demagogue on 29/1/2013 at 04:08
Quote Posted by Subjective Effect
dema - what engine are you working with?
Unity, just like you, my good sir. You can see a screenshot of the editor a page back or so.
Everything I wrote on AI is just coming from my design doc though. I'm still at the basic level of setting up the camera, bounding boxes, the GUI, etc, and haven't got to the AI yet. And even then I'll do it in stages, starting just with ambient AI & bandits to be a simple top-down shooter, then adding the next stages progressively when the previous ones are down.
In news, I found the perfect intro music for my game this week: (
http://www.youtube.com/watch?v=nCQyoVtxBFs)
Yakoob on 29/1/2013 at 20:00
Since DevDiary's seem to be all the rage these days, I decided to blog about (
http://koobazaur.com/beta-testing-your-game/) what I learned from the first playtest of my game if anyone's curious :D Check it out!
Al_B on 29/1/2013 at 22:52
Excellent read. Forcing yourself to watch others use / play with the software you've created while keeping your mouth shut is both extremely painful and rewarding. Every time I'm sure they're doing it to spite me but know deep down that it's my software that's flawed and come away with dozens of notes as you did.
Despite that, the reward when they do something you don't expect can't be measured so stick with it :)
Fafhrd on 30/1/2013 at 02:56
On a whim decided to convert four of the Hans Holbein engravings to vectors and drop them into the game as card art, and the results were not good. The cards looked fine, but the load times shot up insanely (around 10 minutes to load on a Nook Color, 2-3 on the HD+). So that won't work. Leaving them as PNGs and embedding them into the SVGs with the text didn't work either because SVG-Android doesn't support the <image> tag, so it couldn't parse out the PNGs.
Bakerman on 31/1/2013 at 18:34
Nice writeup. Do you have any plan to do this regularly? I guess if you're working on the game as a hobby you can't be too regimented, but the team I'm working with at the moment did weekly playtests for a while. It made each week a race to create new content and stuff for the playtesters to be impressed by. It really engaged us with that desire to not just show off, but to actually impress and entertain people. It made for some really focused sprints. Trying your game on non-gamers can be invaluable. I find it's really helpful in removing incorrect assumptions (like, everyone knows how to use WASD), but what can get dangerous is how you respond to what you learn - and that's where you need to keep your target audience in mind.
Yakoob on 1/2/2013 at 03:57
Thanks for the feedback, I do want to get as many "live" testers as I can albeit my immediate local circle is pretty small :/ Topically though, I finally started the official alpha testing of the game so if you're interested - (
http://postmortemgame.com/forums/viewtopic.php?f=2&t=10) Sign Up Here :)
gunsmoke on 1/2/2013 at 06:46
I'll do it Saturday, when I am off work. Exhausted and pressed for time until then. Sounds fun! I have experience both testing and modding games, so hopefully you'll find something for me to do.
Ulukai on 7/2/2013 at 19:01
Quote Posted by Yakoob
Since DevDiary's seem to be all the rage these days, I decided to blog about (
http://koobazaur.com/beta-testing-your-game/) what I learned from the first playtest of my game if anyone's curious :D Check it out!
That's a great read!
Getting a bit further with the refinement (and visualisation) of my dungeon generator. Next up: Removal of some of the dead ends and add features such as start / end / special tiles.
Inline Image:
http://www.zen80200.zen.co.uk/texturemap.png
SubJeff on 7/2/2013 at 20:44
Good work.
Now if only I could get a good handle on object instantiation in Unity I'd be away.
I can't with or if it's better to have the object hold its own code or if I should have a massive script in an empty GameObject to control all the spawns. Or a hybrid.
Yakoob on 7/2/2013 at 22:52
Quote Posted by Ulukai
That's a great read!
Thanks :)
Quote Posted by Subjective Effect
Good work.
Now if only I could get a good handle on object instantiation in Unity I'd be away.
I can't with or if it's better to have the object hold its own code or if I should have a massive script in an empty GameObject to control all the spawns. Or a hybrid.
In my experience, both are equally valid solutions with their own set of pros/cons depending on what you're overall design is.
One "manager" keeps things neatly organized in one place and more accessible for reuse in the future, but can get really huge and messy very quickly if you don't break it into subsystems.
Putting scripts in actual gameobjects will naturally put the code together with what it's affecting (and is often quicker to develop), but will result in your game flow+logic being scattered all over the place and blurring the line between what is handled by Logic and what is handled by Objects.
Unhappy with both, a new approach I took with Postmortem is a component-based design inspired by (
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0CDAQFjAA&url=http%3A%2F%2Fwww.gdcvault.com%2Fplay%2F1911%2FTheory-and-Practice-of-the&ei=sy8UUe6GOsWfiALKoYHYDw&usg=AFQjCNGVTFg3QbWsg62Hqimepl-bQB1LaQ&bvm=bv.42080656,d.cGE&cad=rja) Radical Entertainment's GDC Presentation for their Prototype game. Unity is component driven by design so it should be easy enough to implement.