EDIT: Shameless self bump - new alpha 2.4 release! Now with added aliens! And dinosaurs! And zombies! See post 8 for details!
ok, so it doesn’t have dinosaurs. And the zombie quotient is somewhat lacking too.
Hello world bit first - hello, I’m Matt Network bod by trade, occasional programmer by nature.
Thanks to a certain recession, found myself with a bit of free time (if anyone needs a Cisco bod in the south west UK…) and installed Unity 10 days ago now. Have messed around with odd bits of programming for a long time now but couldn’t say I got particularly deep into any given language, good enough for odd little utilities and the like. My first ever game was a modification of this: Space Mines - a long long time ago
My goal with Unity for the time being would be to make something which could hypothetically sell. Nothing far fetched, lets say if I think I might be able to make something which could hypothetically, for example, make the cost of a Pro licence then I’d consider that a success. At that stage I could in theory look at other avenues for paying the bills but being realistic that’s a way off.
Anyhow, onto the showcase part. After going through Will Goldstone’s franky excellent tutorials at http://www.unity3dstudent.com/ I made my very first Unity game. Nothing fancy, just utilising a bit from each of the tutorials, some physics, some loops, instantiating and destroying, basic program structure and flow etc.
Doesn’t really have a name, but Wrecking Ball is as good a description as any: http://www.mattandem.plus.com/unity/wreckingball/WebPlayer.html
So with that under my belt I’m obviously ready to make Call Of Modern Warcraft
…or maybe not. So game number two is the work in progress, a little top down shooter. This one has been hell, but in a good way of sorts. Every single part has taken hours and hours. Bullets spew out as fast as they can every frame - that took hours to fix, bullets instantiating in global rather than local forward, more hours, turrets trying to shoot through walls - hours, “heat seeking” missiles took an easy day’s worth to get right. Every little step I took I literally hit a wall; pity the same could not be said for my NPCs which quite happily warped through them till I spent a few more hours getting that right But I really do see this as a good thing, because each and every step has forced indepth research into the manual, and a much better understanding of program workflow; there are definitely code snippets from the interwebs in here but every single one has been researched and recreated line by line until I actually understood what was happening and how to fix it - and for every problem I realised there were multiple ways to fix it which forced yet more research into figuring what would be the likely best way for a given situation.
So game number two, again no name(“Shooter” for now), and very much a work in progress - it’s kind of playable, but obviously needs fleshing out, I think we’re over the halfway mark - http://www.mattandem.plus.com/unity/shooter/WebPlayer.html - WSAD/arrow keys to move, space to fire.
I realise I’ve written War Peace, so I’ll wrap up with a final word about art. When people show me their four year old kid’s finger painting I get intense pangs of jealousy at the artistic genius on display. Every single model in the above two games is just the included spheres, cubes cylinders bashed together. I made my first ever bumpmap today (the inner wall in the shooter game - original texture not my work), but I still can’t figure out how to make a wall in Blender (or even Sketchup) to apply it to - literally spent more hours in Blender trying to make an 841 wall to replace the current stretched cubes (and still can’t get it). Suffice to say I’m probably going to give up on the art side I enjoy learning new bits about coding, but whilst I wish I could make models and textures I’m really not enjoying the art learning process at all.