Astrophobia Unity Prototype: In-Game Screens!
In-game control screens are a huge thing. They were very difficult to do. Not only did I have to create the generic API control system that could plug into all devices, but I also had to reinvent the wheel and create a basic GUI system for the in-game monitors.
The opportunities this opens up are, however, very cool. For example, imagine an NPC performing tasks in-game. You could actually watch them use the screens, although they are gesture-controlled rather than touch-controlled for the sake of camera sanity.
Of course, it also offers a lot of complex gameplay involving resource management and station subdivisions...
Other Videos By Craig Perko
2013-09-12 | Mapmaker Let's Program #3 |
2013-09-11 | Silly Kerbal Satellite |
2013-09-11 | Mapmaker Let's Program #2 |
2013-09-10 | Mapmaker Let's Program #1 |
2013-09-09 | Catalog Update |
2013-09-08 | Catalog Creator |
2013-09-07 | Astrophobia Unity Prototype: Putting Stuff In |
2013-09-07 | Astrophobia Quick Update |
2013-09-06 | Astrophobia: Player-Designed Modules |
2013-09-05 | Astrophobia Unity Prototype: Postprocessing and Controls! |
2013-09-04 | Astrophobia Unity Prototype: In-Game Screens! |
2013-09-02 | Astrophobia Unity Prototype: Airlocks! |
2013-09-02 | Kerbal Bug: Stuck on Jool |
2013-09-01 | Astrophobia Sound Test |
2013-08-31 | Astrophobia Unity Prototype 7 |
2013-08-30 | Astrophobia Unity Prototype 6 |
2013-08-29 | Astrophobia Prototype 5 |
2013-08-28 | Astrophobia Prototype 4 |
2013-08-27 | Astrophobia Prototype 3 |
2013-08-26 | Astrophobia Prototype 2 |
2013-08-25 | Astrophobia Prototype |
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