It has been a rather long time since I’ve last posted. Let me tell you why!
First, I accidentally managed to delete my Dropbox folder which contained all of my Unity projects. A stupid, stupid mistake, it demotivated me and made me realize, once again, that the rolling-ball-project just didn’t keep me interested. While the physics engine in Unity is really, really fun, I just couldn’t think of any ways to make the game exciting, and I silently halted development.
I then spent my free time working on building my gaming PC, which is quite the little beast! I’ve been playing games like Mechwarrior, Goat Simulator, Skyrim, Empire: Total War, and many, many others. While the GPU certainly isn’t the best, I’ve had no problems with any game I have thrown at it!
I played with the Unreal Engine for quite a bit, too. I love using Blueprint, however I felt that it over-complicates a lot of things, such as creating a vector and setting the values of other types of variables. Brilliant engine, still needs a lot of work. But what can you expect from an all-visual development environment?
So finally, I came back to Unity, because I decided to start development on a game idea I’ve had for a little while now. Basically, without giving away too much information, the player is a type of spy agent in a set of VERY unusual circumstances. The style of the game will be very reminiscent of games like Conker’s Bad Fur Day, in that it will be rather cartoony. I might even use toon shading, should it fit the feel of the game.
So even though I shelved the rolling-ball-project-thing, I was able to use a LOT of the same coding techniques as a basis for the main mechanics of the game. For example, I have a fully-functional GameStateManager class, which will keep all persistent data flowing and allow me to control the game from a single source.
I did have to create a new class which allows me to save multiple types of data types using the built-in PlayerPrefs class. I needed a way to save boolean values and so I did a bit of Googling and found many solutions. I based my new file management class off of one of them and also decided to add the ability to save 3D vectors, something that will come in handy a LOT for this game.
I already have a good chunk of the basics programmed for this game, and I can’t wait to get started on more. I’m going to be creating a custom camera controller script that will allow me to do a bunch of different things with the camera. I picture having one mode that allows the player to “automate” the camera and kind of “show” them where they need to go next, but otherwise it will function very much like most cameras in games do these days.
I really don’t know how to describe the genre of this game. Imagine a mix of games like Uncharted, Conker’s Bad Fur Day, a typical FPS, and top-down shooter, and that might give you an idea of some of the design choices I’ve made. As for the story of the game, that’s still being fleshed out, but rest assured that it will be over-the-top silly, and very much full of puns. Anybody that knows me in real life knows that I just can’t seem to resist making puns!