NEWBIE : Is Unity too ambitious for me? FPS Tutorial Missing

Well I’ve gone through the forums and ran the gamut. Here’s my problem, I’m a noob programmer, very noob, like Javascript is a new kind of coffee for me. So I decided I wanted to really learn how to use UNity, and I’m prepared and ready, I want to create a nice FPS game, I can do my own graphics, I have Cinema 4D for animations and the such.

But When I run through the FPS tutorial (which I had to hunt for BTW) I get to a lot of places where (TODO) is placed, some whole aspects are left out, for example, where I currently am stuck is on FPS tut 2, page 6, - [TODO , hook up the rocket to the rocketlauncher variable].

Say What? I have no idea what this means, and the whole thing is like this. I mean don’t get me wrong so far from what I have seen this engine really does deliver, I mean I would be more then happy if there was a step by step on how the Avert Fate was done. I really want to learn this, I want to create a game because Im willing to put in the time and the will to do it, but the Documentation has been so lacking in the tutorial side, I mean yea there is the online documentation, but if you don’t already know what half of that stuff is coming in from something else, you’re not going to have any idea what to do.

The FPS tutorial, up until the point I got, which wasn’t very far, was very good, it told you exactly what to do and if there was java script it showed it to you and then explained WHY. Now someone like me that doesn’t know java script, something like that is very very helpful. To give you an idea, I couldn’t even write a simple “Hello World” script.

Bottom line is this, I’m WILLING TO LEARN, even willing to buy the Pro version for $1400 because I want to build for mac and pc, but I really want to know if there is anything in the horizon for a better FPS tutorial on the new 2.01 build. Torque Game engine is another Game engine I was looking at, but it suffers from the same problem, lacking in documentation. I think thats why there aren’t many mainstream games that are made with these engines, its almost like the guys who have the great ideas and followthrough usually can’t do any programing or artwork, and the ones who can program are usually the hobbyists.

Now don’t get me wrong, I’m well aware that there are plenty of people out there who program and just haven’t gotten a chance to finish their game for one reason or another, so its not a jab at them, I’m just saying, for people like me, with little programming skills and a serious idea for a game, noobs like me depend on the tutorials that are available for the package they buy. What I have seen on here is good, don’t get me wrong, but extended tutorials would really place you guys above and beyond your competition in terms of reaching a broader market to people like me.

And these don’t have to be super elaborate 50 page ones either, just simple snippets done, and a library of these can be built, but keep it going, To give you an idea of what I mean, the first thing someone like me would want to see tutorials on are things like this:

Tutorial 1: A simple FPS tutorial (That works)

  • The one you guys made is great, very detailed and precise, however there are parts missing and the code doesn’t work anymore. I got to a stopping point and its very frustrating when you are trying to make progress.

Tutorial 2 : Cut Scenes

  • How to integrate a quick cut scene between rooms or events. How to trigger a cut scene within a game and a specific even or time.

Tutorial 3 - Enemy A.I.

  • Different methodologies on how A.I in a game can be arranged and programmed. Sample A.I. Pre-Fabs

Tutorial 4 - Integration with your 3d Modeling App

  • This could be on how to make models and integrate them into Unity 3d. Will Goldstone did a FANTASTIC video tutorial on Cinema 4d and Unity 3d

Tutorial 5 - Game Puzzles and Quick Trick PreFabs

  • A tutorial on concepts for puzzles in games, generic but good place to start with people whom are not sure.

Tutorial 6 - Advanced PreFab Concepts

  • More advanced things that can be designed into a prefab to add “Game Value” to any FPS or 3rd Person.

So there are a few things off the top of my head, I’m really eager to learn, really eager to get started with unity, but unfortunetly I’m at a stopping point with this FPS tutorial and I literally dont have anywhere to go other then in the forums, but its frustraing because although my question can be answered, that usually takes time and for developers in training, having to wait days for a answer to something that should have been spelled out are project killers.

I don’t mean to complain , really I don’t, so far everything I’ve done in unity, which has been the first tutorial in the FPS game and paying the Avert Fate demo has really excited me beyond all means and has given me many ideas for which I would like to implement, but as it stands I just can’t do it because of the lack of documentation for people like me.

:!:

I think you’re trying to run before you can walk. It’s understandable how you see what can be done with Unity and you want to jump right in and make a killer FPS game, however that’s overreaching yourself by quite a lot right now, it seems. It’s assumed that you have some programming experience before starting with Unity, or else you’re an artist working with a programmer.

So what I’d suggest is to learn to program first, then come back to Unity later. Otherwise there’s too much to learn all at once. It doesn’t matter that much what you learn since programming is programming, but a good suggestion I’ve seen made (more than once) is Flash and ActionScript, since that can be game-oriented and there’s a lot of resources for it. ActionScript is somewhat similar to Javascript in Unity as well.

Also, there are a number of other tutorials. Just because you want to make a FPS doesn’t mean you need a FPS tutorial; any concepts learned from other tutorials would apply too.

–Eric

Don’t feel like you are alone… filmcraft I’m in the same boat. I do 3D work but the extent of my programing experience is doing HTML. :lol:

I’m just starting to try to learn Javascript but I’m going to have a look at action script because several have recommended it and there is a real lack of good javascript tutorials for game stuff. Pretty much everything you find is for web pages.

HTML isn’t programming…it’s just a markup language. :wink:

–Eric

I’m the Captain of that boat, sorry it’s been going around in circles.

Eric, to designers HTML feels like programming believe me. I have done basic AScript sometime ago when I used to design web sites with Flash but the thing I find difficult is searching this forum for how to’s and finding replies from very helpful seasoned programmers that provide the required script or part script. But as a designer I then walk away thinking fantastic, but where the heck does this script go?

This is where the Node driven programming used in C4D XPresso and Wirefusion really appeal to designers.

This is where Unity video tutorials like http://www.willgoldstone.com/tutorialdemo/menu.html really make life more understandable for newcomers and in particular designers.

I sent this guy an email the other day THANKING HIM for taking the time to make the video tutorial he made, in fact I WOULD RECOMMEND THAT WE NOOBS UNITE AND EMAIL HIM THANKING HIM FOR HIS WORK AS TO MAYBE ENCOURAGE HIM TO DO MORE! Find his email address on this site…I won’t post here because of spam bots. But if someone like that or ANYONE could make videos for us noobs, we probably would even pay or setup some kind of fund!

I would be willing to contribute to start the video tutorial fund, I can start it off at $250. Anyone else interested?

Wow I never saw this one before thanks for the link.

DONT FORGET THE THANK YOU EMAIL IF YOU LIKE IT.

Hey Filmcraft,

I think Im stuck at the same exact place as you I can’t find the Projectile variable in the Inspector Panel either.

I’ve just written a post explaining everything didup to that point at:
http://forum.unity3d.com//viewtopic.php?t=14085
But waiting a response. I don’t know if its a code error or what.

lol its good to hear someone else is having a problem at the exact same place maybe well get a solution?

Also Will Goldstone is the man!!! He actually wrote me back a month or two ago and helped me out with a problem. He said he’s in the process of creating more tutorials and I don’t know how to get in touch with him any more.

Im sure its tough because we all have busy lives.

One of my goals after learning Unity because Im also an artist and not a programmer is create a few tutorials myself. To Say Thank You to the people who have helped me While helping the newbies fro the struggles im going through.

Anywho if I get an answer or figure out our problem on page 6, I’ll drop you a note.

Sincerely,
Michael

Sent my email to Will. He bridges the gap between Designer/Coder and newcomer.

UT should consider commissioning him to create their tutorials. It was because of viewing Will’s tutes that I actually decided to purchase Unity Pro.

Thats sounds good man, maybe we can compare ideas, hit me up if you hear anything, I’m pretty much at a stopping point, so until I hear anything I’m going to mess with Cinema 4d. I’ve got a a killer Idea for an FPS and I’m making my own Cut Scene (CGI) It’s about a Lesbian Bounty Hunter name Samantha Stark (©2008 Scott Kaine) Ya’ll!!

I would say don’t be put off. I have no programming experience, can’t do javascript, no 3D graphics experience and have no idea what I’m doing… but… have managed to pull the Lerpz tutorial together between 11pm and 1am over a few months! Hey, I didn’t even have a scroll mouse before using Unity for the first time about four months ago - I quickly realised that right click and scroll mouse were a must.

My approach was first the Unity video tutorials, then about half of the online manual and then the 3D platform tutorial. There were a couple of holes but I just plouged on past them and it all sort of seems to work.

I realise this doesn’t answer your question on the FPS tutorial (how did you find that as there are no obvious links to it?). But the Lerpz tutorial I think would step you through a lot of the basics - so my advice would be to start with that one.

I use Lynda.com for online training - they have no Unity training so I emailed to suggest they do some - they said they respond to demand from people emailing requests…

I’d also suggest taking out a subscription to the new Unity Developer mag which is very good. Hope that helps in some way.

Here is my 2 cents.

Its the same old thing… want to make games but don’t really want to learn to program. It’s understandable. But the fact is, making a game (worth anything) requires computer programming skills. It also requires artistic/creative talents. It requires self-discipline. And game designing talent (Game design - Wikipedia).

It very rare, for one person to have all three of those skills (programmer, artist, manager, game-designer). And that is why people come together (form partnerships/business) to create things that, alone, they would not be able to create.

If learning to program computers doesn’t excite or at least interest you enough to learn it on your own, then you should consider finding someone to partner with. Two heads are better than one.

:slight_smile:

Yea its the same old thing, someone says something like this without thinking, but you know there are always people like this who think they are better then anyone else. Obviously he didn’t read the whole thread. As I had said before, I WANT TO LEARN but the documentation is poor, and programming isn’t everything that is wrong with the documentation.

It’s kind of like going to YALE the college and they want to teach you but you have to bring your own books AND lesson plans. Dude, seriously, what are you thinking.

I’s just trying to help.

Like I was saying, its understandable if you (or anyone) wants to make games, but don’t have programming skills. I suggested that you could team up with someone else you does have programming skills. Nothing terrible about that. Its the way things get done.

But if you actually want to learn to program, then relying on the Unity documentation is the wrong way to look at it. That would be like skipping an entire step. There are many-many sources and various ways on the internet to learn to program. …
Think about it like this. Unity allows me to import jpegs and 3d models, but I don’t expect the Unity documention to teach me how to create images in PhotoShop or a 3D modeling tool. It the same for the code that is imported into Unity. Learning the basics of 3D modeling, texture art, AND coding are tools you need to bring to game.

Programming isn’t as hard as people make it out to be. Its like learning to ride a bike or skateboard or something. At first is seems impossible, but with practice, it quickly becomes doable. True, dont expect to be kicking off the end of half-pipes for a while, but nothing stopping you but time and practice.

Just don’t give up dude.

No one is giving up Randy, they are just asking for a few more options to grasp things and simplify the creation process.

They are not asking for a magic button that makes World of Warcraft for them. Some people just never have the mindset for programming but might be a great designer and have a great game plan they would like to see fullfilled but neither have the money to pay for a programmer, have the length of time to learn programming or able to sync with a free programmer who is as interested in their game to help them create it.

I am sure many Unity3D programmers and designers make use of the Unity3D packages (Standard, Pro, Terrain, Gem) for their creations. It doesn’t mean they are lazy or aren’t prepared to learn or put in effort… they just have their main interest/skills and hence need a little help and time saving on the stuff they aren’t so skilled or interested in so they can see their creation come to fruition.

“Ideas are cheap”. Many people have great ideas, but a great game is not just a great idea but a great idea plus a lot of work, done with a lot of skills. And that involves (depending on the type of game): Game-Design, art (which includes visual art and audio art) and programming.

If you have a “great game plan” but can’t pay, don’t have time or are unable to sync - well, that plan might simply not be that great after all. It might be an idea, but not even a real “plan”.

I don’t mean to discourage - but creating games in my opinion is one of the really challenging things you could do. That’s why today, most games are created by teams (and managing teams is a non-trivial issue in itself :wink: ). And in the days when games were created by individuals, you bet those individuals had some serious programming skills (and, I guess those games didn’t look and sound quite as good as when a true artist was working on them).

If you have a “plan” and you lack certain skills, then the “Collaboration” forum is for you - it’s the place to find people to help you.

If you want to learn programming from scratch, Unity is not really the best place for that - just like when you want to learn modelling from scratch, Unity is not the best place. There’s good resources out there, and if you do a search on these forums, you’ll find links to nice programming tutorials that should get you started - and if you have specific questions, you’ll find people here who are willing to help.

Frustration is simply a result of underestimating what you’re dealing with. The FPS tutorial has been taken off the Unity Website for a reason. If it was “easy and smooth”, you would easily find it, like the polished tutorials that are still available (when I did the 3D platformer tutorial, it had its edges, but AFAIK, those have been fixed since that).

Integrating art into Unity is not as trivial as it may appear to be. Unity has a great art pipeline, and when you know what you’re doing, it’s working very smoothly (at least as far as I know :wink: ). But you have to know what you’re doing - just like with code that you could get e.g. from the UnifyCommunity Wiki (which is linked under resources at the Unity Website).

Of course, I could buy really cool models plus some really cool motion captured animation data - but to make that work smoothly inside of Unity will be just as difficult for me as I would assume it to be difficult for a 3D-artist to get those scripts working.

So, using components (both software and art) is a great way to save time when you know how to use them - but when you don’t know how to use them, the options still are: Learn or find someone who knows.

Bottom line: Developing games is a wonderful thing, but it’s also a lot of work and it requires a lot of skills. In my opinion, Unity does a great job in simplifiying this (and that includes excellent documentation), but it still requires a lot of time, skills and dedication.

… that’s why some people start with really simple games :wink:

I was talking about one man band operations and game creation within those constraints to fullfill a personal ambition Jashan, not for a single person to create a number one blockbuster…

No, components don’t make it all plug n play either. You still need to know what goes where and what to hook up to, which I mentioned in an earlier post, being one of the difficulties in finding a script on the Wiki, Tutes or on this forum. A programmer knows what to do with the script.

Being a few months new to Unity3D I have searched 100’s of threads, the Wiki, Manual and the tutes to achieve my outcomes… I often found the script solution I was looking for but had know clue where to apply it. In most cases I got it working eventually through a lot of trial and error, which is what the whole point of this thread is really about. People seeking better or other options of instructing how to apply or where to apply scripts.