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Week 3 – Cutting the crap

This is going to be a short blog. As far as visuals to show, there isn’t much new. I have a ton of levels in block stages, the fruit of my labor for the past week.

I have been able to pump out first iterations of quite a few of the levels because Morgan (programmer) has put together a series of “prefabs” for me to place in levels. A prefab is essentially packaged object in Unity that you can place over and over again. It can consist of anything, 3D models, scripts, textures, etc. Instead of making a wall with a certain texture and physics script over and over again, you package it into a prefab and just drop them in.

Since I have a general idea of all the levels in the game, I have begun to list out all the prefabs I need. These range from simple things like “movable platform” to more complex ones like ducts that spit out damaging material (fire, toxic waste, whatever) at different variables.

Scripting a Prefab is a little bit of an art form in of itself. Morgan doesn’t simply send me an air vent and I use it as is. He doesn’t know exactly how it will be used, and for that matter, neither do I. He creates public variables, which are essentially variables that can be instantly tweaked in the script. One very cool thing about Unity is you can actually tweak this WHILE playing the game. Simple example: character speed. Lets say I get the script and it has speed at 4000. I can press play and the move my character around the level. Instead of stopping, I can move my mouse over to the script and simply drag speed up and down. This way I can tweak certain variables in real time till the feel nice.

This is great for things like platform speed, how quickly should a fireball come down, and things of that sort.

It has mostly been placing these things into my initial levels. Which brings me to my last point I want to talk about.

I have begun to learn the roll of designer and producer. While it was initially invigorating to be my own boss and capable of doing what ever the hell I damn well please, I slowly have begun to miss the iron fist that tells you “NO!” First reason is, when it’s not my decision I can complain about it. “Oh, I had an awesome idea for this level, but my executive producer said we didn’t have time”. Everyone enjoys the good ole bitch at the boss, even when 90% of the time they are right. Now it’s just me, stuck between pragmatic sensibility and wild designer ambition.

Two nights ago I stayed at a 24-hour diner till 5 am doing a first pass at the playable version of all 3 “rooms” of the first dungeon. This morning I went back to them and instantly panicked. They were cool and fun to play through, but they were also massive, and this first dungeon is a tutorial, an early introduction to the game. I started seeing the sheer amount of art needed. In games, every addition and decision is multiplied in complexity 10 times before the end of production. Everything requires more art, more testing; more time optimizing, more of everything.

So what did I do, I spent 4 hours removing the third level – I can’t have this dungeon be so large. I started to see which puzzles and elements I liked the best from it and saw if I could fit them into sections 1 and 2. Sure enough they did, and most of the time they out right replaced sections of those levels that on a second look weren’t too hot. Now the first dungeon has 2 rooms that are better than the 3 were before.

I will have to switch between producer and designer hats constantly on the project, but its good to know that more likely than not, streamlining and being realistic won’t only help the game actually get done in time, but will often make the game better as well.

People will hate this, but also, as the saying goes, there is always DLC.

I can get into that later, but if I have learned nothing else its that while often DLC is very much a marketing ploy, it is just as often elements of the game the designers and team wanted very much to put in, but you simply do not have the time. You don’t simply finish a game a month before released. You stop adding features and levels usually LONG before than, for the reasons I mentioned above. You can’t predict what will go wrong; you don’t want to what is known as “feature creeping” and just keep adding everything cool until your game folds under its own weight.

Next week I will at least provide a basic idea of what the game actually is, as well as hopefully have some concept art. If I have art of our character that I like, I will show it off. I don’t think the core idea is easily sold unless we get a good look for our main dude.

Want random insight into the game? follow me on twitter: mattlarnold