I think the first step would be to include a more detailed RTS in the upcoming Unity 2017 course.
So I'm thinking this is ALMOST the same as the RTS suggestion.
We're thinking of adding runtime terrain sculpting to the RTS, which could be a cool twist anyway - why CAN'T you do this in current RTS games? Doesn't it make sense to sculpt the terrain around your base?
If we do this, would you be happy to merge this idea into the RTS suggestions here http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/13600935-a-simple-but-complete-rts-game ?
The latest thinking is that this will be a new, separate course available at a discount to existing students. More mobile focused, and with different projects.
As an update this course is waiting on a release of a new version of Unity
Thanks for this idea. Rest assured we will be including this in all future Unity courses, for example http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/14722272-the-complete-unity-developer-2017
Thanks for all your suggestions guys
Thanks for your suggestions guys
Join the other discussion over at : https://www.facebook.com/groups/completeunitydeveloper/permalink/1746639688925262/
We hear you on this and will aim to do this this year, date to follow
Wow, thanks for all your feedback guys. I'll move the Trello roadmap in here soon, have a nice cleanup then announce "properly" via Udemy announcements to get a complete picture.
This would take same a few weeks to complete, but we won't decide what he does after the Upcoming Unity Certification course until the votes are in.
The idea would be that Sam would replace Brice's content, bringing it into Unity 5.3 and polishing the content. Who wants this?
Hi there, not the current Unity course but medium-term we definitely plan to cover this for both engines.
Ok, we made it to 50 votes. We will start captioning this course in the spring, and we'll announce on Udemy when this happens. Regards, Ben
Hi Andrade. This is different for the reasons you say, when we finally get back to procedural generation it will include runtime generation and will be in Unity or Unreal.
The Blender Python course is now live, and adding further procedural generation to it would be the idea here. I'll change the title to specifically a vehicle generation project.
This looks like it’s going to be happening! Go back it over on Kickstarter and let’s make this project awesome.
As soon as http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/14675106-using-python-in-blender is finished (mid November) we will be turning our full attention to this.
Meanwhile follow Ben on Kickstarter if you haven't already, just in case :-) https://www.kickstarter.com/profile/bentristem
VOTE NOW on your preferred target platform: https://www.facebook.com/groups/completeunitydeveloper/permalink/1802470223342208/
I agree we will need this in the RPG, so merging this idea.
We're thinking that we'll publish the RPG game coruse (http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/13660419-rpg-game-like-sacred-or-diablo-in-unity), if it gets enough support on Kickstarter.
If so, would you guys be happy for me to merge this idea in?
We hear you Joey, that's the idea with our upcoming RPG. I'll merge this idea.
Wow, nearly 500 comments. So this is up-next :-). We are going to go with Unity so we can focus on the game concepts, and make it a little more accessible for beginners. I'll go-ahead and reject the Unreal one, and link over to this.
Re a Kickstarter, that is possible, but we need to ensure the final stretch-goals for the Blender and Unreal Kickstarters are fully scheduled and we're 100% sure on when they will be done. There is a possibility of a November Kickstarter for this, depending on the scope.
Re scope, expect Michael and I to start sharing and discussing ideas in about 2 weeks time... we're talking about it a lot internally already :-)
So, thinking about the fact iOS is one of the most profitable platforms, which of these games would you most like to model around?
This hasn't been forgotten. We may start this year, otherwise certainly next. I'm on Unreal at the moment, then an exciting Gaming iOS Swift course with Rob Percival. Mike will re-work Unity most likely, and Sam's revising VR and helping with Unreal. As soon as one of us (or a new instructor) have time we'll be on this... sounds fun!
Thanks for this idea Ben. We're considering an "open RPG" concept, where we make an RPG in Unity and allow anyone to use and contribute to the code base. The course would be the manual for the code-base.
Hi Colin, I'm afraid it takes us a little longer than that but we are aware of how keen you guys are. How about a Clash of Clans clone?
Can somebody link me to the game on Steam that you would most like us to model? For example Sacred Gold? http://store.steampowered.com/app/12320/
Just to let you know we're keen on doing this, and looking for another instructor. If we can't find one Sam or I will be free mid summer. Thanks for your patience.
This could be covered in the VR Course (https://www.udemy.com/vrcourse) as it's an active course. If it's still well voted when we revisit the course in the summer we'll consider it.
Would you still vote for this as part of the VR course?
A separate dual-engine course may be possible, probably a few sections for each engine
Thanks for the ideas in here Bryant. I think this would come under this idea: http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/13412676-publishing-your-game-as-a-professional.
If you agree I'll merge this idea into there, which merges the votes too and keeps your comments.
So, what sort of simple projects are you guys interested in seeing in a course like this?
Great to see this over 100 votes, we'll now strongly consider it for next year.
Great to see this getting such good early interest, thanks everyone.
Thanks for idea, as we move into intermediate content we'll start covering more of this sort of thing. Thanks for the idea.
352 votesWIP (Max 3) · 62 comments · Content Suggestions » UnrealCourse · Flag idea as inappropriate… · Admin →
Hi Milzer, we'll aim to teach more of this in Testing Grounds so that you can apply it back to BattleTank.
The problem with saving without checkpoints, is that you can end-up starting the game at a point that's impossible to recover from. Checkpoints reduce the amount that needs saving, and give a predictable starting state.
It's important not to convolute DATA level concepts like where your character is in the world, what they are carrying, and what their quest progress is with VIEW concepts such as what streaming levels are loaded, what's displaying etc.
Correct architecture will make this relatively easy. We'll ensure check saving with inventory and progress in the upcoming FPS, hence merging.
This is trivial to do basically, but very hard to do properly. It's easy to switch between 2 cameras, but no so easy to make a 3rd person camera work properly especially in confined spaces without clipping into walls etc.
See the comments below for ideas that were covered, and have been merged into here.
Hi Victor, very basic ammo is part of BattleTank, but we'll aim to cover this more in the next section, the FPS. Ammo per weapon for example.
We'll be using Unreal's built-in systems for Section 5. We are considering a dedicated advanced course on the fundamentals of this, probably in Unity per here: http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/13741773-pathfinding-and-ai-in-unity-c
Didn't make into BattleTank, but we'll aim to include in the next section.
We won't be covering Blender specifics anywhere but the Blender course, but I believe what we have there combined with what's already in BattleTank will be enough?
Thanks for the idea, will be coming next section
Thanks for this suggestion Chris, actually we've already started covering this in the Unreal Course (https://www.udemy.com/unrealcourse) and will be going into a lot more detail in the BattleTank and later sections.
Thanks for sharing this Anonymous :-)
Ammunition, currency, etc
Due to the popularity of this idea, we are pausing production of BattleTank and adding basic AI using Unreal's built in system
I think we may be able to squeeze this into BattleTank
There will be some basic behaviour coming in the next few weeks to BattleTank in the Unreal Course (https://www.udemy.com/unrealcourse) :-)
For the fundamentals (i.e. not using built-in tools) vote here: http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/13741773-pathfinding-and-ai-in-unity-c
This topic of game Artificial Intelligence (A.I.) and pathfinding was hugely popular on our old Trello content roadmap.
Topics to include AI agents, pathfinding including A-Star (Jump Point Search, HPA-star, Sub-Goal pathfinding, Block-Astar, Theta-star, etc), flocking behaviour, environment sensors, collision avoidance (RVO2, 3D-RVO2) and more
Possible projects include Pacman (see http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior).
Outcomes include how to create realistic AI enemies (or foes) in games.
Would you guys like this as part of BattleTank, just before we go onto the tank, or perhaps in the next iteration of the landscape?
How to use Unreal's built-in landscape / terrain sculpting tools to create simple but charming low polygon landscapes.
LIVE NOW: https://www.udemy.com/unrealcourse (early in the Battle Tank section)
How about converting Unity's old but good Angry Bots demo to VR?
There will be more in later sections, starting with BattleTank
This is a slightly longer-term idea, but once it's over 100 votes we'll certainly consider it in 2017
Thanks for the interest in this, it's our hottest topic. It's going to need to get over 100 votes to be considered any time soon, so keep sharing!
Hi Victor, PyGame is an option too. If the idea gets good traction we'll consider both.
I completely agree this is a vital part of games, and Michael would be well positioned to teach this. Please try and get it to over 100 votes by sharing, as we're coming up to a new round of course creation in October.
So Rob and I have just discussed this. We're both super keen, but it's now a question of TIMING.
You guys have voted some other ideas much higher, and they deserved to be made first (e.g. the Unity RPG, CryEngine, etc).
So, we'll revisit next summer, possibly incorporating much more gaming into Rob's iOS 11 course.
Rob Percival (Udemy's top instructor) and I plan on starting this in October.
The Unity Kickstarter's £5k goal. Lots of students have done this without our explicit help, however I still want to track and keep this commitment.
I'm pretty excited about teaching this engine, as it completes the circle nicely with Unity and Unreal. I think there's a case for using both languages where appropriate, and becoming comfortable moving between them.
Thanks for your suggestion Anthony. It would need to get over 100 votes. Also, is there a sustainable way of using either or both of these for free?
Thanks for this suggestion. We certainly could do this if we get enough interest. 20 votes would be enough for this, please share on the Unity group (https://www.facebook.com/groups/completeunitydeveloper) and the Community site and try and gather interest.
Had a great meeting with a potential new instructor Kim today. We have read all your comments, and have a suggested list of projects (see our raw notes here: https://www.evernote.com/l/AA7N2K9l3x1Czrwij0f8uqgkpmzju4JTjBA).
We're meeting again on Friday to take the next steps.