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Game Dev Blog I

Blogs > Latedi
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Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
September 15 2012 12:40 GMT
#1
So yeah I'll need some place to document my making of a game, I like Team Liquid so why not. I'm visiting this site everyday anyway so I won't forget to write heh. Thought it might be interesting for someone to read and for myself to analyze the process afterwards (assuming I don't fail).

What game am I making?
There's not much of a plan yet but so far I know it's going to a two player versus game, both players are going to play as a wizard and the goal is to kill your opponent. Possibly in several rounds as in a fighting game. I'm also thinking of adding golems to the game which is what has to be destroyed in order for a player to win. So both players would have a golem/statue each and the objective is to destroy the opponent's. If that's the case, "killing" another player would probably only mean free time, 5 seconds or so, to nuke the opponent's golem thingy. As for the actual magic I want to have several of the "normal" elements such as fire, water and so on. These disciplines would then level up using experience and give the player stronger spells.

That's about how far I've thought so far, I have little to no idea how hard it's going to be.

What's my experience so far?

I've been attending a game design and graphics college program for two years so far. I'll probably be able to create all visual content for the game needed, I hope so at least, school didn't teach us any animation yet. Also last summer break (about 3-4 months ago) I picked up this fat 1k page c++ book and read it, after that I moved on to do tutorials in Unity 3D and I'm currently doing tutorials while making this game. As for actual development experience I've done projects in school. Mainly I worked as a level designer and technical artist for an exploration game in a huge world containing a few puzzles.

Where am I currently?

As of now, most of the graphics are placeholders, I only created a particle effect for a standard fireball spell. The players can host a game or join one, and the game will be synced on the network pretty much. The gameplay implemented so far is only movement and shoot fireballs, no health/mana or anything like that. Making the fireballs shoot straight almost made me rip my hair off it took almost 15 hours I'm not joking. However they have this hilarious little bug now. Every 50th or so fireball takes off in a random direction after a while, flying in spirals and similar patterns. Next up is probably adding a health system.

That's it, thanks for reading. I'll try to update once a week or so but I'm not sure I'll be able to. Especially when I get more to do in school later on. Last thing I'll do before graduating is a project but if I get far enough before then, maybe I can to this. If you got any questions about anything feel free to ask, and I'll do my best to answer. Although my knowledge of how to make games is pretty limited so far.

Amazing graphics
+ Show Spoiler +
[image loading]


****
I am Latedi.
CoughingHydra
Profile Blog Joined May 2012
177 Posts
September 15 2012 18:43 GMT
#2
Would you be kind enough to tell me what "stuff" does Unity 3D provide you with? And do you include it to your program like a regular library or it has its own compiler?
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
September 15 2012 19:19 GMT
#3
On September 16 2012 03:43 CoughingHydra wrote:
Would you be kind enough to tell me what "stuff" does Unity 3D provide you with? And do you include it to your program like a regular library or it has its own compiler?


Unity 3D is a game engine so it provides a lot of support for making a game (obviously). You may have heard of other engines such as UDK, Frostbite or CryENGINE. The Unity 3D editor allows you to do things like making game levels, create scripts (via an IDE called MonoDevelop) or easily incorporate networking. Basically you don't have to worry about all the systems programming involved in making a game from scratch such as making sure that polygons are rendered correctly, swift import of 3D models, sounds and so on. You can read more on their site: http://unity3d.com/unity/

As for the programming, Unity has both it's own library and compiler. By default when you create a new script in Unity their library will be imported. And if you try to build your game into an executable file Unity will first check if there are any errors in any of the scripts you have in the project.

I hope this answered your questions
I am Latedi.
CoughingHydra
Profile Blog Joined May 2012
177 Posts
Last Edited: 2012-09-15 19:51:04
September 15 2012 19:50 GMT
#4
I used to program in darkbasic ( also an engine for making games that I bought from amazon ), but it turned out to be really inefficient in calculating stuff ( I think it was about 1000 slower ( or something ridiculous like that lol ) than a regular programming language ) and reading from arrays also took a lot of time so I eventually forced myself to learn SDL for C.

So now I'm wondering does Unity 3D have similar issues because if not, I would surely like to try it one day myself!
Thanks in advance
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2012-09-16 01:10:13
September 16 2012 00:54 GMT
#5
On September 16 2012 04:50 CoughingHydra wrote:
I used to program in darkbasic ( also an engine for making games that I bought from amazon ), but it turned out to be really inefficient in calculating stuff ( I think it was about 1000 slower ( or something ridiculous like that lol ) than a regular programming language ) and reading from arrays also took a lot of time so I eventually forced myself to learn SDL for C.

So now I'm wondering does Unity 3D have similar issues because if not, I would surely like to try it one day myself!
Thanks in advance


Hmm not what I'm aware of so far. I'd say Unity is one of the "bigger" commercial engines so they probably thought of optimizing everything. Actually I managed to instantiate a couple of hundred players shooting fireballs at the same time but my computer didn't die ^^ I had a look real quick on darkbasic and it really seemed like some small obscure engine so chances are they didn't even have the chance to optimize everything. As for using game engines in general I'd say it's highly recommended. Sure you can make it all from scratch but why reinvent the wheel? For example if you're making a FPS game, UDK got everything you need. making it yourself within one lifetime... it's just not possible. I heard it's made up of over 2 million lines of code.
I am Latedi.
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