About three months ago, my colleague and I worked on a game called ‘Unnamed Game,’ and I wanted to update you on the Unnamed Game progress. It’s good to know what you will need to work on when developing a game because it will prevent mistakes in the development cycle. For instance, the need to build and design a state engine for objects. Also, the desire to experiment with 3D mesh and animation objects in 3D Unity. Later on, I will present the video of the progress, and throughout, I will share images of the game progress.
Unnamed Game Progress is Straightforward When tests are simple!
The advantage of testing simple 3D models have a better chance of getting you to create your game. In particular, you will come to understand that the learning curve for rigging and animating is tight. For example, you will need to spend hours tweaking the dope sheet while the modal is in pose mode. However, you have options to purchase tooling, such as Auto Rig Pro – an all-in-one solution to rig characters, re-target animations, and provide FBX export for Unity and Unreal Engine. You might wonder why you even need animation in your scenes? Would you prefer your modals to drag across the screen or have a walk cycle? Never the less, it’s essential to try all options such as modeling and rigging yourself or purchasing a plugin to aid you on your journey.
Experiments with 3D Objects in Blender and Unity
Creating small unit tests within Blender and importing to Unity 3D will help you succeed in creating your game! In other words, in the Unnamed Game Progress report, the challenge of getting the ball meant, I needed to relearn the Dope Sheet. In particular, you will need to know how to set keys and create smooth transitions between frames. Also, the animated snake was no different in difficulty level. For example, I recommend you learn weight painting and working with bones. Also, animating a cube, my goal was to see how rotation and scaling will behave in Unity 3D. Finally, I discovered from all my testing that the majority of the issues were location-based, or the coordinates were not correctly mapped between Unity 3D and Blender.
Unnamed Game Progress: State Engine
The benefits of implementing a state engine have the potential to get your game in the hands of a gamer. Also, in the Unnamed Game Progress story, organized code is easier to maintain. For example, we had to come up with a way to interact with other objects, see Pluggable AI With Scriptable Objects. Further, we quickly got documentation by using a formal coding pattern. In particular, we were able to define transitions and states in an excel document. Also, it made it easier to interact with other objects. Nevertheless, the negative we found is the increase in complexity. Based on what is said above, such as easy documentation, organized code, and smooth interaction, we can conclude that using state engines is a great benefit.
Do you want a demo?
You know!? Try the game out and stuff 🙂
A happy new year for new folks joining, and thank you for reading Unnamed Game Progress! Also, I asked my co-worker if he wanted to release a demo of the game for you all to try, but I think I need a bit more convincing! If you guys want to try the demo, please post in the comments below how badly you want it!