Monthly Archives: April 2016

One Last Look (Thesis)

The development team of Maui, now formally known as Kokua game, is three members fewer than it was a year ago, and the way forward must still be secured by a publication.  With the combined efforts and blessings from acquaintances of the cohort, Maui is now ready to be pushed through the publication process on Steam.

Even with all that went wrong, we made the best of the situation by rallying at several points and making great progresses at various points in the development cycle.  All the team members have contributed in their own ways to the project, from the semi-working pathfinding for the NPCs, their “uncanny valley” appearances, a mostly working (if not dumbed down) AI system, to the huge PR campaign to promote Maui to random people that eventually led to the Steam Greenlight.  Indeed, the short crunch time has produced some spectacular results as it forced all of us to work that much smarter with our very limited resources.

With some adjustments to the curriculum to allow us to acquire more relevant skills earlier, such as basics to animations and tool use earlier, we may be able to remain the number one video game development program in the nation.

In any case, Maui is now on Steam.

Ruins (Thesis)

Got some great screenshots in the latest build, from the finished skybox textures and lighting.

It looks like I found a way around the broken image links by using image galleries instead of single images, and only show the previews as thumbnails.  So expect a retrofit of this site!

As another project, making some progress creating material scripts in Unity.


Looking for Trouble (Thesis)

WordPress has not been displaying images for a long time now.

To see images, click on the broken link icon.


The Successor (Thesis)

Yep, studio is undergoing a cut right now, will have to double up on roles and tasks.

Hold out for four more weeks.

Playing around with C# script in Unity for now, seems a public variable is useful to set properties in a single scene, as we may get bleeding, modify the script to only take unique item names.


The “rolling credit” effect is achieved by animating a camera downward, and transit to the next scene after a set amount of time.