Equilibrium Systems is an interactive media company that specializes in consulting on Unity console ports for other game developers. We also develop our own games and produce Synthwave music. Follow this blog to keep up with all that we do!
Sorry for being so radio silent these past few months but we’ve been heads down here working with the great team at PixelNAUTS Games to bring their game Lost Orbit: Terminal Velocity to the Nintendo Switch, PlayStation 4, Steam (PC/Mac/Linux) and Xbox One!
Check out all the details at their website https://pixelnauts.ca/lostorbit/ and the release announcement trailer below:
A few weeks ago I was working on a first person prototype using a Unity asset called Ultimate FPS (UFPS) and I wasn’t able to find any results on Google/YouTube on how to get hinged doors to open and close…so I decided to create a step by step tutorial to get them working on my own and hopefully this can help someone else out there!
Ultimate FPS (version I used but now legacy):
This has been a very busy year for us. We’ve been keeping busy with contract work but still found time to play around with some internal prototypes.
As for next year, we’ll mostly be focusing on the contracts we have for porting Unity games to consoles (look for announcements in Q1 or early Q2 of what we’ve been up to). We’ll still be working on internal prototypes, but in year three, they will be taking more of a backseat in terms of the overall business plan compared to the ports.
What is Slack? Slack is a business communication tool. Here is a summary of what it offers:
We’ve taken a step back from the milestone schedule to focus on protoyping new gameplay mechanics and designing new puzzles around those mechanics.
Like we said in last month’s milestone update, something was missing, so hopefully over the next few months we can figure out what really makes the game tick and start back up with more interesting posts in the near future.
Stay tuned for much more interesting news in the future!
In our October milestone, we focused on an art pass of the first three puzzles of the vertical slice. In addition to just making something that looks good, we also wanted to make sure that our workflow from grey boxed level design to final art was working as we intended. We didn’t get around to doing a full lighting pass yet, but we are very happy with how it turned out. Check out some screenshots!
That being said, after playing this milestone build, we had the feeling that something with the gameplay was not quite right or that something was missing. For our November milestone, we are planning on going back to the drawing board and refocus on level design and gameplay mechanics to really find the “hook” for the game. We’ve already been throwing around a few new ideas that we’re hoping will pan out, but as of right now, the project is taking a little bit of a step back to refocus and to make sure that we nail the “fun” before we jump ahead with more art and polish.