The Black Gate Board Game: Unity Version Demo Video #2

In an update to the Sixth Circle Gaming Facebook page, Lucifuge Dragon shows off the progress he has made on the Unity-powered version of his board game adaptation of Ultima 7: The Black Gate:

Hey everyone, here is a new video update on The Black Gate – Unity project. I’ve begun to add encounter cards and also have developed a little quest system that is working nciely. There is no combat yet other than a binary “Attack” or “Flee”. The cards also give the player gold if attacked. Everything is still on the rudimentary side of things but all in due time.

After I made this video I added Poisonous Terrain encounter cards which are working quite well. Wish I had shown them in the video because they are kind of awesome. Next time. Every tiny bit added, the game comes to life slightly more.

And here’s the video:

All things considered, Lucifuge is making excellent progress bringing his work to life in the digital realm, and I for one can’t wait to give the game a try.

7 Responses

  1. Lucifuge Dragon says:

    I would just like to publicly apologize for my horrible choice in sound effects. This is very much so a “rough draft” still, the finished product will be a much more engaging experience than what is seen here.

  2. Sanctimonia says:

    Awesome progress, but for the love of god implement an automatic zoom feature. The map’s pretty, and the primary visual aesthetic. Softly zooming in around your position would really show it off. The MT-32 music and Guardian samples are badass. 🙂

    • Lucifuge Dragon says:

      Haha, it’s coming man, don’t fret :). I also find my self squinting to see the game pieces at times. It’s not a top priority right now but I imagine by the next video update it will be included. In fact, for you, I will guarantee that the next update will have a functional, zooming camera.

      • WtF Dragon says:

        I agree, a zooming feature would be awesome. Let us get in close to see that gorgeous map!!

      • Sanctimonia says:

        Awesome news! I have a good algorithm for smoothly translating a coordinate (x, y, z, etc.) from its current position to a destination position. It starts slow (from zero velocity), smoothly speeds up to a maximum velocity, then begins slowing down as it nears the target. You can adjust the acceleration and maximum velocity. The target coordinate can be changed on the fly as well with no consequence to smoothness. I use it for the camera translation in my game, so let me know if you’d like me to write up a short pseudo-code version of it. You just apply the algorithm to each axis and watch it go, basically. It’s very organic with no hard starts or stops.

      • Lucifuge Dragon says:

        Hell yea, hit me with it! lucifuge@sixthcircle.net. I’ve put virtually zero thought/research into camera movement. It would be, at the very least, a great place to start. Thanks!

      • Sanctimonia says:

        It’s in the mail. I sent the entire camera update procedure, so you’ll want to snip out the good parts. I need to boil it down to the essence.