I, admittedly, know next to nothing about game design, as my development experience is almost entirely in the corporate production structure. We primarily made in-house apps for large companies, and/or customer facing websites. That said, I find this very interesting, and I love reading about your progress. I don't know if anything I've said sounds like I could help in any way, but I'm certainly open to contributing, however.yeah my real job is as a mobile developer, but a lot of the raw programming skills translate.
put in a hub world that you go back to and you can improve as you beat the various levels :)the idea is the whole game is a hub world and everything is interconnected
Please teach pororin how to make a gamejust google how to make game
Make sure there's a dedicated fart button. It doesn't need to have any gameplay effect, it just needs to exist.i've thought about including something dumb like that haha
the next step will be learning how to add details and texture things, which I know literally nothing about.texturing is pretty easy when you get the hang of it. you can do the low poly method of just using colors that sometimes have minor details, or go all out and paint the textures in blender (if you eventually get serious about texturing, I would suggest adobe substance painter which is one of the few adobe software that can be purchased outright)
and to really learn the ins and outs of Unity's Scriptable Objects. They can be used as a replacement for singletons, overcome abstract classes downfalls (as in, abstraction can easily get very, very messy) and can be used as event handlers, which comes in handy and has better performance than Unity Events (and more flexible)oh this is a good tip. I've never heard of this from anything I've looked into, and it seems extremely useful.
Damn you're way better at Blender than I am. I did a few tutorials (notably Donut and some miniature tuts) and realized 3D art is just not for me lolIt feels like very slow improvement at this point
is there anything "playable" yet or are you still just working on models/visualsYes, I have a working character controller with camera, along with some basic boxed out levels
getting animations to work is perhaps the hardest part about setting up this character. Everything is so damn finicky I cant come up with anything that doesnt look super awkwardMaybe embrace the awkward and go for goofy? Idk
cool demo videoReally makes me appreciate how much time of game development goes into all the assets and stuff that isnt strictly coding gameplay
I've never made anything 3D but yeah most of my ideas die in the stage of getting nice looking animations for various actions. definitely the least appealing part of game dev to me
How difficult would those tutorials be for an idiot like meI think unity is pretty easy to get started with, but also I have many years of software development experience
Maybe embrace the awkward and go for goofy? IdkIts more that the meshes get all messed up so it just looks bad. Im sure its just a matter of practice
I was curious if it would work so I asked google Gemini to generate guide images for an anthropomorphic sloth character. This is what it eventually came up with after some proddingUse it where it helps.
https://gamefaqs.gamespot.com/a/forum/e/eac63dcc.jpg
Im not sure how I feel about the ethics of using AI art but also Im not an artist myself, nor do I really think I could be
Really makes me appreciate how much time of game development goes into all the assets and stuff that isnt strictly coding gameplayThanks bud
I think unity is pretty easy to get started with, but also I have many years of software development experience
maybe try this tutorial and see if its too difficult? I personally think this persons approach is really easy to understand, walking through what every line of code does and even showing what happens if you use simpler approaches
https://catlikecoding.com/unity/tutorials/basics/
I prefer it to video tutorials, which is what a lot of resources are these days
Its more that the meshes get all messed up so it just looks bad. Im sure its just a matter of practice
This is awesome mate! I speedran Odyssey and Mario 64 and for the former, I would argue I was actually pretty great at it at one point too! If you get to the stage where you just want people to give their general opinions on how the movement itself feels; I'd be happy to give my feedback as I love how platformers can really spice things up with movement. I would argue movement can make almost any level design good in the end.Oh yeah, movement is critical.
Oh yeah, movement is critical.I think that's actually a great approach. It's probably what I think Nintendo does super well over any other platforming series. Mario games, at least 64, Sunshine, and Odyssey, have incredible depth to the movement mechanics. At the same time, you can beat any of those games with just the most basic jumping; the games, even at their hardest, don't really make you use it.
my general idea for how Im approaching this is to implement basic movement, get height and distances set, then use that to build out a basic level (what Im working on now). Then Im going to work on refining movement with things like adjusting acceleration and speed, floatiness, etc
Im going for something more like a Banjo-Kazooie, with a core set of abilities but with more specific moves unlocked as you go
Would you say going for a 3D platformer or maybe doing a hack 'n' slash kinda thing would make more sense as a beginner? Also what if I want to integrate flight?I think a hack n slash would be fairly difficult as those have more of a focus on enemy ai as well as complex combo systems
here's a video showing some of what I've built out so far.
I think a game like Mario Odyssey is just really fun to goof around and do nothing in for an hour just fiddling around with jumps and speed tech.I've definitely started up mario64 just to aimlessly run around styling in various levels for a bit and then shut off the game without even getting a single star
What's going to be the sloths gimmick ability?Inspired by a suggestion from a friend, the reason the sloth isnt slow is they drink a lot of coffee
I may have to copy your idea then >_>Yeah the thing with a platformer is you dont even need to implement enemies at all, and even if you do you can make do with super simple AI as theyre usually just obstacles or follow patternd
Not really but I'm probs gonna start a 3D platformer at some point this year. That and maybe a 2D Metroidvania too
although I don't really need it anymore, I just want to see it through
) and then I plan on starting a random game. Thinking of using some Digimon DS sprites to make a Digimon World type game.