Game Development Reference
In-Depth Information
forums uses Unity's version of JavaScript as the vernacular. We will hang
the scripts off of objects (rather than allowing the script to do this for
us) because it is a more visual approach and often easier for artists to
understand what's controlling what within the scene.
In either case, the technology assets are just little pieces of ASCII text that
harness the power of Unity and allow interaction to be created and controlled.
Order of Operations
In this topic, we will be creating all of our art assets first, importing them
into Unity as we go, and then we spend the last part of the topic creating
the tech assets. However, it is important to note that this process of art first,
script second is certainly not a rigid one. Unity is very good at allowing
art assets to be updated and changed along the way. Sometimes it takes
a little bit of reattaching scripts to new objects, but with careful naming,
even this is minimized. I find in my own development process, the back and
forth between my 3D application and Unity is frequent and important.
So in this way, the process outlined in this topic is quite unlike a studio's
workflow. In a studio, although the scripters will do most of the bug
squashing and wrapping up, they will start on developing scripts and
programming solutions long before the artists have finished their work.
Further, in your own development process, you will find that spaces you
thought would work well for a particular challenge or battle don't work quite
as planned. Or that a character doesn't quite convey what you had planned.
So you go back and rework in 3D in the middle of your scripting process.
So while our linear process here lends itself to learning Unity well, it likely will
not be the way you work on your own projects.
Conclusion and Introduction to Incursion
But enough talking about making assets and games; let us get to it. For the
game presented in the coming pages we will assume that the game designer
(me) has already done the conceptual work and written a stunning Game
Design Document that is so perfect that it needs no revision. With this fantasy
in mind we can create the specific assets we need to create our game, and in a
sure-footed manner write the scripts that enable the game to function.
The game will be called Incursion. The basic narrative is that you—Aegis
Chung—are an American post-cold-war warrior sent on a mission to infiltrate
an abandoned Soviet facility and retrieve a stolen classified device. The
equipment was handed over to the Soviets by a traitorous scientist who is
now living in Russia. The Soviets were unable to capitalize on the technology
and left it in an abandoned submarine service base. Although abandoned for
years, the old security systems are still running off and on. Several unmanned
mechanisms like cameras and other security devices are left to monitor the
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