I'm starting a new project with a two person team. We are aiming to create a 3D space sim. We're not sure about the process but would this be the right way of going about making a space sim. 1. Planning Layout 2. Create Basic Player Ship Model 3. Script Basic Player Model - Make it fly in a zero g environment 4. Create necessary prefabs 5. Create Basic Enemy Models 6. Script Player Model - Make it shoot 7. Add damage receivers 8. Finalize models 9. Create environment - Skyboxes - Asteroid Fields 10. Create respawn points 11. Add GUI and HUD - Health Bar - Boost Bar 12. Script Enemy AI - Basic Movements - Make turrets shoot at player 13. Tweak and finalize project 14. Upgrade and update further So that was my idea of the process. Currently, my team is testing out different ways to make the space shooter. If there are any ways to make the process better, or if the process if just flat out wrong, please let me know.
Sure there can be some adjustments, but that is really a matter of personal preference. It is just fine the way it is.
You seem to be making the assets at the start and not creating any gameplay logic until the last three steps. I would probably reverse your entire list and start at the end, with the final assets being done almost last. You should be able to make a prototype with just Unity primitives as placeholders, but that is just me. Best Regards, Matt.
This. Don't worry about art and assets until you have the logic in place. You can use boxes for spaceships until everything is working.
Like Fallingbrickwork said, I also think creating gameplay is key. Just use some placeholders first. It also depends on how your roles are in the team. If you both do the same stuff then one list would be okay, but if you are really dividing the work then you could just as well have two lists. I'm also sort of working in a two man team. I'm basically doing everything, except for the art. and this is how I'm working. (it's a small project) Brainstorming Decide the main idea Start coding the main gameplay elements(use placeholding prefabs) Start coding secudaire objects Create models/animations Send models to artist for texturing tweak gameplay and other stuff and this is his list Texture models Create 2D art Something like this. Of course you can divide stuff differently, but my artist is an outsource. What you should do is get stuff right at the beginning. If your GameDesignDoc is correct as much as possible then you can easy work faster together. If you are a programmer and an artist, then it both can start simultaneously. Just before you really start, find out the properties for the models/textures/etc. Then the programmer can just create all the gameplay and uses boxes and other basic shapes first as placeholders, and when you get closer to finishing you can replace them by the models that are created by the artist. I for example use an aircraft made out of 3 cubes, the ground is a plane with some moved verts. and enemies are just squeezed spheres. Click to see Good luck with your project, it's good that you try to figure stuff out before actually starting, planning is key!
Version 0.81 for Windows Version 0.81 for Mac This is a game I did for class on the Revolutionary War. It's not close to being done, but tell me what you think so far. Note: Made in less than two weeks. Models from turbosquid.
hi, I would add about game steps subjet, to prepare the files for the project. Not to be mixed and waste space, I use the file as: Docs First day Docs Day # 2 Docs # 3 day not to be encumbered This way things are separated by time, as it should be. And make backup by end of day. it's the most important to all the work, the Backup! think to well breathing, to have not problems about. it takes many concentration and can lost air. me, i have a probem with this. but it's all what i can say about. good day to you
Almost done, after 3 weeks of working on the project. This was small game for class, so not too impressive. Will release final version in the next few days. Will post Mac version then too.
Ok, I tried running it, it launched in a window that couldn't be resized and some of the instructions page text goes off the left of the window. I couldn't find a way of returning from the instructions to the main menu, or to return to the menu from the game, besides closing and restarting. In game, I moved towards the beach and some text said take out the 2 guys at the base of the hill. I'm not sure which guys it meant, I assumed all the red-shirts are with me? I couldn't seem to shoot them anyway! I carried on towards and up the hill, and part way up it sort of froze - I could look around but all the cannon balls were frozen in mid air - was I dead? Sorry, this probably isn't much help, I'm a bit confused! (I blame my beer)
I guess it's the screen resolution. When the game freezes, a little button at the edge says you died and to go back to the main menu. On my screen, the instructions are positioned perfectly, and the two guys at the base of the hill are wearing blue. Sorry, I should make that clear. It helped me, thanks.