Monday, August 13, 2018

LD42 - S.P.A.C.E. Module Collectors

LD42 has come and out of it S.P.A.C.E. Module Collectors.  A 3rd person shooter with puzzle elements.

Just going to dump a few of my thought here from working on the game and the first handful of feedback comments that I got.


Theme

Running out of space.  Well that was not really a theme that I had any real good ideas for.  I spent a few hours and every idea I came up with basically fell into one of two categories... inventory tetris and shrinking place space.

So I went to sleep. Not sure if I was going to skip the jam all together or skip the theme.  Waking up inspiration hit me... have space be an acronym and then I would have much more leeway with things.

I wanted to work on a procedural dungeon system in hopes that it would have some reuse value for me.  So I did.  The downside of this is that some raters took the theme quite literally and made some unhelpful comments about not following the theme...

Lesson 1: Some people expect the theme to be game play not story related.


Game Play


Again, I over scoped.  This time it wasn't from running out of time.  I submitted early and took lots of breaks.  I found that I run into creativity fatigue when doing everything.  yes I got 72 hours, but practically could put in 6-8 hours a day into the game.I have no idea how some people manage to burn into a game that long.  Maybe with a team I could push harder.. not sure yet.

Lesson 2: Scope even smaller, I really don't get 48/72 hours to put into the creation.


UI/Menus

UI/Menus have a huge impact on game reception and they really don't take that much time to get correct.

Lesson 3: Complete the Menus and don't use the Unity default buttons/text.


3D modeling

3D modeling is just like any other skill.. Takes practice to get good and isn't as intimidating as it feels when you first look at the blender interface

Lesson 4: Take some time practicing 3D modeling/texturing/etc.




Sunday, July 15, 2018

Game 12 - Post Mortem - RTS

My Game 12 is "RTS".  If you want to join in either with the same Genre or your own, use the tag 12Games12Weeks on Twitter and/or itch.io, I would love to see what you create in this time also!

MVP 


  • UI
  • Construction/Resource collection ability
  • 3 unit types (to enable RPS) (maybe 4 ->  +worker/collector)
  • Buildings
  • HQ
  • Turrets
  • Unit Generation? (or make this upgrades on the HQ building)
  • AI for Opponent
  • Fog of War?
  • upgrades?

Results

Took ~20 hours of work to complete.  Basically nothing from prior games was able to be use.  I started 2D, but then realized I would have to work out pathfinding/etc. so I switched to 3D.  I got unit construction and Unit AI/Damage working then moved on to "Side" AI, then end/load screens. You can find the game here: https://adroitconceptions.itch.io/12games12weeks-12-rts


What When Right?

  • Tank Prefab trick to have 1 tank that gets told what type it is, then it builds itself up correctly.

What Lesson(s) Did I learn?

  • RTS has lots of moving parts that are not 'default' in the engine.
  • Smart AI is hard, interesting AI not as bad.

What did I take away?

  • This definitely could be used as a playground for making a better AI with a few improvements (RPS units, resource collection) - right now it is mostly about focusing units to have more units at a combat.
  • I over scoped the MVP.
  • A good RTS relies on information, counters, choices.

Milestones/Workflow/Tool Usage

  • 2D version of fighting tanks
  • scrap 2D version
  • build 3D tank models
  • Build 3D terrain for map
  • Tank select/send to location code
  • tank moving code
  • Build 3D model for base
  • Spawning code
  • tank combat code (&*^% angle processing to get the aiming to work correctly)

What would I do if I was to work further on this (Expanded from an MVP to a full game)?

  • better art
  • Resource gathering
  • Build queues
  • Unit groups
  • alerts & jump to alert
  • Better AI for AI commander
  • Fully implement the RPS for the tanks
  • audio
  • multiple maps
  • multiplayer (a whole different story with the amount of moving stuff in the game, I think RTS games are deterministic and only need to sent input syncing commands back and forth..)
  • lots other.

Saturday, July 7, 2018

Game 12 - Planning - RTS

My Game 12 is "Real Time Strategy".  If you want to join in either with the same Genre or your own, use the tag 12Games12Weeks on Twitter and/or itch.io, I would love to see what you create in this time also!

MVP 

  • UI
  • Construction/Resource collection ability
  • 3 unit types (to enable RPS) (maybe 4 ->  +worker/collector)
  • Buildings
    • HQ
    • Turrets
    • Unit Generation? (or make this upgrades on the HQ building)
  • AI for Opponent
  • Fog of War?
  • upgrades?

Concepts 

  • Input 
  • 2D Rendering
  • 2D art
  • 2D camera
  • More Advanced UI (This is a RTS)
  • Menu(s)
  • AI

Extra Concepts

  • Audio Playing
  • Audio Effect Creation
  • VFX

Art

  • Units
  • Building
  • Level

Audio

  • Units
    • Move
    • Attack
    • Take Damage
    • Die
  • Buildings
    • Move
    • Attack
    • Take Damage
    • Die

Planned Tools

  • Unity 2017.3
  • Visual Studio Code
  • Gimp
  • Audacity
  • BFRX or ChipTone

Reference