I think I am going to put 30 Cycles to Jubilee on hiatus until the summer. There are too many things I want to do with the project, and I just don’t think I have enough time to implement them all and make it work for the class this is supposedly for. These last few weeks, I have spent a lot of time doing silly modeling things to get this to work in 3D and in Unity. While I feel that the game needs to be first-person, I’m just not talented enough as a modeler yet to be able to make these structures. I don’t want to put my performance on this project, which is for credit for a class, when I feel like I’m not going to get enough through it.
That said, I will probably be doing something that is similar in structure, but does not have all the silly requirements I have put forth for myself (namely, making a space ship, aliens, complex boning, etc.). I will probably still be making something that resembles an adventure game, but one that will (hopefully) not need so many complicated models to make it worthwhile.
I will try to get something up next week to explain the new, smaller project.
And we have 3D. As I mentioned at the end of my last diary entry, 30 Cycles to Jubilee is being made in Unity. This means 3D. I don’t know how I feel about that. On the one hand, I have tried to make a 3D game before (actually two, but let’s not count the first one). I had wanted to make a game that was basically made out of 3D blocks in which the entire world was destructible. If it sounds from just that like Minecraft, well, that’s basically what it was (but I was thinking of this long before I knew Minecraft existed). I remember trying to do this in C#, and then failing to grasp how to make it all work. There were triangle fans and vertex lists and all sorts of things that didn’t seem to work out for me, or at least it didn’t make sense from an ease of use standpoint. So, probably, if I am going to make a 3D game, it will probably be with something like Unity. unity has a nice interface, and it has a variety of scripting options available. It feels powerful enough, though there are some ways in which it feels limited. Some more native primitives might be nice; it was a pain to go into 3D Studio Max to make a disc for collision checking in another project. The material options also feel very limited, but maybe I just haven’t figured it out yet.
So I’ve noticed that a lot of people are doing these things called developer diaries. They are usually some kind of regular posting about the state of some game that the person is working on. Since I am going to be making a game this semester, I thought I would give it a try. So here is diary entry zero. Why zero? Well, I haven’t got much to really show off yet, it’s all just concept so far. I’ve noticed that the developer diaries tend to have some sort of visual spoiler about what’s going on during the development, but I don’t really have that yet. I’ve actually only come up with the idea about a week ago, so there hasn’t been much in the way of development. What i do have, though, is design. And actually, I’ve already given a bit of a hint about the design. But let me get this diary started.