Unity Editor Tools – Maze Generation

Intro For our first title Sky Labyrinth, way back in August 2015 we planned for a minimum of 30 mazes (aka levels) for initial release. We’re sticking to that number (technically surpassing, if you count the 7 tutorial mazes). In order to significantly cut down on time spent manually designing levels and placing objects, we created a […]

ARCS Improvement

Today I finished a few bugfixes to the ARCS (AutoRunner Camera System). The first notable bug was originally reported by /u/iron_dinges (developer of Thrusterball!). The camera sometimes ended up being uncentered, after finding the cause (2 rotations in quick succession) I noticed a second subtle bug with how the ARCS interacted with our WallFlip mechanic. Double Rotate Bug – […]

Improved Containment Field

Results – Before/After Static Results – Before/After Note: This seam was highly visible from within the Maze during play Note: Although not eliminated entirely, this seam blends far better and is not visible during play Steps First, our new fulltime artist created a custom material for the Containment Field. Previously, we had been using a […]

Omnidirectional Autorunner Camera System

Today marks a big milestone in Sky Labyrinth’s development: I finally implemented a camera system that truly nails the feeling of an “omni-directional autorunner”. One of Sky Labyrinth’s core design goals is to bridge genres; to create a hybrid of classic autorunners (like Temple Run, Subway Surfers) and 3D maze-puzzlers (like Portal, Stanley Parable). I […]

Going dark!

Today we’ve moved our GitHub repository “skylabgame” over to a private repo. All of the links to code, issue tickets, etc. throughout our blogs and tweets will lead to a 404 page unfortunately =( Worry not! We love the open-source community and want to release SkyLab’s codebase, in part or whole (haven’t decided yet) to the […]