One Week of test -> My first game with Unity

Hi Everyone,

I’m glad to join the Unity Community and to wrote my first post in the forum.
it’s been a while since I was interrested in Unity Technology and now, I’m glad to have taken one week to test it and begin to learn it.

So, here is the result of my week of test. This is principaly an Acrobatical AirCraft gameplay test.

http://www.ad-invaders.com/unitest/firsttest_air-race.html

The keys are:
Engine Throttle :Shift / Ctrl
Mouvement: Arrow keys, W / X (french Keyboard sorry)

I’m waiting for your comments,

See you soon, best regards,
Pierre

Very nice,

Took me a while to get the “engine” to start (oh, and control + arrow apparently is configured to change my Mac work Spaces :slight_smile: Learn a new thing every game :wink:

Great job! Keep up the good work!

Cheers,

Galen

Isn’t it cool how quickly you can get a project up and running in Unity? My first week testing/learning project is just a few threads below, looks like we started at about the same time.

This is a pretty neat control scheme for a stunt flying game, I’m tempted to implement this in an iphone game if you don’t.*

*What I mean is, I’m not gonna steal an idea that’s important to you.

Can you share it, so we can download your project?

Thanks for the replies. This is encouraging for the next. I still have to learn a ton of things in Unity to be as productive as I can be with other tools.
I would like to continue this project as a test one and will take a full licence after for the development on I-Phone or in multiplayer.

I’ll keep you in touch.

Best Regards,
Pierre

Nice start Pierre. It was fun to fly! :slight_smile: You should map the rudder left to both W and Z though. That way it will work nicely on both English and French keyboards.

I look forward to seeing more.

Hi all!

I’ve just uploaded a new version of my first game. Still on the same link.

I’ve include:
-sounds
-crash (I’m not very satisfied by it)
-multiples camera views

  • more realistic physic behavior at low speed

By the way, I had some difficuties with the sound Listener. As you know, you can only have one listener and as i want a sound depending to the camera, I’ve attach the listener to a game Object and I attach it on the active camera. My problem is that on switching cam, there is a sound bug (high frequency sound). So my question is, how did you manage the sond Listener?
I’m waiting for your comments.
Best Regards,

Pierre

Hi, you can attach multiple listeners to the cameras themselves, just deactivate the ones not in use.

Then when you switch camera, deactivate the previous listener and activate the new one (whilst you are deactivating and activating the cameras).

Alternatively, what I tend to do is, just use one camera, then move (or lerp) its position (and any other attributes) to make a camera angle change.

So for example, in your game you could apply a nice dynamic transition to move from runway view, to distant cam-behind the plane, and to close 3rd-person view, and an instant position change to move to cockpit - all with one camera.

…and the sound will always be relative to the view.

R.

Hi all,

Robbie, Thank you for the tips. Using One cam is indeed the best solution to do what I want. That’s what I used to do with other software.

Now, I will try to do a replay system. To do so, I will record the position, orientation and delay between to records in an array. The thing is that I didn’t have any experience with arrays in Unity. It seems that we can not have multiple columns and so I don’t know how to store the datas…
Does anyone have experience about it?

Best Regards,

Pierre

I do have some experience of doing this, yes.

You can make and use multidimensional arrays in Unity with a bit of effort. But what I would do for such a situation, is just to use multiple arrays, one for timeOfCapture (Time), one for the position (Vector3), one for the rotation (Quaternion), etc.

Then you just read back each nth element in each array and apply it back to the transform.

R.

Thanks again for the Tip. I’ll try to do that with multiple arrays…

I really Love your game. I want to creat a flying game like yours. Hehe I don’t know really how it works i would like if you could share or show how to make a partial part of that game just the flying method how it works etc.

hello masterlight,

my aircraft behavior is based on physic and I’ve tried to reproduce the real force applied to a plane during a flight.
So I’ve a “Z” force for the engine. “Y” forces for the wings depending on the speed and engine (stunt plane) and when you press the keys, I apply some torque on the rigidbody. This is for the basics. After that, I’ve some forces to simulate the resistance of the air during turns, and other for low speed controls.

I hope it helps.

Regards

Great game to be your first one!

I think this is awesome.
and also about 10 times better than what ive managed to do with unity for the past 3 weeks ive used it…Xd

I’ve to say that I’m not a begginer in game developement. I’m just a begginer in Unity. Otherwise, I know very well Virtools which is another good engine for real time 3D…
You can look at the website in signature to see what we can do with it.

Best Regards,

Pierre

Hi everyone,

I’ve just uploaded a new version of my game.
I’ve work a lot on the replay and general game system.
It was interresting to create some generic script to manage a game and control the differents sequence of it.
I hope you will appreciate my work:

http://www.ad-invaders.com/unitest/firsttest_air-race.html

The keys are:
Engine Throttle :Shift / Ctrl
Mouvement: Arrow keys, W / X or Z

I’m waiting for your comments,

Pierre

Love the replay. Really cool. 8)

Also controls great.

I don’t know if you intended it to be like this, but you plane has no problem going straight up for extended periods of time. I wonder if it would stall in real life.

Very cool! Mind giving me insight as to how you went about implementing that replay? :stuck_out_tongue:

Here is what this kind of plane can do…
http://www.seekextreme.com/images/red-bull-air-race-perth-2008.jpg

Regarding the replay, I just record all the inputs, position and rotation of the plane each 5 frames and then replay them using some Lerp Interpolation… Not difficult in the concept but the twiking was not easy.