henke on 12/10/2020 at 05:53
Tomi, you'll want to do the tutorials on Rigidbody physics. Everything you need for the game you describe is already in Unity, no need to import anything.
As for what took most time in SF... everything. I had the physics and controls set up, and the fella was walking after a few days with the project. Naively I though "ok well I'll just spend another week with this, add some levels, and I'll be done!" Nope, it ended up taking 3 more months to finish the game. You'll likely find that making a rough prototype of your ball-to-the-wall game is quite easy, but polishing and adding all those things that make it feel like A Proper Game, like audio, graphics, menus, options, win/lose states, save/load systems, implementing feedback from testers... Well, it all adds up.
Tomi on 13/10/2020 at 13:12
Thanks for the replies! The ball-to-the-wall game was just an example, but I will start with something as simple as that. So far I've been playing around with primitive objects and writing a couple of really simple scripts. The player (a blue cube) can move around the bottom of the screen and shoots little spheres to destroy the enemy (a red cube) that moves left and right at the top of the screen. The objects now destroy on collision (no physics involved yet, only triggers) and I even semi-accidentally managed to map in gamepad controls. :D When I start to implement actual physics, I'll be sure to check out some proper tutorials for that.
And yeah, I'm starting to realise that even though Unity has already taken care of a lot of things, it still takes a fair amount time to create even something as simple as my little training project here. Of course an experienced programmer would be able to do all this basic stuff very quickly, but they'll have their more advanced problems to solve. I want to understand how everything works, not just copy/paste lines of code from some APIs and examples.
henke on 13/10/2020 at 15:08
Well, you're picking this up much faster than I did.
Jason Moyer on 13/10/2020 at 17:04
Man, I was hoping this was a thread about a Salt N Pepa/Queen Latifah mashup, but nope, it's just more nerd shit. :p
Renzatic on 13/10/2020 at 18:50
You're a nerd, you nerd! :mad:
EvaUnit02 on 14/10/2020 at 00:34
I can think of a few indie developers who rebooted development of their games, switching from Unity to Unreal. There must've been a good reason for that.
System Shock 1 remake by Night Dive.
New Blood Interactive making DayZ clone, The Dead Linger.
Asylum, spiritual successor to horror adventure game, Scratches.
EvaUnit02 on 15/10/2020 at 01:28
Quote Posted by icemann
SS1 remake has turned out pretty good, though whether or not the change in engines has been of major benefit is debatable. Sure lead to a big chunk of time wasted.
Yeah, they got high off their own egos and started going down some ambitious beyond their means "reimagining" direction, blowing through all their crowdfunding money. The refocused plan from the last couple years or so seems to be going well, they post regular KS progress updates.
henke on 16/10/2020 at 05:42
Hey we haven't heard anything from Tomi in days. What happened? You better not have given up on your gamedev dreams, OR ELSE :mad:
Tomi on 16/10/2020 at 21:13
Quote Posted by henke
OR ELSE :mad:
Code:
{
Destroy(tomi.gameObject);
}
? :o
Oh, I'm still here! I've had this week off work, and since the corona cancelled my plans for the week, I've been able to concentrate on Unity for a couple of hours each day. :) Instead of just fooling around by myself, I started kind of a tutorial for a simple 2D space shooter game. I've been implementing new game mechanics and features a little by little, and it's all starting to make sense already. I'm getting better at coming up with solutions all the time. The most difficult thing is having to remember to "link" the scripts with the objects, and checking one box here and another there, and that sort of thing. So far I've been doing better than I expected though.
Before starting to make something by myself, I think I'm gonna finish this tutorial first, even though it's much larger than I initially thought. It covers animating sprites and a bit of UI design and sound effects and everything. I might also check out a tutorial for some 3D project with proper physics as well, because I really don't know what to expect from the physics engine.
So yeah, I'm still very much enjoying all this, but at the same time I try not to overdo it, as I don't want to get burnt out and lose my interest after a while.
Tomi on 19/10/2020 at 22:32
I just discovered the post processing effects in Unity.
Whoooooo! Gonna turn Bloom intensity all the way to the max! :cool:
So yeah, instead of doing some proper coding and stuff, I spent quite a lot of time just playing with these effects today. I didn't even know that such thing exists in Unity. I'm sure that I could come up with a bunch of really neat effects, once I learn how to control them through the game code.