My Thoughts (Old Blog=>Coffee....Coffee yay...)

Posted by spike1 on April 30, 2014, 10:01 a.m.

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 projects


Now, 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 System

Does 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 Generator

Once 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 System

Its 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 system

Basically 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 system

Don'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 effects

Does what it says on the cover

-Very useful mesh optimizer

Merges 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 handler

By 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 :D

So 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 :D

The face will probably leave lol :D

Comments

Castypher 10 years, 7 months ago

Dammit man, I was really looking forward to this. That's really too bad to hear.

Also I hope my "screw you coffee-hater" jokes didn't get to you because I didn't mean them.

spike1 10 years, 7 months ago

lol, thats fine, I knew that :D. Ah well, I'll polish up the game a ton anyway so the end result won;t be a quick 2 week rush job. Still a pity though as knowing me my motivation will give up anyway and I'll migrate to something else lol, I'll see if I can get a version out in a few hours anyway to keep the workload going :)

Edit:

Also I have now stayed awake for 31 hours :D

Edit2:

Also the timer seems to have gone into the negatives XD

spike1 10 years, 7 months ago

Updated my blog with after thoughts :). Its just a huge wall of text so feel free to ignore it, it was mostly for me lol :)

Astryl 10 years, 7 months ago

Quote:
@Mega

I kinda forgot about saving and loading I just realized lol, crap, guess I'll need to add that as well :D. My real problem is that the editor is 32bit. Generating a city takes alot of memory, and although my script compresses it after generating, it still needs that memory while generating. Damn it unity, make a 64 bit already! :D

Apparently Kilin is a stand-in for me. :3

Pity about your game. Hope you can release it soon anyway; I was curious to see how it would play.

spike1 10 years, 7 months ago

Oops, :D. I've started doing school work again so its going a bit slowly, but I'm hoping to have it finished before the Unity license runs out. Just wondering, has it run out for anyway cause its still working for me :)

spike1 10 years, 7 months ago

Ok, its run out for me, but is still working in my current unity window, so if I can finish this without any crashes it should be ok :D. If not, I'll finish it but it'll look very different and certain gameplay parts will be removed :(.

spike1 10 years, 7 months ago

And, Unity just crashed :(. Ah well, lets see what I can do in free version :).

Edit: Horray, haven't used the 30 day trial :D

spike1 10 years, 6 months ago

Just posting to find out what timezone this is stored in :)

-In case Do Not Update Recent Activity Feed does not work, I did press it lol :)