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Knowledge of c++ and javascript, teaching myself 3D Modeling and concept art. Constantly tricking around in unity trying to make a game. So far with a few successful prototypes picking up things as I go.

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Game Development : Steep learning with time constraints

hugo1005 Blog

Hey guys
Today I want to talk about how large a task game development is, the problems associated, the skills needed and to see how many other people are encountering the same things. I'm going to use the game which I am developing as an example.

LP is a TBS game which I am making at the moment, its core mechanic being a procedurally generated terrain which units can fight across in a bid to secure vital resources. I've spent moths programming this in C# along with a UI that allows for movement over a series of tiles as below:

All of this works well enough but the main problem is time. Trying to fit 4 or 5 hours of coding in on a weekend between school is difficult and the results of a few hours of monumental achievement in your code aren't always transferred back into visual progress.

So now its onto visuals, more time maybe five or six hours for a piece of concept art below, to get a sense of future potential visuals (This was done in photoshop quite a few months ago) :

This one here is of a dropped which got shot down and landed behind an enemies energy shield. However all these might as well be fantasy unless they are then transferred into 3d - The challenge. So next I started coming up with variations of the drop ship which change quite dramatically over the next 15 - 20 hours or so:

Which then turns into the 3d model below, bearing in mind having to go and teach myself concept art + blender as well so everything is still a learning curve.


© Hugo Dolan 2015

My point and question being does anyone have any experience with small slots of time which can be allocated to the development process, is there anyways to make your game smaller and better or has anyone found the same problems as myself when trying to go at this with limited levels of expertise and a constant learning curve.

Any comments ?
Forum Topic Link : Here
Hugo1005

Guide : Modular procedural design by Hugo1005

hugo1005 Blog

Hi Guys,
Welcome to this blog on procedural and modular generation. In this video below I present to you how I went about creating a slightly buggy but functional procedural level, using five prefabricated modular 3d assets. The video is not scripted so can be a little rough around the edges at times, but this really is an introduction to how it works. If you guys find this interesting and want to see under the hood how this all works please let me know through the comments and I will do a fully scripted walkthrough of the code.

Hope you guys enjoy!

Hugo1005

DLC Vs New game in a series

hugo1005 Blog 1 comment

Hey guys,
Welcome to this blog post on moddb. Today i want to bring up the question of the difference now between dlc and a new game in a series. This has been brought into question recently with the release of battlefield hardline, looks pretty similar to battlefield 4 and has come out less than a year after wards with the only main changes being an improved vehicle system and various bug fixes and a ui change.

Many argue this is a dlc not a full new game
So what defines a new game, does it simply need to have a few new features or a lot of them, can one tweak make a full new game? This could be shown in titan fall, effectively being call of duty with vehicles (Titans) and wall running. However this game would appear fun to play even though it lacks content.

Thanks for reading
Hugo 1005

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