So...I'm going to be tooling around in Unity to gain some experience working with a devkit for vidya.
What's the best way to go about shoving my dick right into it? What's a good genre of vidya to crappily make a first game in it to familiarize myself with it?
Depends. Do you want to do 2D or 3D?
2D used to be a pile of ass in Unity, and it is still a pile of ass but at least they're trying, so if you want that you should start off with a basic platformer just to get accustomed to how 2D Unity works.
3D is simpler, I'd recommend making yourself a basic FPS, just to get a feel for how Unity handles 3D.
let me guess. you dream of making an mmo. you are a white male in his twenties and an underachiever. you are considered intelligent by your peers and other people around you. you are atheist.
just fuck off and give up. you will never make a game.
Don't care, I'll do either. I just want to become more familiar with everything, so whatever will expose me to the most tools, etc.
Actually, if you really REALLY want to know my deep dark secret,
I really want to make an RTS that takes place in the human body. Antigens vs. Immune system. N-not in Unity, of course...unless that shit's feasable.
>an RTS that takes place in the human body. Antigens vs. Immune system.
i'd fund that. i've been thinking about a game like that ever since that cartoon series where the human body is explained with personified diseases and stuff. pic related
>RTS in the human body
GOOD GOD, FUND IT MAN!
That shit is completely feasible in Unity. It's basically the next step up from platformer in many guides for Unity. So long as it's juicy enough, I don't see why it wouldn't work for you.
>RTS that takes place in the human body. Antigens vs. Immune system.
>I really want to make an RTS that takes place in the human body.
Now this is something I can get behind. Are you going to give us updates?
I was considering a hybrid realistic/stylized style, where "units" would look vaguely like the cells they're representing, but still have some "game-y" look to them to be more...fuck man, I don't know...functional?
3d FPS is usually the simplest, go look at some youtube tutorials after playing around with it for half an hour
Good luck with your RTS. Remember, an idea is easy. Its the execution you need to think about
> Dem compliments forming pores
> Dat oxidative burst from neutrophils
> Frantically trying to get past the clonal selection part
> RELEASE THE VASODILATATORS
> Being overwhelmed and watching sadly as you got into septic shock and die
10/10 would fund
Whoa...jesus...thanks anons. Sure, I'll give my game a try. It's just that I'm a shit artist and programmer, so I've never been able to get it together. I've got a workable design doc and everything, but have no hands-on demo to show for it.
But this is my first step to making it something on paper to reality. If it becomes something, I'll make sure you faggots are the first to know.
Are you a programmer or an artist? Both?
Making an RTS is feasible in Unity, there are some already existing open-source projects for that.
If coding is not your strong side, check UE4 and their Blueprint system.
If you really just want to shove your dick into it
Make a few levels of a linear platformer using the stock assets.
There's a pre-animated dude who runs and jumps.
You can use basic shapes for the platforms and walls and shit.
There are textures literally everywhere on the internet.
It'll teach you the basics right quickly, and it's a good way to brainstorm level designs.
Not that it's a major feature, but I even have two "campaigns" written; one for the Immune System and one for the antigens. The antigens campaign takes place in a slovenly guy who neglects his health and eventually dies at the campaign's conclusion. The Immune System's campaign takes place in a pregnant woman, and the climax is at the placental barrier keeping antigens from getting to the babby.
holy shit. make it anon, you glorious bastard
>this will become /v/'s new Pressure
kill me now. i don't want to suffer again
You like that? Well...how about this?
I've been toying with the idea of giving each side "powers" they can use. Something akin to Superweapons, but more as a buff/debuff kind of thing instead of direct damage.
For example, Immune system gets "Fever" which in the active area increases their unit movement speed, damages enemy units, and will eventually damage friendly units if they're in the area for too long.
Spend 5 minutes creating a big green field and drag and drop some trees and shit onto it, then take some screenshots and call it an early access sandbox survival game or some shit then put it on steam and watch the money start pouring in
>anon might never make this awesome game
>there are hundreds, if not thousands of unrealized awesome ideas like this one
>meanwhile the new ass creed and cod games are being prepped for shipment
It just keeps getting better and better. It's clear that you're a good ideaman, but you'll need help or practice before you can really kick this off.
Yeah, but unlike most ideamen, I've got a fully fleshed doc to support my shit.
I've just...you know...never asked anyone to help me realize it or even tried to make it myself. I'm quite the shit artist/programmer.
I'm like you OP, not claiming to be a good ideaman, I'm not
Rather I too have quite a fleshed out idea on paper that I occasionally work on a framework for in Unity, I probably wont finish it in Unity but just to get some gameplay down so I know it will work
Shit artist and programmer but I'm getting better
Are you experienced with programming, OP? You don't need to be a pro to use unity, but it doesn't really shine unless you know how add or improve features that don't otherwise exist. Unity is a great foundation for a game, but a lot of the basic components are shit as is, and you'll need to know how to repurpose them for your own needs.
You should spend time learning the shader system and the editor scripting. you can actually make features that exist in the pro version yourself, and it's not hard. You'll also end up making yourself tools that really help your productivity.
Finalyl, if you have any CS background when it comes to programming philosophy, discard it. Unity has its own approach to design based on components and serialization. It's a weird hybrid of approaches that makes debugging and releasing versions incredibly simple and efficient, but it takes studying and time to learn a new workflow. I found this part the hardest hump to get over when I started working with unity.
source: im a unity game dev working at a middle-sized studio
I'll be counting on you shits to keep me honest. Don't let me become Notch.
Thanks. Seriously. Truly. Thanks.
>antigens vs immune system
I swear to Christ if you don't end up making this and just let this idea die, I'm going to hunt you down and
encourage you to finish what you started. You can do it bro.
Most idea men do have a fully fleshed out document, and even if you dont, having nothing more than an idea, with or without a design doc, you're still an idea man.
Thats not to put you off, I just want to remind you, everyone has good ideas, but its the execution that makes it good.
Nah, you dont mate, I just try to remind people that you cant ride a good idea forever.
But if you put down your email, I might be able to help. I have my own game going, and I help out a few other smaller projects, but I'd like to at least lend a helping hand. Im not that great, but I can do coding, art and animation.
Maybe I'll take you up on it in the future. Right now, I'm still doing the equivalent of learning how to hold a pencil, and it's mostly me getting my feet wet right now. Figure I've got to at least get this part down on my own.
Thanks for the offer. I'll be sure to give you a holler once I've got something more than stock assets on a stock background running stock scrips.
this is the best thing
hope all your dreams come true OP
There is literally nothing wrong with using Unity. Especially if it's going to be your first dev tool. Granted, he'll get some shit for the hand-holding, but they know a good idea when they see it.
>tfw i'd happily play a pressure mod or version for dark woods.
My biggest butt pain about this tyfc thing is that /v/ has the potential to make enjoyable video but people would rather throw it at some 3rd party gender orientated company to prove a point about how progressive they can be compared to the quinnening than actually work as a group to make all these gems /v/ has thought up.
I guess one of the big issues with /v/ made games is that a lot of people on /v/ has no experience of making games, and therefore, even more than the idea guy problem, their ideas arent even very good. The reason for this is because they cant code, or make art, they have no idea what is feasible, so the demands are often far too high, especially for a small development team.
>not liking shota
What are you, gay?
I guess the other issue is how easy /v/ finds it to pass on one game to another. /v/ is like an Italian guy who says 'baby, you are the only one for me' and then is found sleeping with 10 other girls. I had a /v/ game in the works, I even had a working prototype. But very quickly, /v/ got bored of the updates, it became a waste of time, and I quit it.
>an RTS that takes place in the human body. Antigens vs. Immune system.
Holy shit, I'd play the shit out from it.
>Th lymphocytes used as spellcasting units with citokine bursts
>antibodies used as infantry
>B lymphocytes used as structures to produce infantry 1
>tech tree based on developing new cytokines, NK cells as stronger infantry can be teched into "advanced MHC receptor search" to upgrade attack speed
Damn, OP. Best of luck.
It didnt have a website. There was a download, but I lost it. It was called 'Dug Too Deep' and it was a 2 player competitive platformer.
Honestly it wasnt that great anyway, Im working on something new now
Not OP, but I figure this might be relevant to him too:
I'm also about to start tooling around with Unity (for 3D), and I was trying to find some beginner resources. Everything I come up with seems to be slightly more advanced stuff, when I'm not even familiar with the UI or terminology. For some background, I'm mainly a programmer (C++, so I figure adapting to C# for Unity wont be a problem), and have some passable artistic talent (nothing to write home about, but it wouldn't look like shit). I have some experience with gamedev, but I've never worked with any kind of 3D.
Basically, I'm trying to find the most basic information out there. Anybody got anything?
just follow some basic FPS tutorials, that'll do the trick. After that, look at Quill18Creates, he's fantastic for tutorials (mainly because he has some enthusiasm and doesnt have the voice of a 13 year old), and it takes you through some more interesting themes and ideas. When I was learning, I tried to follow at least 1 a day
Fantastic. Thank you. Once I get started with this stuff I usually get pretty enthused and start digging in, but I couldn't find any place to begin, so I got overwhelmed.
The only thing I'm really concerned about is modeling. I'm a sucker for low poly art, so I wanna try to get decent at it. One thing at a time, though, I guess.
cplusplus.com is a good general site for reference, but not for learning. I learned the basics from a textbook (Starting out with C++: Early Objects, you can pirate the ebook easily), and then just kinda went off online learning other shit. I'd recommend a book over a site because it'll encourage you to code your own stuff more often, but that might not be the best course for you. I've seen this site recommended before http://learncodethehardway.org/, but I haven't checked it out. That's my personal experience, so be sure to ask around. I think the gamedev general on /vg/ has some more/better info.
I once wanted to make a 2D mmo. The classes:
Necromancer: if you kill guys on pk/pvp you can actually use their shades, that are actually semi a.i versions of the player characters you defeated. You'd have to fuel them with souls you capture and their post mortem functionality, their level and the quantity you can have summoned would depend on your levels.
Beast tamer: actually like pokemens, so you would need to track and capture mvps for diverse situations and all. They may evolve and you can capture some bosses.
Engineer: you can make robots with parts you collect. Kinda like the beast tamer, but you have to put dedication building your mech.
Warrior: possibilities to learn various martial arts or magic, so you could be like a fist-wizard.
And so on and on, but i have no money, and no time.
I once wnated to make a MMO with a skill system like Final Fantasy Tactics and more of an ARPG style of combat but I stopped caring when I played WoW and realised that mmo players only want to play shit.
Not that guy, but if somebody wanted to do a first person 3d adventure, like say Myst, in Unity, how doable is it, right out of the box, without any c# experience? I can model, but not program, but I do know basic programing logic.
I can already see it, critics will love the game for being completely innovative...but nobody will buy it