature over time and, if the devs open it up to Steam Workshop, there’d be an endlesly supply of new content for it going forward. If another trip to Bunnings isn’t in the budget then maybe a copy of House Flipper might be on the books.
House Flipper is available on PC right now for $19.99. Total play time was 4 hours with 17% of the achievements unlocked.
You might not guess it from the usual content that I put up on this blog but I’m something of a gearhead, owing to my rural roots where I was set free with all sorts of cars and motorbikes to terrorize my ample backyard. This also meant that any damage or broken parts were my responsibility so I developed something of an affinity and appreciation for the world’s most popular form of transport. Whilst this didn’t translate into a love for racing games (although I did lose a lot of time to the original Grand Turismo when it came out) I do fondly remember playing Street Rod, a game that allowed you to do up cars and race for pink slips. Car Mechanic Simulator 2015 looked to capture some of the essence of what made that game great and whilst it’s not the exact same thing it does live up to its namesake.
You’re a budding car mechanic who’s just set up shop, having all the tools you’d come to expect from a modern car servicing center. People call you up with their car troubles and then leave their vehicles in your care. It’s then up to you to diagnose the issue, find the faulty parts and then repair them to the customer’s satisfaction. The money and experience you get from each job helps you to improve your workshop and, in turn, allow you to start working on your own cars. If you’d ever wondered what working on car would be like Car Mechanic Simulator 2015 is a pretty good simulacrum for it, minus all the downsides of getting covered in oil or cutting yourself on old car parts.
Car Mechanic Simulator 2015 does a pretty good job of prettying up the Unity engine, giving the usual 100 coats of wax to the car models that is typical of most modern car-related games. The main area you’ll be working in is a bright workshop that’s honestly far too clean to have been used as a garage for any length of time but it emulates that kind of sims-esque feeling that many of these simulator games seem to strive for. There’s a surprising amount of detail put into what’s under the hood as well with most of the cars having almost fully fleshed out engines, exhausts and suspension systems, many of them being unique to that particular car. It might not be Crysis levels of graphics but it’s more than enough to get the job done, so to speak.
In terms of core gameplay Car Mechanic Simulator 2015 plays pretty much how you’d expect it to: you get jobs to fix cars and then you do said jobs and get paid upon completion. Taking a car apart can require you to do several different things like putting it up on the lifts to get to the underside of the car or removing certain parts before you can get to others. Everything works on a condition system whereby parts deteriorate as their condition worsens which is how you’re able to pick them out. Later on you’ll have to diagnose which parts need repairing by using various tools in your shop or by driving the car around a test track. Doing jobs earns you experience as well which gives you an upgrade point every 1000 XP to spend on things in your workshop. After a while you’ll unlock new modes so you can work on your own cars and even sell them at auction.
As a simulator for car repair Car Mechanic Simulator 2015 does pretty much what it says on the box, giving you the experience of what it’s like to repair cars day in and day out. Whilst I’d say it’s somewhat welcoming to beginners, given the fact it does things like highlight parts you need to remove and provides full part lists for the early jobs, you’ll definitely benefit from having a modicum of understanding of what various parts of the car do and where they’re typically located. This can lead you astray sometimes as I spent a rather long time looking for the fuel filter in the fuel tank (it’s in the front for most cars in this game) however I don’t even someone trying to figure out where the crankshaft is if they’ve never worked on an engine before.
Probably the biggest flaw with Car Mechanic Simulator 2015 is the levelling system which, to be frank, takes far too to get anywhere. You see no matter how big or small the job is you’ll always get the same amount of XP, requiring you to do about 10 jobs per level. Sure you also get 1 XP for every part removed and mounted but that accounts for maybe 10% of your total XP meaning you’ll still need to do about 10 jobs per level. Considering that the thing that really attracted me to this game unlocks at 9000 XP this means I’d need to play for about 9 hours before I got to the point where I wanted to be and, honestly, with the lack of variety in jobs early on I just couldn’t stomach that much grind to get to the point I wanted to get to. It’s a shame since reading through the forums there does seem to be a lot of variety there it just takes far too long, in my opinion, for that variety to be available to you.
I probably went into this thinking it’d be a lot more like Street Rod than it actually would be as whilst you can drive your cars around a test track it’s extremely limited, both in terms of where you can go and how the different cars feel in relation to each other. Indeed when I’ve said this to friends the general reaction is “what did you expect” as the name is pretty much spot on for the experience you’ll be getting. For some this will be enough however for me I felt like the payoff was just too far away and I just couldn’t sustain my interest long enough through the grind.
Car Mechanic Simulator 2015 does exactly what it says on the box, giving you the experience of being a car mechanic. As a simulator it’s exceptionally well done, capturing many of the aspects of car repair whilst not being as unforgiving as its real world counterpart is. However some of the more interesting parts of the game are hidden behind the levelling system which is too basic and takes far too long to get anywhere meaningful making it very easy to put the game down and forget about it. I enjoyed my time with Car Mechanic Simulator 2015 however if you don’t have an interest in cars or simulator type games then you probably wouldn’t find much more to love in it.
Car Mechanic Simulator 2015 is available on PC right now for $19.99. Total play time was approximately 2 hours.
I can think of a few titles where bugs or glitches were not only expected they were also thought of being one of the many sources of enjoyment of the game. The Elder Scrolls series is a prime example of this as their titles are almost always riddled with numerous bugs on release and Bethesda’s stance of not fixing the fun (but not game breaking) shows that many players get an awful lot of enjoyment out of their game behaing unexpectedly. I had yet to see a game where bugs, glitches and weird physics were actually the game itself until I came across Goat Simulator, a title from indie game developer Coffee Stain Studios. Whilst it’s definitely an unique concept there’s a limit to how much whacky physics fun you can have before you start to tire of it.
You’re a goat (surprise surprise) and the game centers around you being a goat in a section of a small town. Strictly speaking there are no objectives, there’s no over-arching plot to drive you forward nor any motivation provided for you being where you are, and so you’re free to roam the world doing as you wish. In traditional Goat spirit this of course means destroying anything and everything in your path, headbutting anything that might get in your way. Once you tire of that though there are many hidden challenges for you to unlock, some of which provide you access to powers beyond your wildest goaty dreams.
For a game that was slapped together in the space of a couple months Goat Simulator has a level of graphical fidelity that I honestly didn’t expect. It uses the Unreal 3 engine so you wouldn’t expect graphical miracles from it but the incorporation of atmospheric effects and modern lighting has Goat Simulator punching well above its weight class in terms of graphics. It still runs perfectly fine most of the time too (until you’re intentionally trying to break it, of course) something which, again, I wasn’t expecting. In all honesty for a game that was being touted as a bug ridden, hastily slapped together prototype there’s an incredible amount of polish. Much more than I’d come to expect from other developers of similar calibre.
Goat Simulator revolves around you being a goat that causes all sorts of carnage around the small suburban area that you find yourself in. In the beginning this will be pretty vanilla kind of stuff, destroying fences, headbutting people and generally running amok in the various areas available to you. This is all scored though so whilst your initial inclination will be to just ram things at random eventually you’ll try to figure out how to maximise your score. That’s when you’ll start to add a little strategy into your carnage, looking for places with a cornucopia of objects that you can goat your way through. Of course along the way you’ll run into the hastily slapped together physics that provides much of Goat Simulator’s entertainment.
I started out by just following the prompts to try out different things which serves as a solid, light touch tutorial that doesn’t get in the way if you just want to rampage through the town. This introduces you to how the scoring mechanics work which are pretty similar to what I remember Tony Hawk Pro Skating being like when I last played it almost a decade ago. So whilst you can headbutt that box 100 times in a row your score probably won’t go up by much as the game wants you to try a variety of different whacky things. This helps to add a little direction to a game that would otherwise have been thoroughly confusing without trying to impose on those who couldn’t care less about it.
After a while though there’s really only 2 things that will keep you playing: score and achievements. For the most part getting the highest score is just a matter of patience and not breaking the game too hard (as that can lead to you needing to restart it or the game crashing). something which can only take you so far. The achievements provide some fresh perspective on the game by giving you access to “powers” which can be anything from dropping dead goats from the sky to an impossible to control jetpack. If you’re like me though once you’ve done most of these the rest of the achievements don’t really seem that appealing and all you’re left with is a haphazard physics simulator.
Which, I have to say, is an awful lot less buggy than I thought it would be. You can make the physics engine do some crazy things but they’re really nothing above what I’ve seen in other games that were supposedly coded with good physics engines. You can get people stuck in the wall and launch yourself into the stratosphere but other than that there’s really not much else to speak of. Even when I was deliberately trying to make the game crash (by spawning dozens of other goats and using the console to fiddle with engine settings) all I could accomplish was making the physics engine and game slow to crawl. So if you were expecting a game that was absolutely riddled with bugs you might be disappointed as it’s really anything but.
Goat Simulator is a fun distraction that showcases the enjoyment that gamers can get from emergent game play. Whilst it’s far from the bug laden, glitch filled adventure that many touted it as the core game mechanics are still fun with the added benefit of a whacky physics engine just adding to the mix. It’s a short lived adventure however as whilst it’s fun to rack up a high score there’s nothing really to keep you interested once the achievements are gone and you’ve played with all the powers. If the idea piqued your interest then I definitely recommend grabbing it but otherwise you’re not really missing out on anything if you decide not to play it.
Goat Simulator is available on PC right now for $9.99. Total play time was 2 hours with 62% of the achievements unlocked.
Games without a specific point and I don’t tend to mix very well. I mean we start off well, usually as I follow the main story line, but once there’s a lull I tend to start wandering off in random directions with a trail of destruction in my wake. This is Jerk Mode, the point in which I feel the current game has run its course and all that’s left for me to do is to make every NPC’s life in there a living hell. Many argue that this is the point of these style of games, you can make your own fun in it without having to feel obligated to play it a certain way, but for me once I hit that point that’s it for a while. Of course games that encourage you to do crazy things, like Kerbel Space Program does, tickle me in just the right way and since it’s all about space you know there was no way I was going to pass this up.
As I alluded to earlier Kerbal Space Program has no specific goal set out for you (unless you do a scenario), instead you’re given an unlimited budget and parts drawer from which you can create a wide variety of craft for launching your little green men into space. You could say the goal is to do this successfully without blowing them up and indeed whilst it is fun to send wave after wave of green men to their fiery deaths eventually you’ll tire of it and set your eyes on goals that are quite challenging to achieve. Even once you do that you’ll think of other things to challenge yourself and down the rabbit hole you’ll go.
Kerbel Space Program isn’t much of a looker, that’s for sure, but what it lacks in the visuals department it makes up for in spades with its simulation accuracy and wonderful background music. I make special note of the music because it’s eerily familiar to other simulation style games, particularly the ones from Maxis like The Sims and SimCity, which gives it this….air about it. It’s hard to describe but it just makes building a spaceship fun (although to be fair that’s fun regardless).
There’s a couple short tutorial missions which I’d say are required for you to be able to grasp the basics as otherwise you’re just going to flounder around for hours while you wonder why your spaceship isn’t functioning like it should. It won’t teach you everything. indeed there’s a level of nuance to this game that you probably won’t appreciate until you’re on your 20th ship, but it’s enough for you to start experimenting with various designs. Additionally it gives you the run down on basic orbital mechanics, something you’re going to want to be familiar with after you get bored of making huge explosions.
The breadth of ship building components is really quite impressive with nearly all the different kinds of components I’d expect to see in a rocket engineer’s dream workshop. Thus the number of different rockets, space planes and other vehicles you can create is nigh on unlimited and depending on how you building them they’ll all have different capabilities. Initially I simply went for the good old fashioned Russian method of strapping as many of them together as I could, which works well to a point, but after a while I started to refine my designs until I started coming up with things that got the same result without resorting to things that made the simulation engine fall in a screaming heap (which happens when you do things in a really retarded way).
Now since there’s no explicit goal there’s really no penalty for failure which can lead you to try all sorts of weird and wonderful things to try and achieve the goals you’ve set out for yourself. I personally stayed within the realms of emulating current production launch systems, at least when I wasn’t deliberately trying to cause explosions, which seems to be one of the best ways to go about it. Checking out the community pages though reveals many weird and wonderful designs that are all quite functional, indeed some far moreso than any of the ones I’ve created. Most of my monstrosities ended up being too big for their own good, usually falling apart before reaching the Karman line, but I eventually managed to settle on a good design, one that started to take me places.
There’s few games out there that give you that true sense of accomplishment, you know where after completing an objective you feel like you’ve actually achieved something. Getting a craft into orbit sounds like an easy thing to do in Kerbel Space Program, I mean heck you can strap as many boosters together as you want, but therein lies the rub: brute force probably isn’t going to get you there. No in order to achieve something of that greatness you’re going to have to refine and finesse your design until you reach the point where you’re just able to make it. Once you do that however, things start to get a little crazy.
You’ll think that once you’ve gotten into orbit that you’ve done most of the hard work and from here it’s pretty easy to get to anywhere else should you have the desire. From an energy point of view this is correct, once you’re free of the gravity well the energy required to move yourself around is greatly decreased. However the first time you make it into orbit it’s quite likely you won’t have any fuel to do anything and even if you do trying to get into a proper transit orbit will likely see you on a trajectory headed into interstellar space rather than the nice transit orbit you hoped for. Of course you’re only a couple clicks away from trying again but it’s really easy to get attached to those craft that have made it to where they are.
Of course I’m only talking about a very small sub-section of the game as whilst getting into orbit and transiting around is all well and good there’s also a swath of other things you can do like landing on other heavenly bodies and launching robotic explorers and satellites. I have to admit I haven’t had a chance to try these out, I was heavily focused on getting into Mun orbit, but jut the fact that the components are there, waiting to be used tells me there’s so much more to Kerbel Space Program than you see at first glance. This is also not counting the modding scene which seems to be incredibly healthy.
Kerbel Space Program is still in alpha and so there’s bugs at every corner but since its still in development I can’t really fault them for that. Indeed it’s part of the charm as whilst it does a good job with orbital mechanics and the varying bits of rocket construction sometimes your ship will do things that just aren’t what you’d expect. Usually its emergent behavior from the interaction of so many different components which can lead to all sorts of strange things happening. I’m sure as time goes on many of these kinks will be worked out as reading long time fans of Kerbel Space Program shows the game has come quite a long way since it was first released into the world.
Kerbel Space Program is one of those awesome little gems where the quirks are what make it fun to play but the nuances of challenges it presents to you are so vast that it will take a lot of time to master. Your friends might not understand why it’s such a big deal that you got into Mun orbit, nor why your 2 stage launch system is a marvel of engineering, but you will and all of us fellow Kerbers will too. I’m far from done with Kerbel Space Program, indeed this is a game that I want to watch grow as it goes from plucky indie alpha to (hopefully) a fully fledged rocket building and launching simulator. It’s not for everyone, that’s for sure, but if you’re even the slightest bit curious about it then you know what you need to do.
Rating: withheld due to alpha status.
Kerbel Space Program is available on PC right now for $20.69. Total time spent playing was approximately 5 hours.
Sometimes I feel like quantum computing is like cold fusion. There’s been a lot of theoretical work around how it could possibly done and there have even been a few people peddling devices that claim to do exactly what the research says but the claims have never been quite substantiated. After posting about D-Wave selling one of their quantum computers in the middle of last year I did some further research and found that whilst they might’ve created a qubit (like many have done before them) their 128 qubit computer had not yet been verified as being a 128 entangled qubit computer, a critical difference between quantum and classical computing.
However news came to me today of another possible advancement in the world of quantum computing. Physicists for the National Institute of Standards and Technology (NIST) have created a simulator capable of replicating a quantum computer with hundreds of qubits. This is an order of magnitude higher than other experiments have done (classical simulation of quantum computers has been limited to around 30 qubits) and the amount of computing power available with that many qubits is some 1080 greater than current processor technology. Critically the simulator is also able to replicate quantum entanglement between qubits, the bugbear that D-Wave has yet to put to rest. What’s really special about this simulator is that it allows researchers to alter properties that they couldn’t normally do with regular solids, something which will allow them to gain further insights into how to craft qubits for use in general computing.
Whilst this is unequivocally a major advancement in the field of quantum computing we’re still a long way off from seeing a working device based on those principles. Like many of its quantum computing brethren the NIST device still requires exotic cooling solutions for it to work (like D-Wave’s computer requiring liquid helium) relegating it solely to the lab for the time being. Additionally the NIST device isn’t much of a quantum computer at the moment, just a device which allows us to simulate what a quantum computer would be like. What this means is that for now we can’t really run any kind of computation on it, we can only explore how varying the properties affects things like the entanglement or coherency of the qubit. Such a device is still crucial to advancing the field of quantum computing however but its still a ways off from practical usage.
Thinking about it more there is one key difference between cold fusion and quantum computing: the latter has seen great progress (both theoretically and practically) whilst the former has not. It’s more akin to regular fusion in that way, being an incredibly complicated problem that we’ve demonstrated is possible to do but will take decades for us to perfect. The further we get into these fields the quicker the revelations come and I have no doubt that the next couple decades will see amazing advances in both those fields.
So I’ve decided to try my hand at being a game developer after spending way too many hours thinking about it and wanting to do something more exciting than developing yet another web application. This isn’t the first time I’ve tried my hand at developing games either, I did a semester long course in games development back when I was in university. That course still rates as one of the most fun and interesting semesters I ever spent there, especially when your games were put up against the harshest critics I’ve ever met: the lecturer’s two kids. After finishing that course however I never really continued to try and make games until a mate of mine introduced me to Unity.
For a straight up programmer like myself Unity is a bit of an odd beast. The Unity editor reminded me of the brief foray I had with 3D Studio Max back in college, as it sported many of the same features like the split screen viewport and right hand column with all object’s properties in it. It’s very easy to navigate around and it didn’t take me long to whip up a simple littlesolar system simulator, albeit one that lacks any form of gameplay or semblance of realism. Still being able to go from never having used the product before to making something that would’ve taken me weeks in the space of a single weekend was pretty exciting, so I started about working on my game idea.
So of course the first game I want to make is based in space and the demo I’ve linked to before was the first steps to realizing the idea. It was however very unrealistic as the motion of the planet is governed by simply tracing out a circle, with no hint of gravity to influence things. Additionally the relative sizes and distances were completely ludicrous so I first set about making things a little more realistic to satisfy the scientist in me. Doing some rough calculations and devising my own in game scale (1 unit = 1,000KM) I made everything realistic and the result was pretty tragic.
The sun took up the vast majority of the screen until you zoomed out to crazy levels, at which point I couldn’t find where the hell my little planet had gotten off to. After panning around for a bit I saw it hiding about 4 meters above the top of my monitor, indistinguishable from the grey background it sat on. Considering this game will hopefully be played on mobile phones and tablets the thought of having to scroll like a madman constantly didn’t seem like a fantastic idea, and I relegated myself to ditching realism in favor of better gameplay. My artistic friend said we should go for something like “stylized physics”, which seems quite apt for the idea we’re going after.
It might seem obvious but the idea of suspending parts of reality for the sake of game play is what makes so many games we play today fun. The Call of Duty series of games would be no where near as fun if you got shot once in the arm and then proceeded to spend the next hour screaming for a medic, only to not be able to go back into the mission for another couple weeks while your avatar recuperated. The onus is on the developer however to find that right balance of realism and fantasy so that the unrealistic parts flow naturally into the realistic, creating a game experience that’s both fun and doesn’t make the player think that it’s an unrealistic (or unfathomable) mess.
I’m sure my walk down the game developer road will be littered with many obvious-yet-unrealized revelations like these and even my last two weeks with Unity have been a bit of an eye opener for me. Like with any of my endeavors I’ll be posting up our progress for everyone to have a fiddle with over in The Lab and I’ll routinely be pestering everyone for feedback. Since I’m not going at this solo anymore hopefully progress will be a little bit more speedy than with my previous projects and I’ll spend a lot less time talking about it 🙂