
Supremacy Blog
Jan 10th
Started work on my next solo project titles Supremacy which will be a stealth based VR game for the PC, likely using the Oculus Rift.
Jan 15th
While look through inspiration for Supremacy I have come across a fantastic game built in Unity called Budget Cuts. They use hand controls instead of a controller and make use of a teleporting mechanic to move the player.
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One of the things that really stood out too me was the ability to peek around corners using the VR headsets motion tracking. This is definitely something i'd like to include.
Jan 21st
Drawn up some initial sketches of what I would like the map to look like. Took a great deal of inspiration from Dues Ex which has a slightly but not completely open level plan.
Feb 2nd
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Coding has started on the player mechanics. Everything's going well although i will need to look up how to properly add animations
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Feb 12th
After some continued testing with the player mechanics I am currently not happy with the action time of advanced movement such as climbing and vaulting. Triggers might have been a clumsy solution to this problem and may need revision.
Feb 23rd
So the player mechanics have been completely revamped. I spent the whole day working with Luke to create a state machine for the player and now I just have to convert the old system into the new one. Fingers crossed this allows for a faster reaction time.
March 2nd
So after a great deal of additional testing the restructure of the player has proven successful. Removing triggers from the equation has helped a huge amount and now I am only using ray casting to detect what is interactable.
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Side note: no word processing system systems to get that interactable is a word. please stop with the angry red lines.
March 8th
With the player almost finished I have now started working on the map. I have decided to build everything using Unity standard primitives. I'm hoping this will generate its own style of the game.
March 16th
First floors coming along nicely, although the vent network on the far left took an absolute age to create and line up correctly.
March 27th
Started Initial work on the second floor. Have decided the end room will be one of those old freight elevators.
March 30th
The Levels looking great, Added some early game screens to the gallery
April 4th
So the main level is mostly done now, I feel as though its a bit empty still so i'm going to make another pass as populating it with misc items such as billboards and flower pots.
April 16th
The AI is almost ready. There are a few little bugs such as occasionally a drone will just stop. Not sure why this is happening, it could be down to selecting the same way point twice when searching randomly for them.
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I wanted to add spotlights to them as well so the player could tell when they are coming however; it seems Unity personal doesn't allow real life light rendering and the beams just go straight through walls and floors.
April 6th
Started Initial work on the AI. going to develop a three state system using a state machine similar to the player.
They will start in a patrol state with some drones choosing random way-points and others following a linear path.
If the player gets spotted. The enemy will move into a seek state which will they actively hunt the player in.
Lastly if they lose sight of the player in the seek state they will go into a search state.









April 22nd
AI is finished but i was unable to solve the previous bug of some just stalling.
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next job is to do a texture pass and add a little bit of colour into everything.
April 30th
Working with the UI today, trying to think of an elegant solution to triggering global alerts.
May 2nd
Last few days until the deadline on Monday. need to start putting together a trailer and prioritising tasks that need to be finished.
May 5th
Trailers finished but in typical fashion Premier will just crash for no reason causing me to have to restart. Back up your work folks!
May 8th
Deadlines today, was up all night making the last finishing touches. I know for sure they'll be impressed with the AI. The drones are quite menacing and it adds a real sense of tension to the game when they are so close looking for you.




