Check out the progress here of GoGo Digger.
Here is the first screen shot of in the making of the game.

First Screen shot!!
This is the making of a path system it is randomly generated.
I am using Unity3d for the platform.
You can play it here
Here is some new screen shots from GoGo Digger.

here is the latest screen shots of the game

gogo digger
Click here for the playable version Send comments to
Want to know how your iOS game is performing ?
iPhone/iPad Unity internal profiler stats:
cpu-player> min: 9.8 max: 24.0 avg: 16.3
cpu-ogles-drv> min: 1.8 max: 8.2 avg: 4.3
cpu-waits-gpu> min: 0.8 max: 1.2 avg: 0.9
cpu-present> min: 1.2 max: 3.9 avg: 1.6
frametime> min: 31.9 max: 37.8 avg: 34.1
draw-call #> min: 4 max: 9 avg: 6 | batched: 10
tris #> min: 3590 max: 4561 avg: 3871 | batched: 3572
verts #> min: 1940 max: 2487 avg: 2104 | batched: 1900
player-detail> physx: 1.2 animation: 1.2 culling: 0.5 skinning: 0.0 batching: 0.2 render: 12.0 fixed-update-count: 1 .. 2
mono-scripts> update: 0.5 fixedUpdate: 0.0 coroutines: 0.0
mono-memory> used heap: 233472 allocated heap: 548864 max number of collections: 1 collection total duration: 5.7
You can now with the built in performance profiler see here for details http://unity3d.com/support/documentation/Manual/iphone-InternalProfiler.html
Ever been in a situation where you need 2 GameObject’s to snap together without overlapping ?
Now you can using Vertex Snapping as shown below
Here is 2 cubes that i want to snap together.

If i click one of the cubes and hold “v” and move the cursor to one of the sides i want it to snap to, it will snap like so.

If you require more information you can find it here http://unity3d.com/support/documentation/Manual/Positioning%20GameObjects.html
Firstly i am using Sprite Manger 2 its a really good script for creating 2d graphics you can see it here . SpriteManager2
I had a problem when using a perspective camera i couldent get the GameObjects to order proply when moving my camera around the GameObjects would move from the front to the back which is very annoying.
So on asking on irc i spoke to Squax which advised me to use another method called “Order by shader”.
What you have to do to cut it short is place a “Tags {“Queue” = “Transparent+1″ } +1 to get the shader to order by the camera. So +1 is at the very back to say +3 front.
You can see in action here
Shader "Alpha Blended On Top"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
Category
{
SubShader
{
Tags {"Queue" = "Transparent+1" }
Pass
{
ColorMaterial AmbientAndDiffuse
ZWrite Off
ZTest Always
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
SetTexture [_MainTex]
{
//constantColor [_Color]
Combine texture * primary, texture * primary
//Combine texture * constant DOUBLE, texture * constant
}
}
}
}
}
You can read more info on it here