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?
Moikle you will probably need to take the lead here on setting things up.
As for the 'Git' debate, are there people arguing against using Git? I am unfamiliar with how unity builds projects so I guess i'll let someone that uses unity help decide the best way to do this since I am genuinely interested.What if you guys just made a simple ass side scroller, everybody contributed and learned how Unity works, and then you move on to your extreme and extravagant ideas?
I wasn't joking when I said I want to see you guys succeed, even though I can't dedicate time to help. Start small as fuck and then build up to the big projects. Seriously, don't even work on the old project. Make a tiny ass space shooter. Make Pacman.Everybody needs to be comfortable using all of your tools and working with other people before you start reaching for the stars. I'm not insulting you, but learn to walk before you try to fly away and start trying to build worlds and storylines.Regardless of our individual skill level, it's a first game for this "new" team. It should be small. A "get to know how working with each other is"-game. Let's pour our souls into the next game instead. Let's talk about ideas tomorrow and then decide on tools. I'm free the entire evening (UTC+1, ~8h ahead of murica, and I'll stay up until 4 am). Hopefully we'll have a solid consept and some work on the game done before the weekend is over.
It looks like there's a WebGL (Preview) build target in Unity 5 already - never tried it though, so don't know how stability compares to the web player or the other targets. Looks like they've been working on it for a while now though, judging by blog posts from last year.
Would creating a Sapphire Tears clone be an option?
ST-HD sounds like a great idea.
Here's a few in order of fleshed outness
- How about an RPG with the primary mechanic being using color to manipulate NPCs emotions. You could splash some red to get NPCs to fight, or splash some blue to make one sad. By changing their emotions you can aid youself in their quests and convince them to do things they otherwise might not. Maybe the story could have some psychological stuff about how peoples emotions affect them or something. Maybe have the game world change color and try to alter the players mood in conjunction to make it meta :D. - Ok, a strange one continuing on my inanimate objects have feelings crusade :D. You play as a time traveling rock who wants to get back to it's family. It has very limited movement, but can see the future and rewind, so it can find events it can use to propel itself, or even try to cause them. For example maybe it's in a house and two brothers are fighting and one throws a small rock at the other. You can rewind and make yourself that rock to help move forward. Kind of weird but maybe :P. - A SCI-FI FPS where everything is an organic object. For example if you shoot the ships walls it punctures and the ship repairs itself. If you shoot it a ton the wall could tear off, you hold onto to something and watch as your enemies fly out. - A walking dead type game with a sci-fi story and maybe a bit more gameplay (And not anything like S2 of it :( ). Ooo, and you choices actually matter for once…Anyway, I personally really like the first one :D.Ooh, and my skype name is sean.b25 :).That sounds like a really good idea…..
Actually I would totally play that; it'd be awesome :D.Here's my idea for a simple 3D game
-A cocaine warehouse/crime scene filled with thugs, containers and boxes and stuff.-Some piece of evidence you must extract without getting caught.-An intense soundtrack, suiting different levels of excitement, and victory ofc.Yeah, Metarru Gearu Sorridu, without nukes and with a different mood.AI doesn't have to be too hard to make. Dumb collide and turn walk patterns. Evade mode or GO triggered by ranged line of sight. It doesn't matter if the AI runs into walls to begin with IMO, it can be addressed later with algorithms or clever programming.The game logic is as simple as arcade games, and should not be too time consuming. Colliding an arbitrary mesh and ray-testing it is easy as pie in most physics engines, so it should be easy for a Unity guru to do. The level can consist of one large (not too high-poly :P) mesh for both rendering and collision. Ofc, even if it all should be *easy*, there will be problems. If it works in the end, we can build on it to make it interesting. (Gadgets, gunz, generated levels, advanced AI, cutscenes…)