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2+2=5

Member
Oct 29, 2017
971
Can't help but would like to see this as well. What kind of functional stuff have you found?
For "functional" i mean those principles that help the game mechanics or the player, for example these articles from gamasutra(but you can easily find many others by just searching "how to level design" or similar on google)
https://www.gamasutra.com/view/feature/3329/beginning_level_design_part_1.php?print=1
https://www.gamasutra.com/blogs/Dan...en_Principles_of_Good_Level_Design_Part_1.php
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK


So we "finished" our game this weekend. Very broken and lacking progression, but most of the content is there...

 

Jobbs

Banned
Oct 25, 2017
5,639
Over the past few months I've been working on remaking my game in Unity and I've mostly kept pretty quiet about it because I didn't want to say much before I had anything visual to show. Now I have some early things to show, and will be showing more in coming months.

A) Starting area of the old version of the game: Link

B) Same area in the Unity version of the game: Link

I'm reusing some of the same environment assets, but the characters and enemies are new because they're now being made in Spine 2D (this is for a multitude of reasons and there's no downside).

Hopefully you guys like the change, but regardless if you do or not it has removed a lot of creative barriers and will allow the game to reach much higher highs. (Also nice that it doesn't run like shit. :)
 

Koren

Member
Oct 25, 2017
619
Hi guys, can anyone point me to some guide on how to design levels visually? There are lots of level design tutorials but they mostly focus on the "functional" side of it, i would like to know if there are tips, workflows to follow, things to avoid etc while visually designing an environment.
2D or 3D?

Far more 2D related and insanely old (I first read it... 15-20 years ago?), the "So you want to be a pixel artist" was full or interesting tips about improving 2D graphics. Still a good read, I'd say (and even some 3D games should rething background rejection with some of the advices there)
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Over the past few months I've been working on remaking my game in Unity and I've mostly kept pretty quiet about it because I didn't want to say much before I had anything visual to show. Now I have some early things to show, and will be showing more in coming months.

A) Starting area of the old version of the game: Link

B) Same area in the Unity version of the game: Link

I'm reusing some of the same environment assets, but the characters and enemies are new because they're now being made in Spine 2D (this is for a multitude of reasons and there's no downside).

Hopefully you guys like the change, but regardless if you do or not it has removed a lot of creative barriers and will allow the game to reach much higher highs. (Also nice that it doesn't run like shit. :)
It looks so good! I'm glad you migrated :D
 

Finjitzu

Member
Oct 25, 2017
119
SK Canada
Over the past few months I've been working on remaking my game in Unity and I've mostly kept pretty quiet about it because I didn't want to say much before I had anything visual to show. Now I have some early things to show, and will be showing more in coming months.

A) Starting area of the old version of the game: Link

B) Same area in the Unity version of the game: Link

I'm reusing some of the same environment assets, but the characters and enemies are new because they're now being made in Spine 2D (this is for a multitude of reasons and there's no downside).

Hopefully you guys like the change, but regardless if you do or not it has removed a lot of creative barriers and will allow the game to reach much higher highs. (Also nice that it doesn't run like shit. :)

This is a long time coming. IIRC you tried this before around unity 5 when they started pushing the 2D support? Must've been a hell of a job, looks really good though!
 

2+2=5

Member
Oct 29, 2017
971
2D or 3D?

Far more 2D related and insanely old (I first read it... 15-20 years ago?), the "So you want to be a pixel artist" was full or interesting tips about improving 2D graphics. Still a good read, I'd say (and even some 3D games should rething background rejection with some of the advices there)
Thanks, it actually helps, but still not exactly what i wanted, i don't know how to explain it, i guess it has something to do with "composition", something like this:
https://www.creativebloq.com/illustration/how-create-epic-environment-designs-51620543

but for an actual level instead than for an artwork.

EDIT:
i have found a gamasutra article that more or less talks about what i wanted, if anyone is interested here's the link:
https://www.gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php
 
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Minamu

Member
Nov 18, 2017
1,900
Sweden
Always :) It's a difficult topic for sure. Interesting battle between looking good while being compatible with the functionality and gameplay systems. I'd wager that's why it's difficult to find set-in-stone rules since all games are different :/
 

Oni_J

Member
Oct 28, 2017
256


This GGJ was a uphill battle more than the past years, we started with an single players, then online VS, then split screen competitive.
But it was a lot of fun!

The game is about two streamers running from a couple of haters which target who has the most shares on a fake social.
You need to reach 5K shares to be saved but you can only gain them by staying hidden or take pictures of the aggressors.
I freaking loke the song which was composed by https://werto.bandcamp.com
Sadly two players are required, but we got a lot of feedback on site to leave it like this.

Hope you enjoy it ;)
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
I've been increasingly frustrated at this phenomenon on YouTube, so I made my own...



Environment art is NOT level design. Level design is a considered process and is the framework for gameplay intent.
 
Oct 25, 2017
6,227
Mementos
I went to HPU today for recruiting and man i see why that school is so fucking expensive. Fountains, waterfalls and shit. I found two arcades on their campus, a fucking movie theater like legit with stadium seating and a concession stand, fucking escalators, and a life-size chessboard.
I got a free meal from a brotha out there when I was asking him where can i get something to eat on campus and apparently you have to have some kind of university card, but he hooked me up and ordered me some food off of his phone. Talked to some other black people and asked them what it was like being black there and got all sorts of responses. Some told me how they try and connect with each black person they can there and then told me after the election how some students were telling some of them that Trump is going to send them back to Africa.

But for real I'm tired of white folks getting scared of someone black and lying about them. While I was there some security officers came up to me and asked told me they had complaints that I was going around harassing people and asking them for money. Asked for my ID what I was doing there and all that. Shit, I bet you one of those white students heard me talking to a black student about their experiences here and they got offended and wanted to take it out on me. This is the second time something like this has happened to me and it pisses me off.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Wow that's crazy :( Is it a game dev school or something? Either way, you should file your own complaint to the school, honestly. 2018 and that still happens, despicable.
 

RHANITAN

Member
Oct 25, 2017
174
Over the past few months I've been working on remaking my game in Unity and I've mostly kept pretty quiet about it because I didn't want to say much before I had anything visual to show. Now I have some early things to show, and will be showing more in coming months.

A) Starting area of the old version of the game: Link

B) Same area in the Unity version of the game: Link

I'm reusing some of the same environment assets, but the characters and enemies are new because they're now being made in Spine 2D (this is for a multitude of reasons and there's no downside).

Hopefully you guys like the change, but regardless if you do or not it has removed a lot of creative barriers and will allow the game to reach much higher highs. (Also nice that it doesn't run like shit. :)
I love how much more lively the background is now. Feels like it has a creepier atmosphere!
 

Lady Bow

Member
Nov 30, 2017
11,282
Making some progress on my ice character for my wacky snowboarding game. (Click for better quality!)

 

Wrestleman

Member
Oct 25, 2017
3,303
Virginia
Thanks, and it really does; suddenly just being near the road feels treacherous when you hear the hooves in the distance, in fact:

Ignore the inverted stereo... it turns out I've had my speakers flipped over for months, what a Muppet!

I had mine wrong way around for years and years. I probably do again right now. Knocked em off a week ago. Regardless, good progress as always. I like the way this game looks like it feels.

Over the past few months I've been working on remaking my game in Unity and I've mostly kept pretty quiet about it because I didn't want to say much before I had anything visual to show. Now I have some early things to show, and will be showing more in coming months.

Everything has a lot more depth now. Been watching since the old place. Kinda reminds me of the UbiArt execution in Rayman Legends. From a standstill you don't necessarily see the depth but once it's in motion it pops.

I've been increasingly frustrated at this phenomenon on YouTube, so I made my own...

Environment art is NOT level design. Level design is a considered process and is the framework for gameplay intent.

I love this lol

Making some progress on my ice character for my wacky snowboarding game. (Click for better quality!)

Looks nice. Define "wacky snowboarding" because wacky snowboarding sounds like something I'd be into.

-------------------------------------------------------

I usually lurk in here and don't really post because I switch projects and ideas every fifteen minutes... but I recently forced myself to finish one, and even though it was... literally a "Shitting Contest Simulator", the process of finishing a complete product with everything done and in place was a motivator, so now I'm moving on to something similarly light on production but with a more full, 'legitimate' style to it.

I call it "Shiddy Crow's Spiritual Journey of Self-Enlightened Discovery". It's a game about a crow who lived his dream and found it to be kind of dull, so now he has to un-live his dream to get back his motivation in life.

These are all the animations I've done for Shiddy so far.

c28ed5439d.gif


[Idle/Dance - Run - Jump - Falling - Talking - Scared - Shocked]

The talking one's speed is going to be scaled as appropriate.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
I usually lurk in here and don't really post because I switch projects and ideas every fifteen minutes... but I recently forced myself to finish one, and even though it was... literally a "Shitting Contest Simulator", the process of finishing a complete product with everything done and in place was a motivator, so now I'm moving on to something similarly light on production but with a more full, 'legitimate' style to it.

I call it "Shiddy Crow's Spiritual Journey of Self-Enlightened Discovery". It's a game about a crow who lived his dream and found it to be kind of dull, so now he has to un-live his dream to get back his motivation in life.

These are all the animations I've done for Shiddy so far.

c28ed5439d.gif


[Idle/Dance - Run - Jump - Falling - Talking - Scared - Shocked]

The talking one's speed is going to be scaled as appropriate.
I love this art style so far! It's a great balance of grim and whimsy.
 

Wulfric

Member
Oct 25, 2017
5,963
I agree with mikehagger, the 60 feels like a fair compromise between size and detail.



Thanks, and it really does; suddenly just being near the road feels treacherous when you hear the hooves in the distance, in fact:





Ignore the inverted stereo... it turns out I've had my speakers flipped over for months, what a Muppet!


Oh good, I thought my speakers were acting up.
 

TwinsUltra64

Banned
Oct 27, 2017
1,453
Cyberspace, EUROPE
Hello, I wonder if some of you might confirm if this will actually help me how to program in unity, I have 0 programming background and I wanted to learn how to program by making games,
Here's the link https://unity3d.com/learn/tutorials...cripts-as-behaviour-components?playlist=17117

I wanted to make games since I was 7, now I'm 27 (I hope it is not too late, for learning programming and making games) so It was a passion I had for 20 years, few months ago I had a chance to know Unity and I find out it was FREE, so I downloaded it and learn how to make games, now I found out Unity itself have some tutorial videos and I wonder If this videos can actually help me to learn everything about Unity, Scripting and making games.

It would be nice if the resetera community have a discord about Learning Unity.
 

JeffG

Member
Oct 27, 2017
857
Edmonton, Alberta
Hello, I wonder if some of you might confirm if this will actually help me how to program in unity, I have 0 programming background and I wanted to learn how to program by making games,
Here's the link https://unity3d.com/learn/tutorials...cripts-as-behaviour-components?playlist=17117

I wanted to make games since I was 7, now I'm 27 (I hope it is not too late, for learning programming and making games) so It was a passion I had for 20 years, few months ago I had a chance to know Unity and I find out it was FREE, so I downloaded it and learn how to make games, now I found out Unity itself have some tutorial videos and I wonder If this videos can actually help me to learn everything about Unity, Scripting and making games.

It would be nice if the resetera community have a discord about Learning Unity.
Looks like it would be fine for you. It seems to go through the basic programming stuff
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Here's the week's worth of animation sketches, with the usual disclaimers: timing isn't fine-tuned yet, as are displacements. I've added some slight pauses/names to help differentiate them, as I've heard it's a bit hard to process otherwise... but overall, yeah, it's sketches, you know the drill! I'll be cleaning those for a while, I'm afraid, but first, I have to do the equivalent moves for the Warrior :-D

UsDsjA4.gif
 

RHANITAN

Member
Oct 25, 2017
174
Here's the week's worth of animation sketches, with the usual disclaimers: timing isn't fine-tuned yet, as are displacements. I've added some slight pauses/names to help differentiate them, as I've heard it's a bit hard to process otherwise... but overall, yeah, it's sketches, you know the drill! I'll be cleaning those for a while, I'm afraid, but first, I have to do the equivalent moves for the Warrior :-D

UsDsjA4.gif
Doing all this animation in a week is insane, great work! I am curious how that "coyote" animation will be used in game lol
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Doing all this animation in a week is insane, great work! I am curious how that "coyote" animation will be used in game lol

Looks like she ran off a cliff to me! :D

photo-1-roadrunner-and-wile-e-coyote-value-news-story-august-2015_080615161423.jpg

Yup, that's exactly right (and why it's called Coyote in the first place, good eye sabrina :-D)! It's meant as feedback that the "coyote jump" mechanic exists at all, ie. that it's possible to jump after walking off a platform during a small grace period, but I'm also wary it might be too heavy or repetitive for normal play. If that's so, I'll keep it for special occasions where falling is a big event :-D
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
I decided to be brave and see if I could get my spine model to do a full spin today. It kind of only works because it's super fast, but I'm happy with the results.

KquPR35.gif
 
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Minamu

Member
Nov 18, 2017
1,900
Sweden
Hello, I'm a designer who likes to break fully functional things. Nice to meet you xD

Why can't I leave things well enough alone? I decided to update a really old but functioning system for spawning and animating a weapon in our game. It's been working fine for 2 years, but I wanted to upgrade the mesh to be a proper object and everything broke. The animations, positioning, targeting, spawning, pickups, pretty much everything haha. Took me roughly a day's work to get everything up and running again. The system is better than ever now but still, it's a lot of work for what essentially could've been a simple mesh prefab swap yesterday.

I did learn some new Unity quirks though and got a good look into our code.
 

qq more

Member
Oct 25, 2017
3,781
Oh, right, I forgot all about this thread! I should show my game I'm still working on.



I don't have the source GIF on hand since I'm out of town but here's the running cycle I've made a year ago but also went and tweak it a few weeks ago. I also did everything else in the game excluding music and sfx. lol

Here's the week's worth of animation sketches, with the usual disclaimers: timing isn't fine-tuned yet, as are displacements. I've added some slight pauses/names to help differentiate them, as I've heard it's a bit hard to process otherwise... but overall, yeah, it's sketches, you know the drill! I'll be cleaning those for a while, I'm afraid, but first, I have to do the equivalent moves for the Warrior :-D

UsDsjA4.gif

Woahhh, smooth animations so far. I don't know what game this is for but I'm going to keep an eye on it now <3

I decided to be brave and see if I could get my spine model to do a full spin today. It kind of only works because it's super fast, but I'm happy with the results.

KquPR35.gif
Neat, I like the amount of detail there is including the necklace responding with the physics of the spin.
 

SaberVS7

Member
Oct 25, 2017
5,235
Whoo, got around to filing my taxes. Now AJRF development gets to be "Not Insolvent" for a little while longer.

Anyway, enjoy a screenshot of what "cutscenes" are going to be looking like.

1736M0eaypm7guwT3648TpyMAdVueJZt9cXTvXl7zNuuWrJN2Qwr-B2CXCb3pc4WYkJ9tlvq6W7AwRy4lzd4OQUyKIpgbsMkVNYSRFrousW0KxIxVkVQixgD15xsd4j-M4-3U5fiD12no13spW8WGkWYVNy42Y94-uTQiTuJUI7tsl9T_NL4stBMQnAH5V2l5O8ctnBLoz0Kh-KpeeWESs54GdjhkrRiefNq_PAe5kq6nZ2J4s7NGaxsoKhZF7a35Yl5AyFkIsETT1gb4zqhpCslGDhbZ-AXvFTzhtY0z-3dcJJouM63MbTOZBoYyp3kFLOEpa2URcSqrTig6IxM9scsL66vYkdImAyMj5XWP5UPyUP7OOg1Rw6n5_kfFvdbCYWJwGlCQa1ihemnaN3ysBwEZpy7hY_FdbaaAVcAohmNy-b-x_7s3796Nmj1GTjQbK5MamQdveFOA8rJuKfRaCg-1RtgcCVUhXERShoQKfp98xpxMQYoQT5iHX-J3KTOpzIxR_kmHXLsljs2Xfv8GqM8Y43EWrlrYRPenainuIUn4iSKw3aQN98Hrl8MVwsoRtXhJ8yzOWOBF1firZogL-mzOjQXSqmRkmeRpNckFXeGMleSyEj_51LYtI5huMpLjuUrhc1mFzZjXUXE7nLIzg7JuULHaezK=w1316-h740-no


This is the ideal cutscene format. You may not like it, but this is what peak storytelling looks like.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
I decided to be brave and see if I could get my spine model to do a full spin today. It kind of only works because it's super fast, but I'm happy with the results.

KquPR35.gif

I love the "sorta smear" effect at the end, with the stretched face! I agree with the idea offered on the Discord about the motion trails to sell the high speed motion better, but I think it works even without - I also feel adding motion trails might mean you could want to go back to other high speed moves and add some there too, for coherency's sake. Either way, great job :-D

Woahhh, smooth animations so far. I don't know what game this is for but I'm going to keep an eye on it now <3

Many thanks :-) If you're looking for more info, the devlog is the place to go to for now: tinyurl.com/Pachacuti . I'm still working on getting a site set up for it, but web design/communication art is kind of kryptonite for me, so I always find something more important to do, somehow :v (at this rate I fear I'll design a logo for the game right before it'll be done :-D)

Whoo, got around to filing my taxes. Now AJRF development gets to be "Not Insolvent" for a little while longer.

Anyway, enjoy a screenshot of what "cutscenes" are going to be looking like.

1736M0eaypm7guwT3648TpyMAdVueJZt9cXTvXl7zNuuWrJN2Qwr-B2CXCb3pc4WYkJ9tlvq6W7AwRy4lzd4OQUyKIpgbsMkVNYSRFrousW0KxIxVkVQixgD15xsd4j-M4-3U5fiD12no13spW8WGkWYVNy42Y94-uTQiTuJUI7tsl9T_NL4stBMQnAH5V2l5O8ctnBLoz0Kh-KpeeWESs54GdjhkrRiefNq_PAe5kq6nZ2J4s7NGaxsoKhZF7a35Yl5AyFkIsETT1gb4zqhpCslGDhbZ-AXvFTzhtY0z-3dcJJouM63MbTOZBoYyp3kFLOEpa2URcSqrTig6IxM9scsL66vYkdImAyMj5XWP5UPyUP7OOg1Rw6n5_kfFvdbCYWJwGlCQa1ihemnaN3ysBwEZpy7hY_FdbaaAVcAohmNy-b-x_7s3796Nmj1GTjQbK5MamQdveFOA8rJuKfRaCg-1RtgcCVUhXERShoQKfp98xpxMQYoQT5iHX-J3KTOpzIxR_kmHXLsljs2Xfv8GqM8Y43EWrlrYRPenainuIUn4iSKw3aQN98Hrl8MVwsoRtXhJ8yzOWOBF1firZogL-mzOjQXSqmRkmeRpNckFXeGMleSyEj_51LYtI5huMpLjuUrhc1mFzZjXUXE7nLIzg7JuULHaezK=w1316-h740-no


This is the ideal cutscene format. You may not like it, but this is what peak storytelling looks like.

Very cool! I didn't comment on it before but I think the character art looks especially nifty thanks to its variable line thickness, and sharp gradient in colors - that differentiates it quite a bit from the usual smooth, blended gradients and single width lineart. Regarding the text box, it's a tried and true format and every visual novel uses something like it, so it must work, but I always had an issue with the length of text in the box (it's why I attempted to swerve hard the other way in Honey and reduce the text width to a quarter of the screeen) - having long lines to read on a computer screen is pretty tiring, I find, and especially if the amount of lines is superior to 4 (which is why most VN text boxes stick to 3 lines of simultaneous displayed text). Of course, it all depends on the amount of text in your screen and it's both a technical and aesthetical consideration, but yeah, the bottom line is, my advice would be to consider 3 lines max, and maybe have a little more breathing space left and right (make the text line width a bit shorter) to make it more legible. But it still works as is, I'm merely riffing off personal pet peeves and preferences here :-D
 

Wrestleman

Member
Oct 25, 2017
3,303
Virginia
Whoo, got around to filing my taxes. Now AJRF development gets to be "Not Insolvent" for a little while longer.

Anyway, enjoy a screenshot of what "cutscenes" are going to be looking like.

This is the ideal cutscene format. You may not like it, but this is what peak storytelling looks like.

I already liked it before the bold, but then the laugh gave you even more points. And I agree with the above, the differing thicknesses in the lines gives it a -- for lack of better word -- cinematic feel. The difference between theatrical and television anime, I mean.



---


d803a4f96f.png


The ol' screenshot. This is the first screen of the game and also probably the only semi-happy looking place it's gonna have lol
 
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Mikachu

Member
Oct 25, 2017
280
You ever play your game and it just clicks and feels GOOD?

I'm so excited to show this prototype soon :3 been a while since I posted
 

OniLinkPlus

Self-Requested Ban
Banned
Oct 25, 2017
600
I have never successfully made a game, but now that Godot 3 is out I'm going to try. Going in with 0 expectations of success or completing it, but who knows. The idea I'm going for is a Xenoblade-like game but in 2D. No real plans other than that, since the gameplay in the Xenoblade games is just stellar and I want to see that done in 2D. Currently everybody is just a white circle. Need to search around for some good placeholder graphics.

Very cool to see all the projects everybody is working on! A lot of variety, I love that! Every day there's something new and interesting to look at and make me wish I was more capable xD
 

Aki-at

Member
Oct 25, 2017
336
I really should post more often in this thread, I'll try to pop my head more often in here rather than just lurking in the discord! Nothing much to show this week except some concept art for the redesigned second boss on my weekly website update. I think I'll try to spread it out so I can share art one week and then some gameplay improvements the following week, just so I don't rush myself with a screenshot Saturday every weekend!



Yes yes, bee puns are coming, yes yes, you should be worried.
 
Oct 25, 2017
6,227
Mementos
I managed to get a team of eight people now and I just set up time for us to meet up on discord, but I'm also supposed to be presenting a concept for our game and I'm so stuck on this. For this first game I want to do something very simple like a visual novel or a platformer, but I can't think of what I would want it to be about. I've had a bunch of ideas for RPGs, action-adventure, actions games, and a MMO, but never really for a platformer and I've never played a visual novel so that's why I'm probably struggling here. I need to come up with something quick though. I don't want these people to think I'm unprofessional and don't know what I'm doing.
 

Sidebuster

Member
Oct 26, 2017
2,405
California
I managed to get a team of eight people now and I just set up time for us to meet up on discord, but I'm also supposed to be presenting a concept for our game and I'm so stuck on this. For this first game I want to do something very simple like a visual novel or a platformer, but I can't think of what I would want it to be about. I've had a bunch of ideas for RPGs, action-adventure, actions games, and a MMO, but never really for a platformer and I've never played a visual novel so that's why I'm probably struggling here. I need to come up with something quick though. I don't want these people to think I'm unprofessional and don't know what I'm doing.
Maybe do a random set of cards. Have a set for mechanics and another for setting that you are willing to do. Then mix the two sets up separately and pull one from each. So you have like Dystopian Shoot'em Up, or Fantasy First Person Shooter.
 

Mikachu

Member
Oct 25, 2017
280
Happy to show off the basic gameplay prototype i've got working :3

It feels great when in motion, zipping between walls, shooting things and they explode, using slomo to line up hard shots etc

 

MaxKriegerVG

Member
Oct 29, 2017
34
Cleveland, OH
Hey, everyone! Exciting update on CROSSNIQ - after a lot of support, we've decided to Kickstart an enhanced version called CROSSNIQ+, and it's already 1/3rd funded after the first 24 hours!

CROSSNIQ is a late 90's-flavored arcade style puzzle game that I released for free back in November and posted about here. It was inspired by games like Chu Chu Rocket, Space Channel 5, Wipeout, Puyo Puyo Tetris, Puzzle Fighter, Lumines, and others, as well as the "y2k" era of visual design.

CROSSNIQ+ is a bigger, better version of CROSSNIQ, with more game modes, more polish, and more platforms (we're aiming for Nintendo Switch!). Any and all support, even if it's just spreading the word, would be super helpful!

https://www.kickstarter.com/projects/1113141213/crossniq

Here's a trailer, too!

 

Painguy

Banned
Oct 26, 2017
1,024
California
First off...shout out to all you pros.So a while back there was a thread on a vid Jim Sterling made (Thank God For Him). It was about unity asset flips and how a baby can make a unity game, put it on steam, and make some money. I jokingly said I would make a meme game. 2 people suggested I document it, a while passed and I never got to it cuz reasons, but recently my friends birthday was coming up. I have no money cuz #gradschool, so I decided to make a video game starring him. I also had been making alot of custom birthday gifts (music videos, photoshops, etc).I decided to stuff a few things he likes in the game (Doom, Nintendo, Memes) and some things he hates (The Golden State Warriors, basketball for those who are clueless like me). The result is the game below.You play as my friend, who is sleeping. A spirit talks to him and end u up on a random island where you must collect Dramond Green Coins(basketball player) to unlock a gotta go fast sonic running section, then transition to a FPS battle with a cyberdemon that shoots Stephen Curry(basket ball player) homing mistles at you. Meanwhile hordes of uganda knuckles spawn every so often to distract you while
shouting "You do not no de wae!" I've documented everything I've done and how long it took me step by step with some notes. Keep in mind I have no experience in Unity, 3D modeling, art, animation etc. (I have an engineering background tho)

1) Download & Install Unity. 20min
2) Download & Install Blender. 20min
3) Skim over(AKA rapdily tap the right arrow key) for blender modeling fundamentals. 2hrs
4) Model Level. 2hrs
5) Skim over videos on texturing in blender. 30min
6) Texture level. 2hrs
7) Make new Unity Project and get adjusted to UI. 20min
8) Search for third person asset on store(Invector or something like that) and test it. 35min
9) Download and use Makehuman to make character model of my friend. 1hr15min
10) Figure out how to swap my custom model with asset flipped third person thing, and test and tweak. 50min
12) Character can't be controlled in midair platformer style so read over code in assets. 1hr
13) Read Unity Manual on some basic transform/physics API stuff then add code for mid air control. 30min
14) Import/setup my level model into scene and tweak level and copy objects around to make bigger level. 1hr5min
15) Add level textures and test out level. 45min
16) Model and Texture coin then place coins around level. 35min
17) Read Unity Manual on animations and animate Coin. 20min
18) Read Unity Manual on how gameobjects work and interact then write pickup script. 40min
19) Use palm tree and water asset, and place around level. 30min
20) Download sound effects and music, and add code to make them work after reading Unity manual about audio. 1hr
21) Animate a floating platform for cheap shitty floating platforms. (I think u should probs code this, but im lazy) 20min
22) Research how to make cutscenes and make 2 cutscenes to unlock next portion of level, and a secret coin. 1hr15min
23) Code up secret coin puzzle and 2nd portion of the level(rly short meme related thing) after learning how particle systems 'and user input works in manual. 1hr15min
24) Test and tweek things out up to this point. 1hr
25) Realize game is too short, and want to add FPS segment to game so download FPS asset. 20min
26) Read FPS Constructor asset manual (yeah it has a manual), and add/test basic functionality into scene, and fix a shit ton of bugs cuz it was filled with em. 2hr
27) Find cyberdemon model for final boss segment. Its not rigged so I skim over rigging/animation tutorials for blender. 1hr30min
28) Rig model and Animate intro cutscene for boss. 5hrs <---- yeah this sucked ass. God bless you artists
29) Import into Unity, and create cutscene and platformer to FPS mode code. 1hr
30) Code up boss behavior after reading Unity manual on animation and physics stuff. 2hrs
31) Don't want to spend another 5hrs animating so I learn about mixamo which automatically animates thins, and use it for in game boss animations. 30min
32) Test and tweak things. 1hr
33) Model, texture and code cyberdemon rocket behavior. 30min
34) Get uganda knuckles model, use mixamo for animaton, and use included FPS damage detection script, code basic "AI". 40 min
35) Create and add intro, and outro cutscene after downloading lightworks video editor(free). 1hr
36) Figure out, and then fight with the lightmapper, and occlusion culler. 3hrs........(NO UR OBJECT IS TOO BIG UNITY!!!!!)
37) Test everything myself and make minor tweaks. Realize Im spending too much time, and finish things up. 1hr

Total time....40hours soooooo yeaaahhh thats how long it takes to make a shitty asset flipped unity game with no experience.If I learned anything its that Unity is great (except for the lightmapper), but god damn does steam need to step up on curation. The game is janky as all fuck, but only because I had no idea what I was doing. Unity as a tool does exactly what it was intended to do. Make makeing games(and any subset of games shitty or not shitty) easy. The blame is def not with Unity, but rather with steam. As a curation/drm tool steam fails miserably because ...well its obivously not working lol. As for performance... cant really say. Haven't looked into it. The game runs like ass, but only because I
just learned how to use this thing. Def could make my objects smaller. Organize materials n shizz. Runs fine on my PC, but if you throw it at a Intel 530HD on a Mac or something then its like at 30fps @ 2k on medium. I did the bare minimum to make sure it runs on a surface Pro 3 (my friends PC) All I know is that if you try you can actually make Unity look pretty and perform well. (Assault on Android Cactus, Cuphead, etc). Now to go try out Unreal Engine lol....maybe for another
friends birthday tho. lol

DL link:
PC: https://drive.google.com/open?id=1yOU70RWSTWgzgW3OdhkbbLWUDcnPM1S3
MAC: https://drive.google.com/open?id=1K35pr7zSYHdaa_w7DQZpsLLaSTcNrUGj
old mac build was broken. Fixed it.
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