And we back

After a year-long hiatus, I’ve finally gotten the time to work on Sky Labyrinth once again! The first commit in a long time is a simple one, upgrading to 2017.3:   Update: First bugfix in a year too!

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 […]