December 21, 2015

Three Twenty Two

While reviewing some retro games we came across the old “Desert Strike” title.
A game that was in released in the 90’s across a variety of consoles and had a huge success back then but still manages to captivate players. We were no different to the point that after a few hours of playing the game, prototyping started to occur.

While we did not have a complete plan for this prototype our challenge was to try to recreate as many features the old game provided in a new rebooted style.

Early flight test and fire power that is guided towards the enemys.
Screen Shot 2013-12-29 at 8.14.15 PM

Tasharen Water on a plane mesh with a Mathf.Sin for wavesScreen Shot 2014-01-11 at 11.47.33 PM

Objects on ground Causing a chain reaction due to a near by explosion caused by the player.
Screen Shot 2014-01-15 at 6.39.26 PM

Stage of ground characters Development. Characters could be picked by the choopers and be blown away.

Using Unity’s navigation & pathfinding tool we created a system that we could extract paths and make vehicles navigate through them. A enemy AI would request instructions for a position in the map and get an array of points to that location.

Vehicles chained to a convoy navigating in through obstacles
Screen Shot 2014-03-30 at 10.20.20 AM

In the original game everything was destructible. So it was essential for feature to exist in our game too. We came up with a simple solution and upon destruction we just allowed the buildings to fall through the ground. For the illusion to work we added layer of smoke particles derbies and plane mesh that would grow in the demolished areas.


As we didn’t want to have the typical b-movie hero aspect in our game we decide to go with more antihero scenario where the player would have to became an agent provocateur, gradually destabilising an already sensitive region of the world to satisfy sinister agendas of the world’s elite.

For the game we made a custom UniDeck template to adjust core settings of the game.



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