Jump to content
  • entry
    1
  • comments
    0
  • views
    290

Development Process - Concept Development

mager1794

645 views

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


 



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By 3dmodelerguy
      For reference I am use Unity as my game engine and the A* Pathfinding Project for path finding as there is no chance I would be able to create anything close to as performant as that in any reasonable amount of time.
      So I am looking to build a game that is going to have a very similar style as Prison Architect / Rim World / SimAirport / etc. One of the things that I assume is going to effect performance is path finding. Decisions about the game I have already made that I think relate to this are:
      1. While I am going to be using Colliders, all of them will be trigger colliders so everything can pass through each other and I will not be use physics for anything else as it has no relevance for my game
      2. I am going to want to have a soft cap at the map size being 300x300 (90,000 tiles), I might allow bigger sizes but do something like Rim World does in warning the player about possible side effect (whether it be performance or gameplay)
      3. The map will be somewhat dynamic in that the user will be able to build / gather stuff from the map but outside of that, it should not change very much
      Now I am going to build my game around the idea that users would be in control of no more than 50 pawns at any given time (which is something I can probably enforce through the game play) but I am also going to want to have number other pawns that are AI controlled on the map (NPCs, animals, etc.) that would also need path finding enabled. Now I did a basic test in which I have X number of pawns pick a random location in the 300 x 300 map. move towards it, and then change the location every 3-5 seconds. My initial test was pretty slow (not surprising as I was calculating the path every frame for each pawn) so I decided to cache the calculated path results and only update it ever 2 seconds which got me:
      100 pawns: 250 - 450 FPS
      150 pawns: 160 - 300 FPS
      200 pawns: 90 - 150 FPS
      250 pawns: 50 - 100 FPS
      There is very little extra happening in the game outside of rendering the tilemap.
      I would imagine the most pawns on the map at a given time that need path finding might be a 1000 (and I would probably be able to make due with like 500 - 600). Now obviously I would not need all the pawn to be calculation paths every 2 seconds nor would they need to be calculating paths that are so long but even at a 5 second path refresh rate and paths that are up to 10 tiles long, I am still only able to get to about 400 pawns before I start to see some big performance issues. The issue with reducing the refresh rate is that there are going to be cases where maybe a wall is built before the pawns path is refreshed having them walk through the wall but not sure if there is a clean way to update the path only when needed.
      I am sure when I don't run the game in the Unity editor I will see increase performance but I am just trying to figure out what things I could be doing to make sure path finding is as smaller of a performance hit as possible as there is a lot of other simulation stuff I am going to want to run on top of the path finding.
    • By Gas Lantern Games
      Hello!

      I have spent the last year and a half developing a game in my spare time in Unity! I am releasing it soon on Steam. Ant Empire is a strategic remake of some older games. It is influenced by games such as Ant Empire and Civilization.

      I am currently doing a kickstarter to help fund an AI before launch.

      I have attached some images (tried some gifs but they were too large) to show the current stage of Ant Empire, which is nearly completed.







    • By jonwil
      We have an engine based on Direct3D11 that uses ID3D11Device::CreateTexture2D to create its textures passing in whatever format we read from the dds file header.
      We also have a previous version of our engine that uses the DX9 fixed function bump map feature for bump maps. This feature takes bump map textures in U8V8 format as input but it also takes textures in DXT5 and A8R8G8B8 and converts them into U8V8 using D3DXCreateTextureFromFileInMemoryEx in d3dx9).
      Our current D3D11 engine handles the U8V8 textures just fine (I think it feeds it to CreateTexture2D as DXGI_FORMAT_R8G8_TYPELESS) and has some shader code that emulates the fixed function bump map feature without problems. But now we want to add support for the DXT5 and A8R8G8B8 bump maps.
      Does anyone know where I can find code for Direct3D11 (or just plain code with no dependence on specific graphics APIs) that can convert the DXT5 or A8R8G8B8 texture data into U8V8 data in the same way as D3DXCreateTextureFromFileInMemoryEx and the other D3DX9 functions would do? (Someone out there must have written some code to convert between different texture formats I am sure, I just can't find it)
    • By Alex Yarotsky
      Making games is hard. You need all kinds of technical and creative skills, you need a big team, a budget...
      But making your first game can be even more difficult if you have no previous experience in game development and your team is only two people.
      But it didn't stop us. We quit our jobs and started this indie game journey full of mistakes and pitfalls.
      Why? What encouraged us to make this stupid move?
      Inspired by Extra Credits, Hellblade Dev Diaries, and ThinMatrix we decided to start a weekly behind the scenes show. There we'll be showing bits of our production process. The whole project is a huge and risky experiment for us and we would love to hear your support and recommendations.
      We are opened to all sorts of feedback. Even if you consider something is of a low quality in our video, please let us know it as is. We would love to learn from the community and improve.
      Thank you.
       
       
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!