Primitive: Combat Simulator – Android Only Release.


I’ve been hard at working on an update. So here it is. It’s a hefty one underneath.

It now requires Android version to be 4.4. It’s also Free.


  • Now requires Android version 4.4
  • New item graphics.
  • New controller scheme.
  • Tweaks, and fixes.
  • Enemies have been tweaked, and adjusted.


Hold, and Swipe the small ring in the lower left to move in the direction you want to. This is your joystick.
-Swipe or Hold, and Swipe the right side of the screen to look around. Short swipes provide greater accuracy. Same applies if you Hold, and Swipe slowly.
-If you are within range,and your cross hair is pointed at a robot; you will automatically fire.
-At the start of the game look left, and move towards the checkpoint to restart the level.






Primitive Update (7/7/2016)

==Download Links==

Free Android version  || [FREE] – Google Play version.



Linux (Ubuntu recommended).


What’s New?

  • Main menu
  • Tweaked area.
  • Updated Android UI.
  • Various tweaks, and adjustments.


  • Music, and Sound Effects.
  • Levels


  • SHIELD TV users will need to ‘force stop‘ the app , and open it again to start a new game.
  • There is no main menu in the SHIELD TV version.
  • This is a heavy work in progress, and will be updated frequently.


Android version

Adding Controller Support to Unity3D

In porting over my latest creation Primitive – Combat Simulator to the NVIDIA Shield TV I tinkered around with including controller support. This is not meant to be a full blown tutorial, but somewhat of a starting guide to point you in the right direction. You will still have to experiment to find what works best for you.





thumbstickleleftx – Controls the Left analog Y axis which is up, and down. In my case this controls the forward, and backwards movement in 3D space. Dead(zone)is how much the analog has to move before the input is registered – the lower;the more responsive. Sensitivity is set to one as default.

Type is set to Joystick Axis for the controller. Axis is set to Y axis to control the up, and down movement of the left analog. If you want to control the left, and right movement we would set this to X axis. However this only applies to the left analog. If we wanted to control the right analog’s axis we would have to set the appropriate axis for the platform. In Windows axis 4 /5  respectively would control X/Y on the right analog.


rightbumper – Self explanatory – the right bumper of the controller.

Gravity is set to 0, Dead is set to 0.2, and Sensitivity is set to 1000. 

Positive Button is set to joystick button 5 which corresponds to the Windows platform for registering the button press. Under Linux, and Mac OS this will be different. Axis can be left where it is, and Type should be set to Key or Mouse Button.


Please note the settings above correspond to the Shield TV Controller, and not the Xbox 360 Controller. You may have to change a few things around, but it is straight forward, and simple.

For additional information see the links below:

Xbox 360 controller –

NVIDIA Shield TV Controller


The Linux newbie starter guide.



Ah, Linux. The free kernel that powers multiple distributions.

So you’re new to Linux, don’t know where to start? We’ve all been there. What experienced Linux user hasn’t distro hopped?




honorable mention to Debian.

There are some differences between distributions, but they generally all function the same exact way. It is a matter of personal choice. This is not a comprehensive list, and should be used as an entry point on where to begin.


Ubuntu. Is a polished, and very popular distribution. It is recommended you start here, but not necessary. It is encouraged to explore other distributions before making a decision.

Fedora.  Just as easy as Ubuntu. Check it out.

openSUSE. It is universally agreed openSUSE has a very polished desktop experience, and is also very user friendly, but it does things a little different from the other two titans.

Arch Linux. Screw all that user friendly stuff. You just want the raw Linux experience. Here’s the manual to go with it.

Recommended way to try out Linux:

  •  VirtualBoxNo need to worry about having to dual boot, or mess with the hard drive. This method is a lot safer, and friendlier.








Primitive – Update.



Download links for WindowsLinuxAndroid.

NVIDIA Shield TV Gameplay footage.

NVIDIA Shield TV download

Added features:

  • basic enemies.
  • ammo, amour, and health packs.
  • ability to shoot.
  • a simple playable stage.


  • levels.
  • music, and sound effects.


  • This was thrown together to give you an idea on how the game will over all play. A lot will change, and nothing here is final. THIS IS A HEAVY WORK IN PROGRESS.
  • Amour is capped to 50 so picking up extras will do nothing
    the same applies to health which is capped at 100.
  • SHIELD TV users will need to ‘force stop‘ the app , and open it again to start a new game.


  • Left analog – move around
  • Right analog – look around
  • Right Bumper –  shoot


Also Available for FREE on Google Play. This version is the same as the android version above. A free copy will always be available to download.


Project Isolation

After The Jumping Adventure I toyed with several more 2D projects. One was the very early version of what would become Space Waves. The other one was this quirky 2D stealth game. Unfortunately this game is long lost along with several prototypes of very early builds of project isolation. I was confident enough in Unity to start exploring the 3D aspect of things. I was doing 2D for a long time, and just wanted to switch things up.

So what is Project Isolation? It’s a very primitive first person shooter inspired by the infamous id tech shooters. You can pick up ammo, health, and there are enemies. It’s simple, doesn’t play too badly, although the mouse control is a bit wonky, and I enjoyed building it a lot. You also can’t jump.


From the very beginning everything was a heavy experiment to see what worked, and what didn’t. I was buried deep in the unity 3d documentation reading up on engine specific things. There was plenty of googling going on as well. The coding was easily adaptable coming from 2D so I had no issues here. It was game engine specifics such as lighting, terrain, and importing models etc that I had to read up on and experiment with heavily.

I lost a lot of sleep working on this project, but it was well worth it. So many iterations of the first level alone were made that I’m pretty confident it’s in the thousands. Early ideas included using a dinosaur as an enemy which I had working too! There was also at one point an enemy soldier, shotgun as your primary weapon, an outside level where you eventually found a ship to “fly away” which served as the games ending. There were a lot of iterations – I can’t repeat or stress this enough. I was working on this project for a solid 4-5 months. Luckily I have some very early screen shots to show off. 


How long is the game? It’s about 15 minutes if you know where everything is already at. It does save at the beginning of each level so you can always return to it when you need to.

Like every other game before it I had originally wanted this to be an android game. I quickly learned that wasn’t going to be possible so instead It became a PC game. There is an android port available, but it has horrible controls, and runs horribly. It’s unpublished from the Google Play store.






What is pocketWrestling? A wrestling promoter simulator.

Well, at least that’s what I wanted it to be.
I’m a big WWE fan so this was my way of showing that love for it.

The gameplay was going to be pretty straight forward. You select a venue, select your match options, select a wrestler, and finally advertising.
The further you advanced in the game the more venue options would be available, wrestlers would cost more due to experience. The wrestlers were going to “level up”  stats centered around three attributes (power, charisma, and popularity).
I would definitely say this was one of the more complex programs I had written. The interface is simple enough to navigate. Peel back the layers, and underneath it all is pure spaghetti code. This was my first attempt at something like this, and for weeks I tossed ideas back, and forth on how to store the wrestler data, loading / saving, and everything else involved with numbers. Of course this lead to doing some research, and a lot of experimenting.
To advance past the wrestler screen the wrestler count needs to be added correctly. For instance –  selecting one singles match, and 0 tag team means you only need to select two singles wrestlers. Selecting one singles, and one tag team match means you need to select two wrestlers, and two tag teams. Thinking about this now it doesn’t seem to user friendly.
The biggest achievement here is the wrestler selection. How I managed to get it working is beyond me. It is a mess – I can not stress this enough. I got a little too ambitious with this project, and that’s okay. You learn through failure. One day in the near future I would love to come back to this idea.

Linux (Recommend Ubuntu 64bit) , and Windows version are available.