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A gift for creators, MultiGame for Unity

Posted by (twitter: @whendricso)
Saturday, January 23rd, 2016 5:59 pm

I’ve made something useful, and I want to share it with you :)


Click for the free version!

Unity is powerful, but hard to use for non-programmers. So, a drag-and-drop framework that eliminates the need for coding or visual logic editors, MultiGame is a comprehensive game development framework for Unity.

It’s easy. Want health? Add it. Inventory? Click. Combine objects and components together to control Unity itself directly. Full documentation is built in to the editor! Just click “help” on any MultiGame component, or hover your mouse over field names for a helpful hint. The full version of MultiGame includes over 130 components, and growing every week. Powerful Managed Message functionality lets MultiGame command any script component even if it’s not included with MultiGame! This free evaluation version contains a few dozen of the most useful components in MultiGame. You can even use this in commercial projects, free of charge! But, if you like MultiGame please send feedback!

MultiGame is intuitive. Use it’s robust Interaction system to receive events such as player input, triggers and collisions, broken joints and send Managed Messages using an intuitive and consistent interface.

MultiGame has an ever-expanding feature set and the full version already contains over 150 components including:

-Interaction system
-Robust Message Manager that can send commands to any script
-Motion for transforms and rigidbodies
-General game functionalities and scripts
-Modular AI system
-User created content and construction/destruction systems
-Animation systems
-Combat system including health, damage, projectiles, and melee with combos
-Inventory system
-Save/load preferences
-Save/load entire game to binary
-Multiplayer support with Photon Cloud
-Mecanim state machine behaviors (state machine visual scripting with Mecanim editor)
-Level and prefab generator (beta)

MultiGame is great for adventure, physics, tower defense, RTS, RPG, FPS, MMO, open world, action, racing, arcade, or really any real-time genre or combination of genres you can imagine.

I would appreciate your feedback before I go for the full release so please:

Get the free version now!

Time to Sleep On It

Posted by (twitter: @whendricso)
Friday, December 11th, 2015 9:46 pm

Ludum Dare always starts at 9 p.m. for me. It’s usually a great time, but lately I have been switching to a “normal” sleep schedule. Since I’m pretty beat, I’ll sleep on it. Having two themes this time makes the decision process quite a lot easier, but most of my competitors will have about a 9-10 hour head start while I’m recharging.


This is probably a really good thing for me, though. I expect a lot of people will be worn out when I wake up around 6 a.m. tomorrow morning, and I will have a chance to read updates and see what was made whilst I slept. Hopefully this will give me some idea of what direction *not* to go in, and help me grow a more novel idea.


In the morning, my list looks something like:

  1. Research: I’m going to spend 30 minutes researching & learning what other people are doing, so I can move in a more unique direction. Grass Simulator 2015 anyone?
  2. Brainstorming: I will then spend some time, but no more than 90 minutes, brainstorming a game I can make with my current tool set, fitting the theme, and fun in 6 hours or less.
  3. I’ll take a short break, probably around 30-90 minutes, so I can be fresh and ready when it’s time to hammer on my keyboard.
  4. Bulk development: Next step is actually hacking out the rough prototype. I want to create something more substantial than the 10-15 minutes of gameplay I made for my last Ludum Dare entry. Depending on the design, I’ll either need to make a win condition absent/mathematically impossible, or have highly variable and mostly procedurally-generated content. The second option sounds like a ton of fun, but I’ll need something that I can hack out in a couple of hours as I’ll need a lot of time for hashing out the mechanics. I will also put together some really basic (and I mean, really, really basic) sound and if I have time music but if not, perhaps just a basic percussion loop.
  5. Respite: After bulk development, I intend to take the rest of the day off, so I can be fully refreshed on the last day of the compo
  6. Polish: All those minute settings, fixes, bug-smashing, levels adjustment, etc will be given an entire day this time. Last time I tried Ludum Dare, I didn’t give myself enough time for this and ended up pulling the game completely. To avoid that happening again, I want to have the majority of my resources dedicated to polishing.


And that’s it, by the time I’m done with this, it will be getting late. I do expect about 3-4 hours of buffer between the time I complete my work and the submission deadline, but as we all well know that buffer usually gets eaten up pretty fast.


And that pretty much sums it all up. I can’t wait to see what everyone makes, it’s always so much fun to play other people’s games and see what can really be done in such a short time.

Cheers, and happy coding!



Posted by (twitter: @whendricso)
Sunday, April 27th, 2014 10:41 pm


What do a ball bearing and a thin sheet of plastic have in common?

They are both hanging over an endless void in: Membrane!

The plastic tears easily! If the ball falls, you lose!

Controller support.

Have fun :)




P.S. Some music by my friend Ian Gillus

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