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About this blog

I've been a hobbyist programmer for about 10 years and I've built several games in that time frame.  Throughout my entire child hood I always had a game in head that I wished existed so I could play it, and after deciding that waiting wasn't going to get me anywhere further than I already am, I have started working on this project.

Throughout my writings and musing I'll be going over my thought process and implementation for the design and function of my game.  I'm starting off in Unity and working through the tutorials, any major issues I run into will be heavily documented and discussed.


The Blog will feature a variety of content types:



Problem Solving

Business (Maybe, i'm undecided if I'm going to post my business dealing publicly)


Game Concept:

Dungeon Raiders is a Unity Driven RPG that focuses specifically on typical end game content in MMORPGS.  

End Game Content = Dungeons.  Driven via Procedural Generation, I aim to generate 3D environments that are unique almost every game.  Replayability is very valuable for the leveling system and the feeling of rewarding gameplay.  Leveling doing the same pre-designed will get old real fast.

Unique RPG Combat Style:

The Combat Style is going to center on high action, and reactionary gameplay.  Dodge spells, land your spells and don't stop moving.

I hope to build out a truly unique RPG experience, and above all I want it at your finger tips, in your hands on your mobile phone.

Thanks for reading, I look forward to writing more content and building out the game.


Entries in this blog


Development Process - Concept Development

Every game has to start somewhere, and mine will be the concept development phase.  I've laid out a personal time line that I am striving to follow for my development process and I will be discussing the process for the Concept model. Sadly, this concept model is going to be more of a gameplay feel concept and not a game concept.  My objective is to create a working arena for combat, for the player to practice sparing with a single enemy. Practice Arena
In order to begin developing, I need an environment to play and test in.  For this purpose, and to offer a place to practice gameplay mechanics for players in the future, I've come up with the Practice Arena.  The Practice Arena will consist of 7 game objects. 
1 Floor
4 Walls
Player Spawn Point
Enemy Spawn Point Using unity, this will take me roughly 15-30 minutes to fully configure to my liking.  I have no intentions of creating visually appealing content until achieving a "beta" state for the game.  After attaching coliders and placing spawn points I can move forward to the Player Prefab. Player Prefab
For the player prefab, I will be using some of the free models I found on reddit.com/r/gamedev created by /u/QuaterniusDev. (Full URL for model: https://www.reddit.com/r/gamedev/comments/7jobpt/free_lowpoly_animated_woman/) For the player, what I want to do is import the asset into unity and drag it into my game world.  We will be focusing on developing the player as a Prefab and not a game object.  By doing this we can easily create the player in new worlds without a lot of extra work. Controls
A game is quite literally just an animated movie without user input.  The next major step will be defining the user controls for movement.  As an engineer, I have a very object oriented mindset which is why I have decided to build a "ControlHandler" class. The control handler will handle input from all sources and trigger events in responses. I'm choosing event driven input vs direct input so that I can easily seperate what triggers each event/movement and give myself easier control/management over the entire game by not having to spend hours scouring for code. Single Spell
A single spell sounds boring but with the intricacy of the spell system, and the future talents, building just one extendable spell will be a great start to an intricate spell system later on. Both the player and the enemy will have access to this ability and it will be the primary source of combat in the early stages of the game.   Enemy
I will also be building an enemy in the same manner that the player was created, I'll be using a model borrowed from our good friend in /r/gamdev and using the low-poly zombie model link: https://www.reddit.com/r/gamedev/comments/7pla8z/free_lowpoly_animated_zombie/ Enemies will have their own customizations in the long term which is why enemies will also be built as prefabs.  The goal is the create EVERY object in the game in a generic expandable form.  Enemies will be hanlded via an AIController.  The AI Controller will handle all active game AI in the scene.  Hit Detection
In order to provide a small combat experience I will have to build hit detection.  The hit detection module will be implemented inside of spells, spells will register everything they come into contact with and register it as a hit.  
If the spell was from a friendly targe the hit will do no damage.   Dodge Mechanics
The hyperactive/reactive nature of the gameplay will be ever present inside of the dodge mechanics.  Each class has unique ways to defend and protect themself but the most common will always be their dodge mechanic.  The first dodge mechanic that will be implemented is a roll to left or right.  Dodge mechanics will be expanded as the class system is built out later on. 1v1 Battle Mode
In order to create a battle mode, I will add health to both enemy and player characters.  Whoever drops from 100 to 0 first is the loser. I will be playing in this version for a while trying to get a better feel for the movements and upgrading. I look forward to writing development posts about all the topics I just discussed, and I greatly appreciate you following on this journey. Outro Nothing in the world is free and I immensely respect anyone willing to take time working on products that they release for free.  On that note, I just wanted to share the Patreon for /u/Quaternius.  Thanks for all the models you make and I wish you as much success as your heart desires! https://www.patreon.com/quaternius



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