2020: The Re-emergence!

Reptilian Entertainment is back on the scene after 3+ long years of hibernation!  The reasons for this hibernation are complex and a discussion for another time… but the good news is that Reptilian Entertainment is alive again now and ready to bring you more quality content!

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First order of business is to deliver a new and improved version of the Simple PayPal Storefront which is currently pending release on the unity asset store.  The key focus on this iteration of the asset has been on delivering an even simpler implementation of the asset for developers to allow more straightforward integration and customization of this asset. This has been done primarily by decoupling the PayPal API from the UI logic in addition to a new callback feature that is intended to greatly reduce complexity and improve usability.

This new version is just the starting point for a raft of new features that are in the works – further details to be announced soon!

2017 Major Asset Upgrade!

It’s been a long time since my last post but over the past couple of months I’ve been steadily working away on several improvements for the Simple PayPal Storefront Unity 3D asset.  I greatly appreciate all forms of feedback I’ve received from the initial release and would like to thank everyone who has contacted me by email or posted on this blog as well as the asset’s unity store page.  Everyone’s input has helped produce version 2.0 of this asset which is currently under review and expected to be released around Easter 2017!

Some key features to look forward to in the upcoming new version include:

  • Direct transactions between player and developer (via PayPal)
  • Complete removal of middleman and dependency on private remote PHP server and database
  • Implementation of latest OAuth 2.0 PayPal Rest API using JSON
  • Instant item usage upon payment
  • Removal of inventory management system (simplified user experience)
  • UI improvements such as addition of loading spinner

 

New Inventory Management UI

inventory

A new version of my Simple PayPal Storefront asset has now been published in the Unity 3D asset store!

As seen in the above screenshot, this version features a completely new UI for the “My Purchased Items” screen.  Here’s a quick summary of the features of the new UI:

  • Implements a tile icon view for up to 25 items at once
  • Added item deletion functionality
  • Automatic ordering of items by status and purchase time (most recent and unused items are displayed first)
  • Added item selection functionality
  • Added Yes/No prompt dialogs for using and deleting items
  • Displays item description, status, purchase time and cost for the selected item

Simple PayPal Storefront

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Simple PayPal Storefront is a project I’ve been working on for about 6 months that aims to seamlessly integrate Unity 3D games with PayPal services.

I first started working on this project during the 2015 winter holidays just after releasing Red Carpet Riot.  The motivation for this project came from some of the extra features I wanted to implement in Red Carpet riot, such as an global leaderboard and in-game item purchases/upgrades system.  To implement these features, I needed to integrate the game with an online database that’s capable of storing player scores and item inventories.

This meant that I needed to:
A) Create an online database
B) Create an online service to handle incoming and outgoing game data
C) Integrate my game with the online service, and finally
D) Figure out how to do all the above

As you can see, a seemingly simple feature such as implementing an online leaderboard system is quite in-depth in terms of actually coding an end-to-end working solution.   Each of the above tasks takes considerable time to implement and that’s without even considering the integration of online purchases and transactions for in-game items yet…

The following diagram is taken from my final uni presentation for this project which illustrates the high-level business process involved for the implementation of in-game item purchases:

paypal model

Given the complexity of the above model, it’s no surprise that these sorts of features (leaderboards & in-game purchases) are often implemented in games via third party solutions.  Admittedly the third party approach was the first avenue I took when looking to implement these features in my own games too.  However I found thatthe free plugins on the Unity 3D asset store I looked at didn’t quite offer what I wanted.  Although I was able to get an idea of what was required to implement these sort of features by looking at the source code of some of these existing plugins.

This was essentially the starting point for this project.  From here I began to learn the basics of PHP and MySQL as well as implementing PayPal’s APIs to facilitate transactions for in-game item purchases.  There was one article in particular that really helped me get started on this project, which was Paul Firth’s article on Accepting PayPal in games.

*  *  *

Approximately six months later I have developed my own Unity 3D asset: Simple Paypal Storefront which provides a complete in-game store front and purchases solution to game developers with minimal setup requirements.  In the future I hope to continue developing improvements for this project such as allowing multiple item purchases per transaction and enhancing the current inventory/item-usage functionality.

Rocksmith 2014 Custom Song Hacks

eof

I’ve been a big fan of the Rocksmith series for a few years now, and lately I’ve taken my devotion to this “game” to the next level by learning how to create custom note tracks.

As a software developer I usually I steer clear of working with mods for existing games in favour of developing my own content from scratch.  However as far as creating mods and custom content for games is concerned, this is probably the most in-depth modding I have attempted. There are many steps involved and it’s nothing short of a complex process, however it’s been a very interesting experience learning the intricacies involved with creating custom note tracks.  In the end it’s certainly worth the effort when you can load up the game and play your own custom tracks!

In the past month I’ve create two custom tracks: the first one was the lead guitar track for the song 12:34 by Authority Zero (I’ve always been obsessed with this song, especially the lead guitar part) and the second was an acoustic song I wrote in August/September 2015… The acoustic song contains both the lead guitar arrangement and the vocal arrangement.

tub

The thought of being able to play my own songs in Rocksmith is still somewhat mind-blowing (even though it’s just me that’s playing my own custom songs).

It’s also kind of exciting to think of the potential that’s on offer here… bands and guitarists have been using tools such as guitar pro and garage band to record and document tabs of their songs for years now.  These tools have been great for what they offer, but now there’s Rocksmith 2014 track editor tools which have the potential to be utilized as an extremely powerful rehearsal tool (and song structure documenting tool) for not just guitarists, but also for bassists and vocalists too!

Perhaps sometime in the future I’ll post a video of one of my own tracks.

Red Carpet Riot [Public Beta Release]

rcrRed Carpet Riot is a single player, action role-playing game where the player controls a rookie entertainment reporter on the red carpet at the Academy Awards.
The goal of the game is to secure as many interviews as possible with celebrities whilst fighting off the paparazzi and other hazards on the Red Carpet!

You can play the game here:  http://www.y8.com/games/red_carpet_riot

This game was developed in a group with three other students as part of a University project from May 2015 to July 2015.  It was my first experience developing a video game in project in a group environment.  My role in this project was the lead developer and game designer although due to my prior experience with Reptilian Roundup I was also found myself involved with much of the audio and graphic design.  At one stage this project was looking like it would be heading towards failure as we were about 1 week from the final due date with nothing to show except for a very ordinary looking prototype.  However after a few sleepless nights of hardcore coding we were able to produce a game that I am still proud of today.

After the initial release I continued making minor improvements to this game on my own.  Most significantly I implemented online leaderboard functionality and even added a simple in-game purchase upgrade in an attempt to monetize this project.  This game never became popular enough to make even a single dollar but I did gain a basic understanding of how to code in PHP and learnt how it can integrated with Unity games to provide a variety of HTTP services (which happened to be the inspiration for one of my future projects: Simple Paypal Storefront).