A few weeks ago, I reached the end of a long and exciting journey. Alto’s Adventure – a project that I’ve poured my absolute heart and soul into over the last two years – was finally released to the public.
It’s been a wild ride, and I’m not sure I can adequately put into words how I feel about everything that’s happened so far, but I’ll start by saying a huge thank you to everyone who’s downloaded and played the game. You’ve made it all worth while.
Last week, Snowman and I posted our first glimpse into the world of Alto’s Adventure with our debut teaser trailer – it may be short, aiming only to set the scene at this early stage, but it packs in plenty of clues about how you’ll be spending your time on the mountainside. Keep your eyes peeled for our dynamic weather & lighting in action as well as few moments of actual gameplay!
This is the second in an ongoing series of Unity related posts. Click here to read part one and try the day/night demo.
The next thing I set out to develop in Unity was a simple, touch controller ‘avatar’ that could move with a natural, fluid motion – the idea being that this simple interaction would be rewarding in it’s own right. I was hugely inspired by Journey for PS3, and how the players movements made up a large part of the overall experience – simply travelling through the world became one of the biggest rewards for playing the game.
Last year, I began a several-month-long process of learning to use Unity – a highly accessible, cross platform 3D game engine – with the ultimate goal of exploring it’s potential to create an interactive ‘toy’ along the same lines as Windosill by Vectorpark.
In the process I built a series of experiments, each focusing on different aspects of the engine and all contributing towards a final “proof of concept” design. It’s unlikely that these experiments will become part of a finished project in their own right, so I’m keen to share them here, with a few things I learned along the way.