First I want to say congratulations to all the entrants, I look forward to playing them :D.
Well, I missed the deadline. Staying up all this time, skipping school excursions and using my school holidays was all for nothing, except it wasn't. That's the great thing about creating anything, is that every time you attempt, succeed, fail, you always learn something new, you always have a new asset(Unity Pun :D) in your toolbox that you can use in the future. I figured I would list a few things I learn't from this, partly just for me so I don't get all bummed out, and partly because I think its a fitting end for my entry.-Planning is your friend For quite a while there I was going to make an ambitious fruit based adventure game, probably should have stuck with it lol, but none the less I tried to plan out as much as I could for that game. I would list out all the different game mechanics, the entire story and all the settings, lots of pseudo code for optimizations and stuff etc. Because I did this, I had a set plan in mind that wouldn't be subject to the dreaded feature creep. Another thing I realized was that it was too large, and scaling the scope wouldn't do the idea justice so I opted for a simpler 2d puzzle game about manipulating traffic lights and blowing up cars. For this I didn't make a plan, so development went something like this:Hmm, 2d, but gamemaker is a bit slow for something like this, but 2d in Unity is a bit overkill. What the heck, lets make it 3d, but with pixel art textures! Also, instead of just having each level seperately, we can make the entire map a giant puzzle. Problem is that then it all needs to be realtime and probably isn't suited for a puzzle game at all….Fine then, we can make it a cross between puzzle and adventure and whatever else comes to min-Quake! I like quake, lets have a lightning weapon. Why do we have a lightning weapon? I don't know, its the future I guess what the heck why not, etc etc until it spread out into a pile of crap that could never be completed.Planning is a very useful tool and should be used almost everywhere :D. With some better(I did a very little bit, but not enough)planning this project may have seen completion.-Unitys in built editor is the worst thing in the entire world This one can be nice and short. Grab out unity and spawn 100 cubes. Now select them and try moving them, oh wait now Unity is frozen or your entire computer is having a heart attack :D. Basically, (At least for me), its best not to use it, make an external editor that unity reads from or something, who knows just don't use the in-built one for anything complex lol :D.-Modularity is helpful This is a rather new concept for me as I barely used classes prior to Unity, but they are really really nice :D. Along with them comes the ability to have different components that are generic enough to fit into many situations. I have found that by making as many segments of my code stand along I am able to use it more effectively, find bugs faster and use it in other projectsNow, even though I now have two incomplete games on my hands that probably won't ever finish, doesn't mean I only get to take away experience from this. I have created several generic components that I can use in any future game, and definitely will :D-Branching Dialog SystemDoes what it says on the cover. A dialog system that allows for choices complete with audio and animation support. It also has a nice node editor made in blender that can be used to make the files.-City GeneratorOnce again pretty self explanatory. This can generate entire worlds in Unity from city to residential, grassy to concrete, different market value etc that makes it pretty handy. Along with that I also have a pretty robust AI that can navigate around within it, perfect for traffic and NPCs and stuff.-Top Down Movement SystemIts generic enough to be plugged into most places, and is pretty customizable and fits together with all the other components allowing for starting dialog trees and other stuff. Also is setup so that animations can be used without resetting origin points and stuff.-Sound handling systemBasically a bunch of arrays and functions that allow sounds to register themselves with a certain type such as Sound Effect, Dialog, Music etc, and can have all there volumes altered while retaining the original one. Pretty extendable as well :)-Experimental Attacking systemDon't know how modular this one is but its the one I was using in Moldy Apples. Pretty interesting and has potential I think.-Easy to use Day-Night system with weather effectsDoes what it says on the cover-Very useful mesh optimizerMerges static meshes together in quadrants based on camera view angles so that frustum culling can work its magic while draw calls can be significantly lowered.-Custom terrain tree/grass handlerBy using the mesh optimizer I have taken over the Unity terrains trees and grass and made them faster by 30 fps :D. It also uses the data from the terrain so its still possible to use the in-built terrain tools :D- Quest & Inventory System(WIP)Still a work in progress(As in they work but have no graphical display apart from some prints and Gui.Text draws). Allows for branching quests with different objectives, once again loaded from a separated file. Can be used in conjunction with the dialog system easily.I'm planning on completing both my potential entries, although not sure if I will lol :D. Moldy Apples will probably re-appear as this years Science Talent Search entry, while the car one I will try and complete over the next few days so i can get back to work on my personal projects, Full Moon, Project Swing and Project Kenny :DSo although I didn't get to enter, I still get to take away a crap tone from it, so thankyou for hosting it Acid and I do not regret taking part one bit :D.
Apologies for crap blog, I'm tired and half my sentences don't make sense, I think, I can barely read my eyes hurt lol :D. My suggestion is just too look at the pictures, and don't try to decipher my sentences :)I am exhausted, and in my endless quest to stay awake for the next 30 hours(Already been awake for 15, 15 to go lol :D) I have discovered the horrible taste but effectiveness of coffee. I Really Really don't like coffee, but I'm awake so yay :D. It may be placebo but whatever works I guesssszzzzzzz…..Anyway, my game is rather non-existant at the moment due to Unity being an ….., as in selecting more than 20 objects makes the stupid thing crash and delete work as it doesn't save correctly and all sorts of bugs that are really making my project difficult to complete man this sentence sucks but I'm really tired, I'm so happy I've written the script already yay…..I realised that designing an entire city would take a little bit of time so I've spent the last few days working on a city generator, it works, just, but it doesn't matter as it wont ever see anywhere ever again lol, its a mess. Got lots of neat optimizations though which I don't even remember how they work :P.Other than that I now have a title menu and a bunch of disjointed maps and gameplay elements. I'm hoping to actually make the game over the next 15 hours, figured I can document everything here as it may help me stay awake as well, going back and fourth between these so the code doesn't become a blur. See you in an hour or whenever I do something cool :D. This is sort of like a not-so live stream, except I don't have any video and can make stuff up yay lol…., I so wish I could sleep right now, off too make more coffee, you can't overdose on coffeee right?Yay screenies :DThe face will probably leave lol :D
coffee is hella
Fuck all of that shit. Chocolate milk's where it's at, yo
@Cyrus
Ice water would be great if it wasn't close to 18 degrees or so :D@KunedonYeah, chocolate milk ftw, that always used to work on me, probably the sugar lol :D.Well after that huge fiasco with Unity, I've decided to limit the open-world aspect a bit and focus more on indoor exploration, meaning large changes ahead lol :D. This really isn't the time to find out that Unity can't handle open-world too well(Even with every optimization I can think of from mesh merging, low polycounts, Lod, frustum culling etc), but oh well, this will be interesting :D. I would post an image but due to the likely lack of content I figure I should save that for the playthrough :)chocolate milk? do you want to fall asleep?
Yes, very much so :D. I've been up for 24 hours now, and still have a few more to go :D.
Just wondering, how much leeway is there with the deadline? I have a feeling I'll be uploaded in the last minute or so, and what if its still uploading once the deadline passes? I'll post here when I get it uploading though so you know :). If I have to get it fully published before the deadline then I'm in a bit of trouble, unitys being rather slow so I can't work at full speed :(
Edit: Nah, need another hour to get it done, damn it :(. Ah well, had fun at least :DThere is no leeway for people who hate coffee.
Well, see ya then, I;m going to sleep. Damn this sucks lol, was so close too :(
Perhaps three minutes to the deadline isn't a good time to make jokes. Submit as fast as you can, man, it'd be a waste for you to miss the deadline when you're this close.
Thanks, but I'm not close enough sadly, still need to place several dialog points around and most of the levels are still disjoint. I'll work on it a bit later anyway and publish it, just outside the competition.
Its kinda a rush job anyway, the other competitors are probably way better :)