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

Game 11 - Post Mortem - WRPG

My Game 11 is "Western RPG".  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 

I believe that the MVP for an Western RPG game would be to to take the Action Adventure and add some ability systems, and leveling.  World setting/character appearance customization/quest givers, while a big part of the Genre, are going to be skipped for the MVP at this time.

Results

Took ~10 hours of work to complete, 5 of which was staring at paper/computer and trying to figure out what exactly to make - what parts of the massive range of ideas that a WRPG could be to make. I started with the Action Adventure project, added abilities, leveling/etc and ability based challenges.  You can find the game here: https://adroitconceptions.itch.io/12games12weeks-11-wrpg


What When Right?

  • Starting with the Action Adventure base project made building the project easy (once I got over the hump of what to actually make).

What Lesson(s) Did I learn?

  • WRPG is a very broad term really covering multiple genre/game types.  As there are WRPGs that some WRPG fans would like and others wouldn't like... but both are in the genre WRPG.
  • Character customization is challenging... Especially if you want it to be relevant to game play as the more game play relevant customization, the more "unused" content that has to be created.
  • I think this is a place were I would be interested in seeing how systemic game-play + proc gen could be integrated to dynamically create worlds that are interesting for different characters.  However, I am also of the belief that good proc gen is actually harder then hand crafted ad you have to define "good" x in a programmatic way which goes beyond a 'feeling'

What did I take away?

  • A WRPG is likely above the the current curve for a single dev.  At least if you are going to go supper far with the choices.  The amount of work to play time seems to go way up with the amount of choices.
  • Game could really use a lock-on system to help in combat... and a camera aim ability for the projectiles.

Milestones/Workflow/Tool Usage

  • Copy Action Adventure project to new folder
  • Create Air Master Ability
  • Create Flame Master Ability
  • Create Melee Master Ability
  • Create XP/Level system
  • Create add level up menu to pause menu
  • Add XP/level up info to game menu
  • Rebuild level to provide challenge that can be overcome by each ability
  • Work out a Flip camera X/Y menu/code system (from feedback on prior game( 

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

  • better art
  • more enemies
  • more/better FXs (both visual and audio)
  • more quests/areas
  • NPCs to interact with
  • More attack choices (was limited by the animations I had available)
  • More movement choices
  • A few abilities to pickup/learn
  • More quests
  • A full ability tree
  • Gear

Wednesday, July 4, 2018

Game 11 - Planning - Western RPG

My Game 11 is "Western RPG".  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 

I believe that the MVP for an Western RPG game would be to to take the Action Adventure and add some ability systems, and leveling.  World setting/character appearance customization/quest givers, while a big part of the Genre, are going to be skipped for the MVP at this time.

Concepts 

  • Input / Input Method Swapping
  • 3D Rendering
  • 3D art
  • 3D camera
  • Basic UI
  • Extra UI for Ability system stuff.
  • Menu(s)
  • Ability Menu
  • Ability System
  • XP gain system
  • Fighting AI
  • Quest Logic
  • Puzzle Creation

Extra Concepts

  • Audio Playing
  • Audio Effect Creation
  • VFX

Art

  • Player Character
  • Enemy(s)
  • Level Arena
  • Puzzle / Challenge Parts

Audio

  • Hit
  • Die
  • Attack
  • Pickup
  • Enemy Noises
  • Puzzle Solved Sound

Planned Tools

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

Reference

Game 10 - Post Mortem - Action Adventure

My Game 10 is "Action Adventure".  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 

I believe that the MVP for an Action Adventure game would be to to take the 3D platformer and add a puzzle or two.

Results

Took ~2 hours of work to complete. I started with the 3D platformer project, added a door that unlocks when 3 switches are thrown and added a Jump switch trigger.  You can find the game here: https://adroitconceptions.itch.io/12game12weeks-10-action-adventure.


What When Right?

  • Starting with the 3D platformer base project made this a snap.  The modularity and decoupling that was used (delegate patterns/etc) made adding new functionality a snap.

What Lesson(s) Did I learn?

  • Starting with a good foundation and patterns makes adding new functionality a snap.
  • Small Point lights that don't cast shadows can be used to nice effect without a significant performance hit if used appropriately.

What did I take away?

  • Game Dev starts to get really fun after you break through the "Early levels" of taking a lot of work to just get something happening on the screen.

Milestones/Workflow/Tool Usage

  • Copy 3D Platformer project to new folder
  • Create door
  • Create behavior script
  • Create On/Off door gems
  • Create 'Jump' switches
  • Clean up some lighting and colors, so the switches & gems were visible from a ways away

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

  • better art
  • more enemies
  • more/better FXs (both visual and audio)
  • more quests/areas
  • NPCs to interact with
  • More attack choices (was limited by the animations I had available)
  • More movement choices
  • A few abilities to pickup/learn

Tuesday, July 3, 2018

Game 10 - Planning - Action Aventure

My Game 10 is "Action Adventure".  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 

I believe that the MVP for an Action Adventure game would be to to take the 3D platformer and add a puzzle or two.

Concepts 

  • Input / Input Method Swapping
  • 3D Rendering
  • 3D art
  • 3D camera
  • Basic UI
  • Menu(s)
  • Fighting AI
  • Quest Logic
  • Puzzle Creation

Extra Concepts

  • Audio Playing
  • Audio Effect Creation
  • VFX

Art

  • Player Character
  • Enemy(s)
  • Level Arena
  • NPC
  • Puzzle / Challenge Parts

Audio

  • Hit
  • Die
  • Attack
  • Pickup
  • Enemy Noises
  • Puzzle Solved Sound

Planned Tools

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

Reference

  • Game #6 - Movement/platforming/pickup system/etc
  • Game #9 - Lock on target fighting
  • Game #8 - Quest system
  • Game #4 - Puzzle Logic

Sunday, July 1, 2018

Game 9 - Post Mortem - Fighting

My Game 8 is "JRPG".  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 

Player character. AI Opponent (2 Player character might be easier).  Related UI/etc.  Arena.  Camera that keeps both Opponents in frame.

Results

Took ~5 hours of work to complete. I Build an arena in blender, pulled in my character from the 3D platformer. did some modifications.  Got the Camera working.. build the AI and we got a fighting game.  You can find it here: https://adroitconceptions.itch.io/12games12weeks-9-fighting


What When Right?

  • Game build up when really quick and smooth... All the experience & code from prior games made this a snap to complete.

What When Wrong?

  • A few animation/input bugs that seemed to go away when I created a input blocker once one of the characters lost.

What Lesson(s) Did I learn?

  • It doesn't take much to make an AI that looks like it knows what it is doing.
  • How to use Gimp to make better textures.
  • Math makes cameras even better!
  • I discovered UI sprites and fill % methods - really interesting thing to look at if you want to make custom (non-bars) looking UI meters.

What did I take away?

  • Good Camera framing really helps play experience.
  • If you have 2 items with almost identical scripts.. make a base class with all the shared code and derive the 2 instances off of that - I end up making the same code changes in both the AI and Player script in many locations as I worked out some of the behavior bugs.

Milestones/Workflow/Tool Usage

  • Arena Mesh
  • Player 1 character
  • Camera behavior
  • AI behavior (and lots of minor bug fixing)
  • Battle UI
  • Bout End screen
  • Battle Start Count down
  • Main Menu

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

  • better art
  • more enemies
  • FXs (both visual and audio)
  • more quests/areas
  • More arenas
  • Muti-round bouts
  • Timed bouts
  • More attack choices (was limited by the animations I had available)
  • I-Frames on the rolls
  • Better "you just got hit" animation breaks.