Skip to main content

Working on new project

Well, sort of. I have started coding a prototype, but this time I focusing on laying some solid foundations before I got into other things like gameplay. For example, I took some time to study the correct structure of a project. Still I dont have idea about whats the optimal setup, but at least now the game instance class is a singleton. That allows to test each scene independently; in the previous project I had to start from the main menu to have access to all features. Using this singleton I always have at least some basic systems working.

The second feature I started to develop from the beginning is the save/load system. Not very advanced, but I havent worked too much on this besides some limited position/rotation serialization. But the idea is that it evolves together with the project progression. I have been looking for directions to achieve optimal save and load speed/size, yet that info seems to be scarce.

And third, but quite important: internationalization! For a reason I wont mention yet, we plan to include only one language, but texts should be available at least in spanish and english. Before things get messy, internationalization support should be implemented.

There are a few other details like carefully designing the scene layout before actually building it, or more exactly, designing everything on paper before going into Unity3d... Enough work to justify at least 2 prototypes before starting the demo, all that with a minimal crew. Lets see how it goes.

Comments

Popular posts from this blog

Isometric camera with Godot

Took some effort and some of my sleep hours, but at last, I made it. Here is my first videotutorial: implementing an isometric camera in 3D, with Godot. Useful if you want to emulate the look of old classics like Fallout 2, but with some extra features. Considering that my voice is not so nice, and my english pronounciation is even worse, I also added texts to help you underestand what Im saying. You will also notice some background noise, but cant do anything to solve that. Any suggestion is welcome. Expect another tutorial soon.... or sor tof. This time, will be about my AI system.

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started. Start Unity3d and in your scene, add an empty GameObject, we will call it target . Create a camera object and drag it to target to make it child. The result looks like this: Now select Camera and set the values to this: For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom). Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code: if (Input.GetKeyDown(KeyCode.W)) {             dir = UP;         } e...

Vulkan and open source engines

It is weird, but even when Vulkan has embraced the open source philosophy (open drivers, tools, etc), Im not seeing too much enthusiasm to adopt it in open source game engines. I have been following mostly Godot and Urho3D, yet Ogre3D and Irrlicht doesnt seems to be rushing to implement the new renderers. It is worth to mention that Godot promissed they would delay the long needed refactoring of its 3D renderer until Vulkan release, but now they say they wont be using it, favoring GL ES 3 instead. The other engines seems to be dealing with lack of man power (Urho3D leader left the work on hands of community, as he is not working on Vulkan renderer right now) and base code designed for older APIs, specifically, DirectX 9. Lot of work is required to adapt this code base, not only for Vulkan, but for DirectX 12 too. Well, nobody said that developing a game engine was easy. The advantages of Vulkan have been widely detailed. From engine point of view, it would centralize all renderers...