Well well well, it has been a while… is it too late to get away with blaming the holidays? (Yes)
What have I been up to in the meantime? What am I doing now? Well from what I can gather, this: Read the rest of this entry »
Well well well, it has been a while… is it too late to get away with blaming the holidays? (Yes)
What have I been up to in the meantime? What am I doing now? Well from what I can gather, this: Read the rest of this entry »
Last night I made a game in 0 hours. The clocks went back for daylight saving, and that hour OUTSIDE OF TIME ITSELF is perfect for a mini-gamejam. The game I made with my theme of ‘Sleep’ is…functional? If you dare to play “Go To Sleep” you can do so here (Unity Webplayer). And also check out the other games at http://0hgame.eu/
This dreary September,Robert Yang and myself are taking part in the 2nd Super Friendship Club’s pageant. These pageants, open to all, give you a month to make a game surrounding a theme. This time around the theme is Mystism. Stretching that slightly, we are making ‘Cult Tycoon’ (working title), where players must recruit cult members and make as much money before Judgement Day, while keeping the FBI off their backs.
As the ‘programmer’ on this game, this dev diary will go over code techniques and structures I’m using, and some of the lessons and tips I’m learning, in the hope it will help, or at least be of interest, to somebody. It will mostly cover basic practice, but may delve into more advanced stuff if I end up going that way. Also, since this is a somewhat different breed of game than what I usually make, I’m coding it almost entirely from scratch, so I’ll be experimenting as a go along. For more up-to-the minute progress reports, see our thread on the Club’s forums.
So, another Ludum Dare, another game of questionable quality. 48-hrs to make a game based on this round’s theme, Escape. Last weekend, I had very few free hours, so made sure to keep my game super simple. It turned out OK considering, I wouldn’t want to keep working on it, but it holds up enough to not be embarrassing…
I’m as happy as I’m ever going to be about this game (ie meh) but for a stressed out Babycastles GameJam thing made in 48 hrs it’s OK. I’ve polished it up since then, but the core mechanics are the sameish.
So this time around I decided to take part in “My First Ludum Dare,” during its 20th incarnation. I’m sure there were more than a few #altdevbloggrs who participated, but for those who don’t know, Ludum Dare(LD) is a competition every four months that gives entrants 48 hrs to make a game. It’s very similar to the Global Game Jam (my whinging related to that here), but even stricter. You have to fly solo, and (almost)all assets must be made (or sampled or photographed) during the 48 hrs. There also isn’t (as far as I know) groups that get together to “dare” as in the GGJ. Read the rest of this entry »
There’s one question that we as devs don’t bother asking, don’t know the answer, or choose to ignore it, “Why should my game be made?”. All of us have a stake in the success and advancement of the industry. All of us have a passion for games, because we’re definitely not in this for the money (as I type this I’m at the glamourous day-job that supports my very un-profitable indie dev career). So why don’t we ask why? Read the rest of this entry »
I’ve been playing around with Unity for a while ( I even had an indie license when they weren’t free unfortunately ), but only began seriously using it over the past few months. The reason is partly that I’ve been disconnected from my PC desktop and now use my MacBook for development. However, I think I’ve only recently gotten comfortable enough with how Unity works to see what a powerful tool it can be in designing games. It has its flaws (btw, hi Unity guys!) but as I use it more, it keeps growing on me…
I’m principally a designer, only doing a bit of everything else to get anything made, and Unity is the only tool that makes design easier without feeling restrictive in the way that Gamemaker does (admittedly I’ve only fiddled around with it). First, it hides enough of the engine that I can escape low-level coding, which is hardly my forte. This does have the downside of making it harder to get a unique aesthetic amongst other Unity games, the lighting engine is untouchable, for example. A Pro license at least gives you full screen effects to help with this, however. It also means some hacky workarounds must be used sometimes for some trickier mechanics to work, or even to stick with good programming ideologies (like when using C# interfaces). But these are rare cases. What Unity also does good from a design perspective is that the API and it’s excellent documentation helps me with enough of the higher level stuff that I can focus on simple scripting. Source SDK might provide a powerful C++ based engine and framework, but the documentation, for modders anyway, is pretty barebones. I don’t have the time or proficiency to reverse engineer such a complicated code base, so what I can do with it is fairly limited. For Tedium, my Source mod, I think I only wrote 100 or so lines, mostly just GUI stuff.
But, let’s face it, coding to me is a means to an end. Unity’s true power is its iteration speed. I can whip up a brand new prototype for only a few hours work (Global GameJam FTW), or more commonly, test out a new/modified mechanic with minimal effort. Some of you guys may have your doubts about C#, some of which I must agree with, but the fact that you can jump in, change a line, then be playing within 30 seconds is vital for an indecisive soul such as myself. Or the fact that assets can be swapped out with barely any effort. My partner in crime can update models or textures without my code being affected. Variables can be tweaked in real-time (in most cases, see below) to get mechanics just right.
Now I must admit, I’m a naive developer and the biggest real team I’ve worked on is 2 strong, but I can see Unity, even if I’m not publishing a game with it, being a vital tool for quick prototyping. There are however, a couple of things that would become hard to work around with different projects I may work on. Most obviously, scaling. Even the small project I’m finishing up (see it soon on a web-browser near you!) is reaching a size limit with Unity Indie. My partner and I had the pleasure of using the Asset Server (Unity’s version control system) with our Pro trial, and that seemed adequate for most reasonably sized games. Without it, we’ve had to resort to Dropbox/USB sticks to transfer builds and assets. Luckily, I’m doing almost all the coding, so we don’t have to worry about conflicts, but essentially we are working on separate branches, then merging. This would simply not be feasible in a bigger team, or one that shares coding responsibilities more. Again, I must stress that this is an Indie issue, however it would put people off working on larger projects with Unity. Another issue I’ve run across, is using Unity as intended with networked games. One of the more powerful features of Unity, design-wise, is the ability to change variables at runtime and view the effects. With networked games, this is a bit unwieldy, and can introduce a bunch of networking quirks when the code recompiles. The networking part of the API also seems to be less robust than the rest, with certain functions not playing nice. Network.Instantiate for example, or the sometimes unclear connection issues.
I’m really just being a spoilt brat, these problems are often project specific, and work arounds for these and several other minor problems (physics layers gah!) are not too hard to use. Affording a Pro license is far beyond my means at the moment, but it would solve a bunch of issues. Unity has become essential for me, I can focus on the part of game making I’m actually interested in, and forget about the chores.
Note: This entry is crossposted to altdevblogaday.org. Check the site out for heaps of useful game dev thoughts, from people far more knowledgeable than myself!