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Off-Topic Discussion => Gaming Discussion => Topic started by: Akalabeth Angel on November 29, 2013, 01:29:01 pm

Title: Unity / Ludum Dare
Post by: Akalabeth Angel on November 29, 2013, 01:29:01 pm
Anyone been building games in Unity? And/or creating games for the Ludum Dare contest?

I've had the hankering to try to build a game in unity myself but the programming is a bit of a barrier. Got as far as getting a player avatar to move in unity in a broken way and then got a bit discouraged but hopefully will pick it up again soon. There does seem to be some great commercial games made with the thing.

EDIT - added some links

Oh sorry.

http://www.ludumdare.com/

and

http://unity3d.com/

Also I incidentally watched this video of a dude using unity to make a simple platformer. He did quite a bit for just a weekend:

http://www.youtube.com/watch?v=L2P2kmy9UwA

Not sure it works on youtube, he's on twitch too.
Title: Re: Unity / Ludum Dare
Post by: MatthTheGeek on November 29, 2013, 02:56:34 pm
C'mon, you could at least link the thing. How do you expect us lazy bums to comment on the topic if you don't at least do that :p

I've done a fair bit of Unity at work so I have at least a basic understanding of it.
Title: Re: Unity / Ludum Dare
Post by: Akalabeth Angel on November 29, 2013, 04:20:00 pm
Oh sorry.

http://www.ludumdare.com/

and

http://unity3d.com/

Also I incidentally watched this video of a dude using unity to make a simple platformer. He did quite a bit for just a weekend:

http://www.youtube.com/watch?v=L2P2kmy9UwA

Not sure it works on youtube, he's on twitch too.
Title: Re: Unity / Ludum Dare
Post by: Akalabeth Angel on November 29, 2013, 04:25:26 pm
Also any aspiring game designers who feel overwhelmed might find giving this free game a go:

http://jimmakesgames.com/****ty-quest/

Short but pretty decent.

And here's the guy doing ludum dare on twitch as well:

http://www.twitch.tv/jimplaysgames/profile/pastBroadcasts


The thing that I found cool about him creating the game in unity is not only did he put together a decent game in just a weekend, but also that in Unity you can basically program and test on the fly. In Freespace for example you need to FRED, then go and test, then FRED some more, then test. But in Unity just program, run it, program, run it some more etcetera until things feel right get the physics down and then you can start adding the artwork and so forth. Seems pretty powerful. .
Title: Re: Unity / Ludum Dare
Post by: BloodEagle on November 29, 2013, 06:09:00 pm
Your language filter appears to have broken the link.
Title: Re: Unity / Ludum Dare
Post by: Akalabeth Angel on November 29, 2013, 07:09:34 pm
Your language filter appears to have broken the link.

Gorram.

Well just go here:
http://jimmakesgames.com/ (http://jimmakesgames.com/)

And it's "****ty Quest".
He also has the ludum dare and um, another shooter that he made there as well. But the ****ty quest one had an interesting story I would say.
Title: Re: Unity / Ludum Dare
Post by: Nuke on December 01, 2013, 08:08:47 pm
unity is what ksp is built on. you have to download the engine (one mother****ing gigabyte) to make ksp mods.

i personally dont like it because it relies too much on .net. games should be written in machine code.
Title: Re: Unity / Ludum Dare
Post by: Dragon on December 01, 2013, 08:12:04 pm
Yeah. Unless they make a PCS2 equivalent, I won't be modeling for KSP, I'm afraid. Unity is just too big for what it does. Sure, it can do other things, too but it's not like they're of any use for KSP.
Title: Re: Unity / Ludum Dare
Post by: Nuke on December 01, 2013, 08:22:32 pm
what they did is based their dev tools on unity. you load the part tools into a project, set it up, and it exports your parts. it has its pros and cons. since it only outputs models and textures, which is what you put into it, so its kind of redundant if you ask me. on the other hand it does automate a lot of the crap that comes with editing parts. once you have set up the scene you can save it and re-load it if you ever have to change something. it also has a pretty good cockpit editor, you can place props and see what they will look like in game. you can also place effects, which i haven't had a need for yet. you still have to hand edit cfgs, and compile plugins to dll with visual studio (or mono dev). so its not a complete package.
Title: Re: Unity / Ludum Dare
Post by: coffeesoft on December 05, 2013, 12:40:59 pm
A free 3D Engine that use Scripts and actions as well.

http://www.3drad.com/ (http://www.3drad.com/)

Is focusized on Racing and Flying games but can be used for anything, i know is less powerful but can be used without programming.


Title: Re: Unity / Ludum Dare
Post by: The E on December 06, 2013, 05:03:44 am
Yeah. Unless they make a PCS2 equivalent, I won't be modeling for KSP, I'm afraid. Unity is just too big for what it does. Sure, it can do other things, too but it's not like they're of any use for KSP.

Unity, even in its raw state, is way more accessible than the FSO Modding stack.
Title: Re: Unity / Ludum Dare
Post by: Nuke on December 06, 2013, 01:46:34 pm
i have to agree with the e here. unity is pretty approachable. its much easier to edit hierarchy for example (with pcs2 you pretty much have to feed it a model with perfectly setup hierarchy). you also pretty much have full control over physics objects, like collision meshes. pcs2 you just have to hope it got it right. then you got things pcs2 cant even do, like edit keyframe animations, or manage all your assets. its a powerful little editor.

i still wouldn't use it, im one of those lunatics who has to write everything himself.