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

Acid 10 years ago

Quote:
Quit :(
lqtm

Don't worry about this right now, but I REALLY like the look of the minimap. You should make a game that looks like that eventually too! :D

Castypher 10 years ago

I'm not sure if this is remotely related to the problem you're having, but creating a tool to save and load games is a bitch in Unity. The upside is that it handles encryption for you, which is pretty cool I guess.

Quote:
I Really Really don't like coffee
Well I Really Really don't like you. >=[

svf 10 years ago

I like coffee.

spike1 10 years ago

@Acid

Lol, funny you should say that seeing as its just the game rendered with an orthogonal camera and different lighting :D. Originally it was going to be 2D, but I chose 3d as I can make it look more interesting then with better lighting effects and stuff :).

@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

@Coffee lovers

Lol, yeah sorry to disappoint lol :D. I'm sure I'll grow to like coffee eventually anyway, from what I've heard its somewhat necessary when becoming a programmer :D. I do love the idea of coffee though, I feel like its day time which is a nice change compared to normal late nights :).

Anyway, update. Unity has now crashed twice in the last hour or so, but I'm slowly compressing the map and its going well, hopefully my code is right as checking the map during this process is impossible lol :D. Been recording a whole ton of stuff though, and worked my somewhat sleepy voice into the plot which leads the way for some amusing jokes(The game isn't serious either, needed a break and in this time limit a serious plot would need a decent gameplay length). Have also designed a few new buildings and stuff :D.

Edit:

And unity just crashed while saving, corrupting the scene, back to square one lol….

Edit2: Just worked out a way to make it compress faster with less memory junk, will test now :D

spike1 10 years ago

lol, Yeah! We can start up the Anti-Coffee Agency where we go on patrol and vaporize coffee cups :D. Still haven't had an energy drink though, may try one next comp(Although I hope I won't be in a mad rush next time lol).

MMOnologueguy 10 years ago

I was just getting into coffee when my panic disorder decided to come back. I have two espresso shots and an hour later I feel like I'm dying. I spent the better part of a great punk show constantly checking my pulse, sitting in chairs, pacing around, and debating whether I should just go, because if I stay I'm just going to make people worry and be a terrible downer, but if I go I could die in an empty street and nobody would be there to call for an ambulance. Coffee really is fucking great though. I like the idea of having a drink that tastes like wood be a part of my life, but my brain just won't fucking let me. At least this time the panic disorder still lets me smoke.

spike1 10 years ago

wow, that's pretty bad :(. I guess I'm pretty lucky I don't suffer from anything like that, wouldn't be good in any situation. Don't know about the wood part though lol, interesting idea but I don't think I'm a big fan. Then again, maybe I should try my next coffee with sugar and some other stuff people do, time to experiment, off I go lol :D.

The idea worked btw, am now generating the map much quicker than before(In case your wondering how I got those screenies, that was a much smaller map and it ran at 40fps. With this map its 2 times larger(In both directions) with a bit more detail, but these optimizations should make it run faster :D).

spike1 10 years ago

Yay, done recording a decent amount of the dialog :D. The map is still generating, had a few bugs to sort out sadly, but it should all be good now(Sure….) :D. I really wish Unity would let me open up multiple copies of the same project, then I could get a few working on different parts of the map, but Unity likes to make things difficult lol :D. Anyway, 10 hours left, time to hurry :D.

Acid 10 years ago

Jeager bombs are awesome, by the way. (1/2 a can of monster in a glass and a double shot of jaeger that you drop in and chug)

I drank 3 of those the other night, along with some other stuff.

Keep trucking along spike, you're going to do big things as long as you keep your drive.

spike1 10 years ago

Thanks, I really do hope I can get this done :). Am going to be programming some last minute mechanics though, but I think I'm alert enough to not create too many bugs(Thank you coffee, I am growing fonder of you the more I am able to stay awake) :). This will definitely be the quickest I've thrown a game together, but I'm hoping its still something enjoyable to play :D. 9 Hours left, back to work :D