6 votes0 comments · Content Suggestions » 3D Pipeline For Game Developers · Flag idea as inappropriate… · Admin →
A hundred and twenty seven people voted on this so far and it doesn't seem very practical to me. And believe me, I'm a spaceship guy. :) I'm actually way more interested in the scripts that govern where those ships are going and why, but that's another topic.
My issue with this is that it's in Blender. Those ships look awesome, but a lot of spaceship games have features where you customize, build, or destroy parts of the ship. I don't know anything about Blender and I know only a little about Unity, but that suggests to me that what we really need are spaceship parts like different types of engines, different types of weapons, etc, with a variety of textures and/or shaders. (I don't really know what those are, but I want the ships to have selectable color schemes.)
A simple c# script can already select a random asset to render, position that within certain guidelines, and probably check to see what other objects have already been selected/rendered. Those objects can be set as child objects to the ship and that whole thing will function together as one object. It's not even as complicated as i'm making it sound here.
The hard part is coming up with a consistent set of parts that look well together, even when mixed and matched and that fit within certain spatial parameters. But for many games, the players are going to want to choose from a selection of engines, weapons, cargo space, etc. and it would be nice to have parts that corresponded to that.
I'm not sure a procedurally generated ship is all that useful. I don't even know how it works. Does it generate a new image each time it is rendered, within a given set of parameters? How would I tie things like particle effects or laser blasts to it if I don't yet know where the turrets are or is that one of the parameters that could be defined?
All that being said, anything with awesome looking spaceships sounds great! :)
There's a previous suggestion on using Blender to create environments. Some people have elaborated that they want low-poly game environments or photo-realistic game envioronments or environment-related art for its own sake. I think the low-poly environment was a seperate suggestion. There was also a suggestion that might interest you on using blender to create weather effects. Finally, there's one other suggestion here somewhere that talks about creating an open world with lots of environmental features.
There's also another suggestion that focuses purely on procedural generation.
This looks like it’s going to be happening! Go back it over on Kickstarter and let’s make this project awesome.
I'm sure this has to be covered somewhere, but I don't know where or when. I would be interested in learning more about how data for games is stored in seperate files and accessed in play. Save game data. Character customization data. Mod data. Username and password data. Dialog data.
Do we need or is it helpful to learn database principles? Should we learn another "database language" or program?
I think this idea might also incorporate the "essence" of a lot of other scattered and isolated topics and I think we could use some discussion on how games use data, what kind of data to save, how data is accessed, why we use offline files to store data... but tied to gaming (or specific games) so that it's fun and practical.
This can also address many other minor suggestions that have come up in the past, including:
Social Media Feed & UI Interaction
Complete TCG (Trading Card Game)
BackEnd For Gaming
Networked Asynchronous Mobile Game
Oh, Level Design is such a nightmare!
Looking for more ways to do procedural generation. Not looking forward to level design.
This has been suggested in a previous suggestion that also used Pokemon Go as an example, but also included other geoSpatial applications including localized geoSpatial stuff (like stuff happening around you).
There's also at least one earlier suggestion on procedural generation and one earlier suggestion on level design. There's also an earlier suggestion on using Blender to create environments and environment-related art.
(Should be given the BlenderTutorial tag?)
This sounds like it can be combined with the suggestion, "Building a Indie Game from Scratch"
This sounds like it can be covered with the material from the suggestion "Infrastructure for Game Development and Public Release".
277 votes26 comments · Content Suggestions » 3D Pipeline For Game Developers · Flag idea as inappropriate… · Admin →
We will be adding another section to this course :-)
This sounds like great material to incorporate into the "building a physics engine" course.
Plus, that would imply it's for Unity, so I don't have to add "and make one in Unity" to the end of this comment. Kismet.
Let's build roller coasters! :)
This can also be combined with the suggestion on "messages and social media".
I would love this. This is going to be one of my first projects when I finish the Unity course! :)
This is at least the second topic I've seen on trying to "come up with" clever UI tricks or UI ideas inspired from other games. In the other topic, I recommended combining it with a suggestion asking for camera tricks.
The most obvious examples I can think of to start would be on using health bars over enemy units, displaying meters on the UI canvas that are not bars, and having text pop-up as you mouse over stuff. Drag-and-drop. Displaying UI information on in-game items. And maybe touching on some UX stuff, like providing user feedback by incorporating sound effects, voice-over, changes in music tempo, changes in overall game pacing, etc. Like using particle effects to denote speed, etc., instead of displaying it as a number or bar.
I played a game called Blade Warrior when I was younger. (I might want to try recreating it as an exercise...) That game uses silhouettes and took place outdoors, at night. Your "health bar" was the moon. As you took damage, it looked more and more like a crescent moon until it was gone altogether and you died. How would I do that in Unity? Replace the sprites of the moon image? Have an eclipsing black sphere steadily moving to the left as you take damage? Change the intensity of its color using some kind of lerp?
Anything involving making or finding assets is awesome.
Drat. I just realized there are situations in which you might want to block a field, such as blocking x-rays against a lead wall or something. It would still propogate, but you'd have to check for intervening obstacles when entering the sphere. That sounds hard. Not un-do-able but hard. Use a raycast to find objects with a tag? I don't know. That still wouldn't work well if you wanted to display the field on screen, like with a particle system. Can particles be made to collide with certain objects and terminate early?
I don't know. Not as simple as I thought, but definitely sounds like suitable material for this course suggestion! :)
I haven't tried it and I'm not very skilled in either Unity or physics, but I think Unity might even be able to handle entering the field as a non-Visible trigger on a sphere collider, which would cause all the field calculation code to kick in OnTriggerStay.
This way you don't need to constantly be checking every object's distance to every field source on every frame update. You only need to do these kind of checks when you enter a field.
The course should also cover handling altering the sphere dimensions through code, in case the maximum distance is somehow variable.
If I understand this right (and I might not since I haven't taken the hypothetical Vector Fields course yet), this can have a lot of potential applications, but could probably be handled with one video. It would be mostly theory discussion.
If I understand right, what you are talking about is measuring the propagation of fields. We basically need three viarables: how far it spreads, how fast it spreads, and what the strength of the field is at impact if you are any point within the field. I imagine this would involve detecting when you are within a certain radius, calculating your distance, then multiplying whatever effect the field has by (fieldResilience * MaxDistance / distance).
This could be used for how far away you can see a small object, whether or not you can hear or smell something, how much you are affected by gravity, magnetism, etc...
The effect of the field doesn't matter. What you want to know is how affected you are by the field. In the end, that's just a method (or class?) that spits back a float or percentage or something.
The rest of the video would be just coming up with different types of fields and situations where they could be applies or make a game more fun.
Yes, yes, yes!
Also, there's at least three other suggestions for Civ-type games, board games, and 2.5D tile games.... some of them might be interested in this, too. I think this suggestion gives a good focus for incorporating all those suggestions into a fully fledged course.