The Augustine Paradox - Android, iOS Development

UPDATED GAMEPLAY:

This is an older project of mine brought back to life part time this week. Some time back I was watching some Youtube game play of Cobra Triangle for the NES system. It inspired me to do something similar on the mobile devices. So here we have my start.

If anyone is up for testing this on their Android device, follow the link and you can get the .apk from Testflight.
You can test early at this link tflig.ht

Right now there are some MAJOR bugs. The Unity simple water is wigging out when you leave the first water plane and enter into other snapped together water planes. Here is a visual of my initial culling setup.

I know those Unity planes should be replaced by quads here shortly. Another thing I’ve overlooked in the Testflight build is the fact my mini-map camera is now sitting underneath the gun and missile buttons! Easy fix. It would help to make a background for the minimap so I can keep track of where it is placed in the view :slight_smile: The dead zone for the accelerometer was set too low as well which is kinda making turning a bit less ideal right now.

I’ve finally came up with a name for the project that is final and the start of some menu graphics. Again, if anyone is up for testing this on their Android device for me, follow the link and you can get the .apk from Testflight.

Since this community is thriving with some serious Unity experts I thought I would reach out and ask a technical question. I’m using Unity’ built in Simple Water material on some planes. I have about 20 planes snapped together that comprise my “terrain”. The terrain plane of water that sits at origin is just peachy fine. When I drive out a ways away and move onto the other water planes they appear to glitch out in an odd way. It appears the texture coordinates or something are jumping around and rapidly jerking in random directions. I have a sneaking suspicion this is due to some code in the shader that is based to work around the coordinates of the world origin vs. working based around the current camera location for a player. Anyone have any insights or seen any solutions somewhere as to how to fix this or why it’s happening? I’ve Googled myself raw looking, but found no immediate solution.

Low res video capture. The frame rate was looking odd due to screen capture too. Game runs really well on my Galaxy S2.

Updated new game logo.

Plenty of new updates in the latest build. Game play is still rudimentary and missing some key elements. The AI are represented by cubes at the moment, but all necessary scripts exist on them and are running in the build.

I am updating the .apk build using Testflight (it’s pretty awesome beta testing software). If you’re interested in helping test on your Android device and possibly giving feedback on it’s performance here is the link to the Testflight .apk.

Very early build tested on a Samsung Galaxy S2 Android phone. Runs pretty well considering the entire screen is covered with reflective ocean. The current build does not have the stranded fishermen in it yet, they are coming in the next build.

If you’re interested in helping me test this on different Android devices, follow this link to Testflight.

I’ve finally got around to creating a webplayer build vs. forcing everyone to download an .apk file from Testflight. So here it is working in the web.

http://dl.dropboxusercontent.com/u/16956434/TheAugustineParadox/TheAugustineParadox/TheAugustineParadox.html

If you’d still like to device test on an Android device follow this link to Testflight.

This is still in a VERY early prototype state, there are multiple bugs or things that need to be ironed out.

I am really impressed on how smooth it runs on just your android phone. Especially with that water effect.
I will follow you, hopefully the game gets finished soon.

Cheers

Looks great but I think your islands need some more love … the water is so awesome it makes the islands look pretty average.

@JohnnyA - Ha ha the island is placeholder art, it’s not even near a final object. It was thrown in to represent visual collision in the sea area. I have some levels that will have shoreline or islands and will have men shooting from the land.

@levoTNTO - Thanks bud! We’ll see how it does with the boss levels. One of them has a colossal squid in it! Thank goodness I worked on Jaws:Ultimate Predator and I learned how to do large AI in open sea environments!

Woo hoo these AI really get on my butt in this level.

Purchased the new web URL today, the official web site is live @ __**http://www.theaugustineparadox.com/**__

In development news, I’ve started work on this AI (colossal squid).

Colossal squid/octopus modeling and UVs completed today. Have to rig him up soon enough, but he was a nice diversion this weekend. Check in and visit the brand new website too! www.theaugustineparadox.com

whoa, the Octopus is awesome! :smile: