As I have the next four days off thanks to Independence Day, Ive decided to see how much of a “game” I can create over an extended weekend. Not being much of an artist and wanting to save time, I figured I’d limit myself to stuff on the asset store.
Rules
only self-created assets or those on the asset store
budget of $500 (excluding Unity ;))
4 days (sleep optional)
Log
BUDGET
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100 - Fury Framework (Me!)
75 - Top-down Dungeons (Manufacttura K4)
30 - Dynamic Spell Effects (Kalamona)
55 - Hero Playable Character (Mister Necturus)
15 - Fantasy Icon Pack 1 (Kalle Olli)
15 - Fantasy Icon Pack 2 (Kalle Olli)
55 - Ratkin Army Pack (Mister Necturus)
15 - Blue Button Fantasy GUI (Niklas Hallin)
20 - Medieval Model Collection (Schlumpfsack)
25 - Warlock (Mister Necturus)
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$ 405
JUL 4
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00:04 Started with blank project
00:11 Having trouble purchasing stuff in AssetStore, JUST TAKE MY MONEY
00:20 Lots of assets purchased, spent about $345... importing taking a long time :(
00:30 Done importing assets so far, 915megs worth!!!
00:35 Topdown dungeons pack uses a modular, corner-room-corridor based approach.. procedural layouts here we come ;)
00:45 Stripped camera effects (during dev) and movement scripts from top down dungeons pack; settled on camera angle and fov
00:48 Topdown dungeon is not optimized for navmesh generation, ugh!
01:46 Modding dungeon modules individually for optimal pathfinding.. time consuming
02:08 Done integrating Fury core, on to Huds..
02:28 Fixed up the hud a bit; good enough for now, on to the first ratkin enemy
04:19 Produced first build
04:47 Nap time..
08:20 Back at it!
08:59 Bought Blue Button Fantasy GUI; not using a fancy GUI solution due to budgetary/complexity concerns
10:56 Implemented item equipping, dropping, and loot tables
13:00 Tightened up UI and messaging, expanded the tutorial level by 1 more corridor
13:13 Downloaded medieval model collection; at $380 for budget!
13:31 Set up the forge area; onto lunch.. then crafting crafting!
14:39 Back, onto crafting
22:09 Completed crafting architecture.. took a while!
23:27 Completed general design of the first "tutorial" level
24:00 Touched up level; added rock border around the level, onto abilities!
JUL 5
02:00 Futzed around with Mechanim; epic fails!
03:00 Nap time..
10:24 Back up, working to fix some UI issues
Time lapse usually requires recording the whole thing, which would be the excessive part… 4 days of uncompressed video would take several terabytes… maybe theres software that can natively record at a very low FPS and I could speed it up; I’ll look into it.
Na,I was more about the part where he would keep the diary / log also on youtube.
Like, here is what I manage to do at 16:24/ Here is what I did at 17:00 and the functionality is … etc
Nah, you can just a digital camera with an auto setting. A few years back we did timelapse for a weekend ruby challenge taking shots every two minutes. Had to change the batteries a couple of times and replace the card once, but it worked out great.
This is looking really really good for how fast you’re making it. Awesome job.
Also, to reply to my earlier comment CamStudio is great for making timelapses that won’t completely destroy you’re hard drive. It’s also very lightweight so it won’t suck up a bunch of processing power while you’re trying to develop your game. And yes, it does let you capture a frame every 5 seconds or however much you want and I’m pretty sure it let’s you adjust capture quality too. It’s open source too so you can use it for free or donate a little bit if you’d like.
I had a work emergency to deal with on Saturday and Sunday and so I couldn’t work on the project for the last two days.
I’m going to pick this up next weekend and keep the 4-day challenge; just split up
I think I’ll stream the last 2 days of this, particularly because its a lot more level/game development, and less architecture/codemonkeying. Also, some of the streaming services actually record all what you stream so it’ll be archived