Four Small Unfinished Unity Projects

Over the last year I’ve been working on some small projects, each of which has been put into stasis or more than likely abandoned. Here’s a little glimpse at four of those projects.

A Cube Moving Puzzle Game

What I was really interested in learning whilst working on this project was how I could manipulate the mesh of a cube to make it animate. Like a lot of the game systems I design, it started moving towards a puzzle game.

The aim of the game was to remove the coloured cells on the larger cube by stamping on them with the smaller cube, which you control. I did spend some time adding symbols to help distinguish the colours as well as making the colours stamp a trail.

The idea was ok, and I was relatively pleased with the animation and style I managed to generate, however, I did not feel that this one was worth my time to get it into a playable state. The effort required to make the puzzles, I believed, would not be worth the finished outcome.

Drawing Shapes

For this project I was interested in how a system could recognise shapes drawn by the player on a touch screen.

The method used was to create a series of points as the player draws, making sure that they’re evenly spaced no matter how fast the player moves their finger on the screen. The centre was found, and any distinct changes in directions noted. This info was put through a series of tests to determine the most likely shape.

To make a sort of game from it, the player can only draw in the white section, with the navy blue timer restricting the drawing space. Completing the required shapes bought the player more time to keep drawing.

The game functioned but really wasn’t much more interesting that an experiment, so the final polish and push was abandoned for other projects.

Jump Snap

This game started as an idea to create a multi-player shared tablet game inspired by snap. I wanted to create something that couldn’t obviously be recreated in a physical form, or at least took advantage of the animation possible in digital games.

I started with shapes bouncing and rotating. At the moment of bounce they form a 2d shape allowing the 3d shape that they are part of to be switched to another one. In terms of animation I focused on the squash and stretch of the objects, as well as creating an offset between the two shapes bounce times.

Players did seem to struggle slightly with having to match the volumes of the 3d shapes rather than matching the sides (2d shapes). Something I’d have to find a way to make clearer in the instructions/tutorial for the game.

I did also consider the idea of creating a custom controller where players would stand on their own pad and have to jump in the air when the shapes matched.

This idea might be picked up again, if I can afford the time to make the custom controllers.



A game about sliding triangles around to make hexagons that match colour, which then flip to create more hexagons. Grey and white triangles make red triangles; red triangles make orange triangles; orange make yellow; green, blue then purple.

Out of all the games, this is the one I have been working on the longest, on and off for about 2 years. It is also the closest to being finished. It only requires two things.

  1. A final end game animation.
  2. Some music and sounds.

I stopped working on it the first time, when I thought I’d have to add a scoring scheme for the game to work. I then realised about a year later, that if I didn’t want a score system it didn’t need one (players can see how well they have progressed by the colours of the triangles they have revealed). I started up again, and worked a lot on the animation, adding depth to the triangles, which were previously flat 2d objects which faded rather than rotate.

Then I stopped again a while ago because I can’t do sound myself.

Once I find someone to do sound for this, I’ll put the finishing touches to it and release it. I just need to be a bit more pro-active finding a sound person.


Although I’ve not finished any of these projects, I have learnt a lot from doing them. My skills in Unity have come on a long way over the last year and every new project provides me with new insights and methods that I can use for the next.

For me in my current situation, I get more from making many unfinished projects than I would from finishing one project. I guess I’m just waiting for the project that I think is really worth it, and the time to really dedicate to it.

Maybe the next one will be the one.

P.S. This post has not included all the half finished board games I have lying around my desk, but maybe that’s another post for another day.


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