Unity Editor Tools – Maze Generation

Intro For our first title Sky Labyrinth, way back in August 2015 we planned for a minimum of 30 mazes (aka levels) for initial release. We’re sticking to that number (technically surpassing, if you count the 7 tutorial mazes). In order to significantly cut down on time spent manually designing levels and placing objects, we created a […]

Unity Editor Tools – Object Pooling

Intro This is our object pooling in action: as the player is completes the 1st maze of the game the 3rd one begins pooling, which finishes right as the player lands in maze #2. Goal: This blog post aims to give a high level overview of not only the tech behind this pooling but the editor tools we […]

ARCS Improvement

Today I finished a few bugfixes to the ARCS (AutoRunner Camera System). The first notable bug was originally reported by /u/iron_dinges (developer of Thrusterball!). The camera sometimes ended up being uncentered, after finding the cause (2 rotations in quick succession) I noticed a second subtle bug with how the ARCS interacted with our WallFlip mechanic. Double Rotate Bug – […]

Improved Containment Field

Results – Before/After Static Results – Before/After Note: This seam was highly visible from within the Maze during play Note: Although not eliminated entirely, this seam blends far better and is not visible during play Steps First, our new fulltime artist created a custom material for the Containment Field. Previously, we had been using a […]

Omnidirectional Autorunner Camera System

Today marks a big milestone in Sky Labyrinth’s development: I finally implemented a camera system that truly nails the feeling of an “omni-directional autorunner”. One of Sky Labyrinth’s core design goals is to bridge genres; to create a hybrid of classic autorunners (like Temple Run, Subway Surfers) and 3D maze-puzzlers (like Portal, Stanley Parable). I […]

Going dark!

Today we’ve moved our GitHub repository “skylabgame” over to a private repo. All of the links to code, issue tickets, etc. throughout our blogs and tweets will lead to a 404 page unfortunately =( Worry not! We love the open-source community and want to release SkyLab’s codebase, in part or whole (haven’t decided yet) to the […]

Improved movement system [technical]

It all started with this Feedback Friday reply from /u/jaggygames, where he made a GIF to convey an excellent suggestion about preserving forward momentum during laneshifting: View post on imgur.com So we implemented it on Oct 4th:   The previous implementation was a pretty crude anchoring system, detailed here in an older post. Things tend to […]

Taking the plunge

Game development is hard. Indie game development is a little terrifying. Trying to manage feature creep, tech debt, and bugfixes all while working a fulltime job sucks. Trying to be active in the community, doing social media outreach, and writing up a monetization plan all while working a fulltime job sucks. Trying to give & receive lots of […]

A unique 5.4.1 Android bug

Earlier this week I upgraded Sky Labyrinth from 5.3 to 5.4.1. No immediate issues were noticed, though I’m now regretting not running an Android build right away. While building for Feedback Friday, I found that on Android none of our layer-based lethal collisions worked. I restarted Unity, ran another build, no dice. Restarted my machine, ran another […]

A really dumb bug

With our latest Feeback Friday release v0.8b came a really dumb bug. When users clicked the main menu’s “Play” button, nothing happened! This was initially reported by Ronny, our composer and PM, to be happening on his iPhone but not on his iPad. Very odd, especially since the issue wasn’t occurring on my Windows desktop or my […]