64D Com-Unity Game

Posted by Moikle on April 6, 2015, 12:13 p.m.

What do you guys think about doing a community Unity game?

Remember when we did that 64d community RPG? I really enjoyed that, and want to do something similar.

Our community games tend to revolve around game maker, which we are all pretty much fluent in, I was thinking that we could all work together on something we are slightly less familiar with. People who already know unity can point the rest in the right direction and offer support as well as stabilize the probably messy buggy code we produce.

Everyone, no matter your experience can take part, as long as you have some idea of how C# works, and have some idea that you can contribute. Even if you doubt you can even make a hello world program using tutorials, you could submit some art for the game, 3d, 2d, textures, sound, level design, writing, anything that comes to mind. Just get yourself the free version of unity, and do the basic tutorials to familiarise yourself with the navigation and the very basics of the program.

We could take turns to add to the game, like we did with the community rpg, we would share the files with everyone using git, so others can see how it is progressing/offer suggestions/support. That or we could take a less structured "add stuff whenever, as long as you don't delete other people's stuff without asking, and document all your additions." approach.

I am well aware of how interest in these community projects often tapers off and it gets abandoned, but if we don't restrict ourselves to a specific order, and are allowed to come back later and add stuff, then I suspect a few people will be left adding to it for quite a while.

I propose we write up a very basic GDD together at the start to keep ourselves focused on a common goal for the core aspects of the game, and to decide things like genre/setting/important mechanics and things like that.

yes, this blog is very rambly, but it is just a brainstormy type thing, and if anyone is actually interested then I will write up a clearer blog and plan for the project.

So?

Comments

Moikle 9 years, 7 months ago

try going into your user preferences and reducing the posts per page?

Yeah, A_64 is my brother's best friend

Astryl 9 years, 7 months ago

Quote:
Remember when we did that 64d community RPG?
I've still got all the assets I started making for that.

Acid 9 years, 7 months ago

Can confirm this crashes my browsers btw

Astryl 9 years, 7 months ago

Quote:
Can confirm this crashes my browsers btw
Yeah, it crashed my browser at work on one of the tabs. Kinda. It was actually the Shockwave Flash plugin that crashed for some reason or other.

Moikle 9 years, 7 months ago

probably those flashing seizure gifs. Your computers have photosensitive epilepsy

s 9 years, 7 months ago

http://va.lent.in/so-how-do-teams-work-on-a-big-unity3d-project

I can't see this going well without git. Making development synchronous makes it too hard for someone to do something on the rare occassion they feel like doing something

I'd suggest hosting an HTML5 game on 64digits, have the source on github, have those with push rights to server maintain the main repo, others make pull requests

Astryl 9 years, 7 months ago

Doesn't matter to me, so long as we're not coding in Fortran or COBOL I'll join in. I like the idea of immediately being able to show progress; definitely one of the perks of HTML5 development.

So how is everybody with thinking asynchronously? :P

colseed 9 years, 7 months ago

> using html5/js for gaem

lolno

(at least suggest haxe or something, jeez)

edit: also what kilin said 'bout the group work shiz

Castypher 9 years, 7 months ago

Doesn't that sort of defeat the purpose of moikle suggesting Unity?

I probably wouldn't join in if we did HTML5 or JS. Web games have never been in my field of interest. And to be honest, I think several people here are getting some misconceptions about group work using Unity (actually group work in general – to those complaining, have none of you used version control?). You don't need to redownload the whole game, it works just like any other version control setup, only you push the files you worked on instead of the whole folder, which is actually fairly common with other projects, especially those using an IDE. Pull the whole folder, receive only the files that were changed. It's a pretty solid setup if everyone knows how it works and nobody fucks it up.

Even if not Unity, I'd be happy using something else. But not HTML5/JS.

Acid 9 years, 7 months ago

You'd be suprised what you can do with pure HTML/JS + Canvas, Kilin. Gordy is a boss and working on some cool stuff that I don't know whether or not I can show you guys. He says his workflow is similar to working in GM.

But I'd suggest you guys use something NOT GM, maybe Unity. @cyrus and everybody else: Just like Kilin just said, git and other version control only download the specific changes you need to make. Everyone working on the game would just need to consistently sync the source files before building to check game progress.