Well, its time for another go. I've recently been inspired by "Indie Game: The Movie" after seeing their triumphs over their respective tribulations alongside the development of each Indie Dev's Games. I'd recently started a little side project of building from scratch the world of Kanto, from the Pokemon Series of games, in the new CryEngine 3 from Crytek. I'd since lost the project files, stupid me for not backing them up. But I'll be sure to share some pictures.
And I'll be starting again with Unity, and going back and forth between the two, as I build Kanto, and work on my game. Its going to be slow, paced, as I'm learning this as I go. But bare with me, great things are abound.
Raindrop Studio's - My Adventure in Game Developement
So I'm a new, and aspiring indie game developer. And since its all the rage to show everybody what it is I'm doing, I thought I'd do that, but with a twist. See I'm learning about all the things I need to learn to make my game/idea a reality. So this isn't JUST how the game is made, this how the making of a game thats going to be made happens, well at least for me. So kick back and enjoy.
Thursday, June 14, 2012
Saturday, October 16, 2010
Blog Post #3 - "Its been a long time..." -GladOS
Jeeze-la-weeze! Has it really been since August that I posted an update? Wow. Well, things are great. I've not been posting due to settling into a new place of residence, and also waiting to see what was new with Unity 3(d?). Things look great. Soft body physics are finally integrated, so that bodes well for what I'm looking to do. In fact, that was something I'd been looking for, for a quite a long time, was how to implement a script like that. Even more difficult to do when you're learning.
I've been scouring the internet for resources, learning and otherwise. I'm going to be taking a go through of the Tornado Twin's Tutorials, VTC and YouTube, as well as reading a book I got titled "Unity Game Development Essentials Edition" which is a slightly more thorough, though obviously less visible learning tool much akin to the Tornado Twin's stuff.
I think how I'm going to go about the learning process for Unity, is to get Unity down pat, build a reasonable foundation with that, and fill in the blacks reasonably well with learning Maya (or maybe Cinema 4D) and C++ (or Java Scripting), so I have the basic understanding and can start toying around with things and learning hands on.
Look forward to more posts. I'm going to be posting some of the stuff here, very shortly. Pre-Vis, things like that.
Also, take note, that I have managed to get the Unity Web Player running in here, on the Blog, but that its only the Island Demo, with the camera angle to show a drop, meant to give you a basic idea of what I'm going for. Not my work.
Thanks again for reading, this is Marc, or Stry, signing off for now.
I've been scouring the internet for resources, learning and otherwise. I'm going to be taking a go through of the Tornado Twin's Tutorials, VTC and YouTube, as well as reading a book I got titled "Unity Game Development Essentials Edition" which is a slightly more thorough, though obviously less visible learning tool much akin to the Tornado Twin's stuff.
I think how I'm going to go about the learning process for Unity, is to get Unity down pat, build a reasonable foundation with that, and fill in the blacks reasonably well with learning Maya (or maybe Cinema 4D) and C++ (or Java Scripting), so I have the basic understanding and can start toying around with things and learning hands on.
Look forward to more posts. I'm going to be posting some of the stuff here, very shortly. Pre-Vis, things like that.
Also, take note, that I have managed to get the Unity Web Player running in here, on the Blog, but that its only the Island Demo, with the camera angle to show a drop, meant to give you a basic idea of what I'm going for. Not my work.
Thanks again for reading, this is Marc, or Stry, signing off for now.
Tuesday, August 17, 2010
Blog Post #2 - Toying with Engines/Middleware
Hey all, I'm back for another blog post. So I've been toying around with Game Engines, and Middleware, seeing whats out there, what it does, what it is, and how it integrates into the game. Remember all, I'm still learning here, but what I'm finding is very interesting. Much akin to the plugins for say, Mozilla's Firefox Internet Browser, Middelware kind of seems to do that. And I know to some that may be a 'dur' thing for me to say, but I do find it neat that having middleware can help make a cohesive development environment, and take some of the shambles of developing the particular features you're looking to put into your game, yourself.
But, I wonder, what cost, besides financially, does that come at? Is it more sound, say for a HUGE A-List Game, to use Middleware? I mean, its all still under investigation by me, but, it seems that the smaller scale you go, the less of what it is the middleware offers, I find that you need.
Because I was thinking about it, and really... a game like... Bob Came in Pieces, I can see that in Unity 3D, being only built by the Indie version. I'm not up on what all the terminology is in Unity 3D, and whether or not the Indie version would let you import assets from Maya, or 3DS Max, or Blender, say... but I'm curious as to whether its possible to just make a game, with one program? Would that have any bearing on whether that game is good or not?
Well, if you're reading this, you already know that I'm on an adventure, to find all this stuff out. So here's a summary of what I've looked into:
I'm almost at the point where I'm going to start implementing things I've learned into the tinkering stage, as that always seems to work for me. Watch, Listen, Learn, Tinker, Fill it in, Watch... etc.
Its my hope that, if I can get the Unity Web Player to work, that I'll be able to post (though I've mentioned this before) build's as they happen, but I also think I might upload links to things I've learned through tinker, with a description of what I was going for, or tinkering to try and see.
Anyways, for Raindrop Studios, this is Stry, or Marc, and I'm off to learn it up.
Over and out Fellow Gamers
But, I wonder, what cost, besides financially, does that come at? Is it more sound, say for a HUGE A-List Game, to use Middleware? I mean, its all still under investigation by me, but, it seems that the smaller scale you go, the less of what it is the middleware offers, I find that you need.
Because I was thinking about it, and really... a game like... Bob Came in Pieces, I can see that in Unity 3D, being only built by the Indie version. I'm not up on what all the terminology is in Unity 3D, and whether or not the Indie version would let you import assets from Maya, or 3DS Max, or Blender, say... but I'm curious as to whether its possible to just make a game, with one program? Would that have any bearing on whether that game is good or not?
Well, if you're reading this, you already know that I'm on an adventure, to find all this stuff out. So here's a summary of what I've looked into:
- Trinigy Vision SDK
- Gamebryo Lightspeed SDK
- Torque Game Engine SDK
- Procedural's City Engine
- NaturalMotion Euphoria Endorphin Engine
- Filterforge
- FMOD
I'm almost at the point where I'm going to start implementing things I've learned into the tinkering stage, as that always seems to work for me. Watch, Listen, Learn, Tinker, Fill it in, Watch... etc.
Its my hope that, if I can get the Unity Web Player to work, that I'll be able to post (though I've mentioned this before) build's as they happen, but I also think I might upload links to things I've learned through tinker, with a description of what I was going for, or tinkering to try and see.
Anyways, for Raindrop Studios, this is Stry, or Marc, and I'm off to learn it up.
Over and out Fellow Gamers
Friday, August 6, 2010
Blog Post #1 - The Game and what I'm Learning
Good Afternoon Ladies, Gentlenerds, and Fellow Gamers,
So this is the first blog post I'm doing. I decided a little while ago, after I had this sudden brain fart idea, to make a game. Not knowing how to do it, I scoured the internet for resources, tools, ideas on how to use those, tutorials and what-not's.
So the game, while it lacks a title, there's definitely a workable, and fun idea behind it. I'll post what I've written down for ideas for it from my notes. Bear in mind, this is all copyrighted material, likeness and all, but, being an indie or aspiring one like myself I'm sure you can respect that my ideas are my own, and vice versa. They were inspired by seemingly insignificant parts of other games, when you really look at it all I suppose. I did some digging about why I wanted to make this game, which I'll talk about in a blog post to come.
Without further ado here are the notes:
So as you can see, there's definitely something there.
I'm really trying to arrive at the engine that would fit this game the best. Using soft body physics won't work very well with Unity, as from what I can tell it doesn't support it. If there's an external plug in, or a way of using say... the nVidia PhysX to enable it or handle it outside of the game... would be really great. But I also don't want to limit people, I'd really like for everyone, on multiple platforms be able to pick it up, play it, enjoy it, and find it visually appealing. So we'll see. I'm still in the learning phases.
Anyways all, hope this will suffice for the first post. Look forward to the next one, not sure how I'm going to do it, but, I will be posting as frequently as I can.
Also, if I can, I'll be posting small builds of the game on here, if that's possible, using the Unity Web Player, so people can play the game as it evolves :D.
Enjoy,
Marc aka Stry - Raindrop Studios
So this is the first blog post I'm doing. I decided a little while ago, after I had this sudden brain fart idea, to make a game. Not knowing how to do it, I scoured the internet for resources, tools, ideas on how to use those, tutorials and what-not's.
So the game, while it lacks a title, there's definitely a workable, and fun idea behind it. I'll post what I've written down for ideas for it from my notes. Bear in mind, this is all copyrighted material, likeness and all, but, being an indie or aspiring one like myself I'm sure you can respect that my ideas are my own, and vice versa. They were inspired by seemingly insignificant parts of other games, when you really look at it all I suppose. I did some digging about why I wanted to make this game, which I'll talk about in a blog post to come.
Without further ado here are the notes:
You play as a newly formed raindrop, and you have to move yourself in order to shift your arrow dynamic form to land on leaves, or anything else than can absorb you.
Start game from high point, seeing the island as a bit smaller
Slower fall speed that slightly increases as you go down, like Tetris speed increasing as you go up in levels
Increase fall speed by the size of the droplet
Droplet size increased by moving into and through clouds grabbing condensation on the way through
Also, Urban city scape, having to avoid smog clouds which lower points or point value, and having to land on potted plants, tree’s in parks, plant’s on windowsills,
Urban setting creates higher difficulty outside of easier one set on island where there are more trees
Use Fluid Dynamics, or Fluid Physics so then when you move in a particular direction it’s the shifting of the water encapsulated in the droplet itself shift its mass in one particular direction to sorta of ‘flip’ itself into the specific direction.
So as you can see, there's definitely something there.
I'm really trying to arrive at the engine that would fit this game the best. Using soft body physics won't work very well with Unity, as from what I can tell it doesn't support it. If there's an external plug in, or a way of using say... the nVidia PhysX to enable it or handle it outside of the game... would be really great. But I also don't want to limit people, I'd really like for everyone, on multiple platforms be able to pick it up, play it, enjoy it, and find it visually appealing. So we'll see. I'm still in the learning phases.
Anyways all, hope this will suffice for the first post. Look forward to the next one, not sure how I'm going to do it, but, I will be posting as frequently as I can.
Also, if I can, I'll be posting small builds of the game on here, if that's possible, using the Unity Web Player, so people can play the game as it evolves :D.
Enjoy,
Marc aka Stry - Raindrop Studios
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