So… what’s Binary Void?
Description in Unity Asset Store says it in full…
…but in short:
Binary Void is complete project made for both desktop and mobile platforms, also meant to present and teach general principle of game development in Unity, accompanied with general and often necessary elements of game structure (such as, tweakable game settings, rebindable controls, saving data in files on disk, etc). It’s a complete game that can be built and played as soon as it’s imported in Unity, from title screen, main menu and intro, through out the level, all the way to outro and credits. Depending what platform game detects (PC or mobile) it will initiate possible performance optimizations, set particular difficulty and adequate control layout.
This project can be viewed as gamer’s way to present another gamer, how to make games in Unity. It’s beginner-friendly straightforward, yet deep project, that could be ideal to those who are not sure where to start
Binary Void documentation, written as one long walkthrough, focus on all aspects of the project, but with emphasis on the code. If design is… soul… of the game, then code is certainly it’s brain. Coding is probably the hardest to overcome but essential in game development, thus the emphasis on it. Binary Void comes with quite a few algorithms written, that can serve for variety of game types, and not only to this specific arcade. Here are two examples (see 3rd post in the topic for more details):
Binary Void is rounded construction with classic arcade pattern. Such as: title screen, intro, levels (where levels are often divided into the wholes, usually named as worlds), big finale and outro. It’s meant to provide study of the whole for its pieces and the way those pieces are merged to work together in correct way, with ability to toy and experiment, while every aspect is covered by documentation rich in detail.
And who’s the guy behind all this?
My name is Stefan and I am a long time gamer and for a while, game designer too. My history of gaming includes Commodore 64, Amiga and PC.
As for game design… first rather ambitious fully open-source project, that I am involved with, is called – Limit Load. Here are three action videos on this game:
VIDEO 1
VIDEO 2
VIDEO 3
It’s an arcade flight game done on open-source 3D engine, and in spirit of games such as Wings and Strike Commander. In comparison to Binary Void project, Limit Load is certainly a bit more… well… ambitious and requires much more advanced designing/coding knowledge to understand. I am the main designer behind it (and a lot of other roles, artist, mixer, director, writer, high-level coder and more). If you compare Binary Void PDF-Walkthrough with the PDF mission design manual for Limit Load… you might find some resemblance in style
Binary Void on the other hand, is Unity project done entirely by myself, including the whole mid-level code.
At the end…
That’s it for now. Will get back later to write more about Binary Void tutorial, spiced with some dev-dreaming… unless sudden activity in this thread summons me, earlier.
If you are interested to tag along with Binary Void, feel free to post in this topic any questions that you might have and you can also send me an email or perhaps even catch me at Unity Discord for a live chat. If you have some imaginative idea how to adapt/reshape Binary Void but have difficulties in doing it, feel free to ask me and I might be able to assist you