Newbie embarking on two new projects

Hi All,

Update: I Want to say hello first of all, the goal is to create a Diablo 3 / Torchlight style of game in three years and will hopefully be around the same size, another project I potentially was helping out on is no more. Now I have plenty of time to focus on this project code named “Fallen Spirit”…

Thanks for everyone’s help so far and to the Unity / amazing people on the Asset store. I’m looking forward to the challenges ahead.

Update Week 3 Videos:

So finally starting to make some traction:

This is very, very ambitious! Are you sure you can handle two projects at once? I am not trying to be mean or anything but your best bet would be to go with one project, preferably the text game. Then once you have finished your text game and have more experience, then start on your first BIG project.

Other than that, good luck with your projects. Take on any advice people tell you!

Hi Geo,

I’ve nearly done with project one, took me about 7 days in total… Most of that was trying to make it look pretty, I’m hitting books and tutorials like there’s no tomorrow, over the last five weeks I’ve hit 250 hours study so far. I will admit I’m not 100% new to coding in general, but it’s been a while.

Whilst project 2 does concern me, I’m new to a lot of concepts in games like animation. Creating CGI intro’s, using Unity as a whole, physics etc.

But I have planned 2 years and have a stash of money for asset’s, so hopefully it won’t go too bad.

So far for the Project 2:

Created a small dialogue script / story concept, adding to narrative as the level expands and characters expand.
Created Pseudo code for game logic, stat’s / HP / health / reactions / loot system
Assigned key’s to capsule and basic camera movement
Created basic level design, found out why my Character was dropping through the floor with simple move.
Created a basic character generator system for stats and classes
Created a basic log in system (It has no relevance to the game, I just wanted to know how and used it for Project 1)

To do list (I’ll not go too deep into it).

Build a basic inventory system
Assign option menu functionality (Audio, Mouse sensitivity, Contrast)
Figure out contact mechanism for weapons
Create a character design and animations
Figure out how to change character armour
Create interactive asset’s, e.g. hit barrel explode
Create something that isn’t a dungeon
Complete logic system for enemy attacks, percentages, status ailments, potions, magic,
Figure out how to add a map with a location marker
Eat some dinner (Maybe chicken?)
Interactive elements (Lava, spikes etc.)
Active elements (Sky, Trees etc.)
Have a minor meltdown.

Ok, seems like you have it all planned out :stuck_out_tongue: Good luck man!

I think I have the meltdown bit right, thanks Geo :)…

I would usualy say that you may have too much on your plate, but it looks like that’s how you roll! Don’t burn yourself though, if you feel like you need some time off, take it sooner than later :wink:

I’ll be glad to help out if you have any question :slight_smile:

Thanks DDP, really looking forward to see how this all comes together. So two questions already :)…

I have two options, I can do a top down version or a third person world view… 50/50 on it, go the tried and tested method or experiment with something a bit new here.

Question 2, for this project to work I will have to buy asset’s… There’s no chance of creating everything myself and coming anywhere near a two year deadline. But I’m not sure how obvious it’s going to be that’s I’m re-hashing? Not sure if it’s eventually going to be an issue or not?

I suppose I can post some ad’s and see how much it would cost for a couple of guy’s to build me some custom asset’s so I can focus on everything else. Sure I’ll learn to do it myself, I have Modo… But some of these guys have amazing proficiency so I guess it would be crazy for me to do it myself…

Sounds like you’re taking on a bit much.Be careful you don’t burn yourself out on this, but if you do follow through then kudos.

As for the second project, do you have a modeling program or have you thus far relied on store and free assets? If you do any modeling yourself I would limit it to a small variety of models. For example, 1 character model unless you’re wiling to make another 1 or 2 extra to give options. And maybe around 5-6 monster meshes with different variations of texture work. This goes for free or paid assets too.

I only say this because unless it’s a big project with high expectations you should simply work on getting the project out there and use it as a learning experience. Once it’s out and people play and like it you can build upon it and patch it up. You’ll actually notice that bigger corporations do this such as Blizzard when they made Diablo and even Torchlight/Fate did the same just on a slightly bigger scale.

And at the third person view, I’m assuming you mean kinda like Hellgate London? You could do something like that which would be less coding for the camera. But I would prefer birds eye imo more for a Diablo/Torchlight style game. (Not that I didn’t like Hellgate)

I’m relying on asset’s and particle effect’s from the Unity store at the moment, I have Modo and I’ve played around with it…

Thanks for the guidance Foestar, I agree it’s time to back off a little bit. I’ll make sure it’s a quality product, but there’s no rush to finish it. Top down it is, the asset’s look very similar to Diablo3’s, I’ll see if I can play with the camera to give it a darker more sinister theme…

Wrong forum section for this sort of discussion. Check the WIP rules sticky for clarification.

Just checked them, I shall be posting photo’s and updates as I progress… Sorry I couldn’t find a specific subforum for beginner works so I posted here.

First Update:

Looks like project one is out of the window for now, so I’m solely looking at Project two which now has a name “Fallen Spirit”, attached is a quick at the top is a quick screenshot of a street. Even doing the basics it’s taking an absurd amount of time, so I’ll keep updating every couple of weeks.

Also I’ll be updating and changing the thread to reflect the new direction.

Week 1 Update:

Things are going very well :)…

Animations, movement / gravity and basic scripting completed
All containers (Rigidbody / Mesh Colliders) created and working
Scene 1 nearly finished
Inventory half done
Castle nearly made
NPC import test and store (Buying Items) Nearly done
Lighting and effects (Getting there, needs a slightly darker theme?)

Next on the list:

Finish Scene 1 with plot line and character interactions
Finish inventory system
Add more Swords etc. to shops
Make Tavern a place to drink :slight_smile:
Move on to next scene.

0_o;; Looks like you are well on your way and have great organization! In an earlier post you said you hit almost 250 hours of studying! My only question is did you follow a tutorial series or buy dvd’s or books? Being new myself, I’m interested in your tutorial sources. And sorry for not reading your other posts if this is answered there… but are you doing this all on your own? And you’re making all assets, or getting some from the store?

In any case, I wish you the best of luck on your journey! :smile: If only I could have some of your motivation… I guess I have college to blame. Damn being a full time student…

Mainly reverse engineering other Unity Demo’s and scripts including Unity Tutorials which are a great resource. I’ve done C++ in college ages ago, but I really think for Unity you have to get used to coding in C# for unity… A couple of resources :slight_smile:

Learn game development w/ Unity | Courses & tutorials in game design, VR, AR, & Real-time 3D | Unity Learn (Great for the basics and Vector math I went through all of these. I do the three finger claw every time I’m figuring something out for X,Y and Z looking silly, but it works (thanks Will for the claw) :slight_smile:

http://video.unity3d.com/video/7362044/unity-40-mecanim-animation-tutorial (This one’s a need to know, scripts are a bit useless for point and click but some very good methods and getting used to Mecanim is great.

http://www.youtube.com/user/BurgZergArcade (couldn’t of got this far without this guy, so much info a lot of hours spent watching these… if you’re on this forum thank you so much :))

Script for controller and Mecanim: http://forum.unity3d.com/threads/200630-Click-to-Move-Mecanim-C-script

Some awesome resources on this place: http://wiki.unity3d.com/index.php/Scripts

Finally I use pre-fab’s from the asset store mainly, I’ve learnt about blender (First little project, FPS shooter)… But it’s a time thing really… so lot’s of money spent. In a way it’s a good thing, I will make sure I get this finished with the amount of time and money that will be spent…

Finally a lot of time and dedication needed, e.g. I had an issue with RigidBody Gravity and prefabs, anytime you have player interaction it caused slight jittering… I kept changing the float variables but it never quite worked out, so I deleted the prefabs and used a stone terrain instead. Took me two hours just to remove the roads and replace with stone terrain, it wasn’t that bad and I could of left it… But I want to make this a competitive product so no cut corners and / or sloppy game production. I can see myself spending months just cleaning things up.

Thanks for the good wishes :).

Update after week 3, things are going well… Player and NPC interaction done working on the main menu’s and database…

Everygrey City just needs populating and put some vids and pics up top…