Professional Developer - Day and Night I'm a professional software developer in the highly demanding financial services arena by day and a semi-professional game and game asset maker by night. From server-side architecture for multi-player games to AI logic (FSM, HTN, A* and Navmesh pathfinding) to projectile and ballistics to user interfaces - I've had to cover the gambit in my travels thus far. C#, Java, Unix/Linux and database stuff are all well within my wheelhouse. Comfortable in PC/Mac land as well as Mobile. Running solo or participating in/leading large groups, I'm a self-motivating fellow with a high sense of urgency. Agile (Scrum/Kanban) proficient.
Added 'star' rating system for performance on each planetary system... Track every destructible object that shows up on screen - and whether or not it...
added 'star' rating system for performance on each planetary system...
For me, it was reproducing some of the excitement of a favorite arcade game as a kid - Scramble (or it's clone - SuperCobra). The idea of maneuvering...
timetracer inverted terrain and tunnels work complete
Smart Missile Turrets, Energy Barriers, Popup Drones and Popup Mines.
recent additional enemy units
Time Stopping and Missile Path Tracing!! Re-implemented the time stopping mechanism from the alpha version
putting the "time" back in timetracer
I tweaked some of the terrain generation logic so that I can/will alternate between enemy planet AND space scenarios.
timetracer - interspersed space sections
Introduced consumable upgrades (in addition to existing timer based upgrades).
timetracer - added consumable powerups
Please give a limited browser version (requires Unity Plugin) a whirl and give ANY feedback.
timetracer - try out browser version - looking for feedback
This week marks the 3 month development mark on TimeTracer. Boy it sure has gone through some changes.
timetracer 3 months of progress
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