• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Michael Santer
      We're currently two programmers and a game designer working on a turn-based tactics fantasy board game. For reference you can search for images of "Tactics Arena Online", a fairly dated game that used to have a lot of depth and complexity.
      Our goal is to use the same combat concepts, but giving it a much needed modern touch as well as a whole new set of heroes to choose from with additional abilities. The game is a mix of isometric and 3D and we plan to release the game on Steam and hopefully Android & iOS as well.
      We are looking for someone to work with us pro-bono (just like we're doing) as a 3D character artist. The skills needed are creativity, a hard working attitude and an ability to make minor animations (things like idle, walk, block and very rudimentary attack animations). A perk to have would be the ability to make some VFX. If the game makes it on steam and money starts coming in, you'd obviously be compensated for your hard work, but as it stands this is a hobby project to garnish your portfolio.
      A bit more about the game:
      This game will be an online multiplayer game where each user gets to pick up to 10 characters to place on his half of the board (this would be done before even entering matchmaking. Think runes in League of Legends for example). The user can place his 10 units of choice anywhere he likes on his half board. Some units can be used more than once. So if you want 4 knights and 2 mages or even if you want 10 clerics, you can do as you please. You can then save your setups for future use. The goal of the game is to wipe out the enemy team.
      Each character or Hero (except premium and abyss characters) start with 1 ability and they can ascend (either by playing a certain amount of matches with the character or by forcing the ascension with real money) to gain a new ability or passive. Acquiring a new character can be done by using in-game currency that you earn from playing matches or using real money with the exception of Abyss characters which can only be acquired by winning certain rare matches. The goal is to offer a freemium game with lots of customizable elements while making sure that no user can "buy power" with real money. We want everything that a paying user can get to be available to non-paying users who play the game a lot.
      Ultimately we want this to become a competitive game that people can enjoy and really get invested in. Each character is designed with options for counterplay in mind and synergy with other heroes.
      We sincerely believe in what this game can become and we home to find someone just as passionate as we are to get involved in this project!
    • By CrazyApplesStudio
         Hello , i would like to showcase my first game project, a simple endless casual arcade game called Apples Mania : Apple Catcher. The game has simple goal , scoring as high as possible by collecting falling apples while the difficulty gradually increases. Different apples are worth different amount of points and there are also 2 power-ups to help you in your challenge.
        The game took me about 2 months to complete and polish and i made everything except for the music tracks and some of the sound files. Made in unity and blender3d.
        Would appreciate any kind of feedback.
      Google Play Link
        A trailer showing basic game-play:
    • By Paszq
      Troglodytes are a playable races in Arpago - they usually don't talk much and most of them lives near water sources.
    • By Paszq
      a Fox in a dungeon :)
    • By Paszq
      Fox Folk is one of 3 playable races in Arpago.
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity Multi platform process/methodology advice - 3D game (iOS, Droid, Web)

This topic is 1964 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi All,

This question is more focusses on the process of creating a game, ie the order and or sequence of tools to deploy a 3D game on Android, iOS, and via the web. I've spent 3 solid days reading up and taken a few pivots in my thinking. I'm an enterprise Java (portals/mobile) architect/developer.

The game will make significant use of sensors, eg accelerometers, magnetometers, pressure sensors, touch screens, mic, camera, etc. It's a first person tactical fighter. It will have a server for hosting tournaments, scores, analytics, potentially stream audio etc (will be a Java server).

I have looked at Unity, but it doesn't seem to support webservices to a Java server (unless I misread that). It also doesn't use bullet physics which I am keen on. Furthermore, it has limited access to the sensors on the phone (from what I can tell). I have left a sales call with Unity to explore that more.

Assuming I cannot use Unity, my alternative is as follows. There will be steps missing in my process, which is why I am posting and looking for answers.

1. Create models/graphics in graphics program. I am leaning to Blender and exporting to Open GL ES.
2. The Blender export gets imported into my IDE. No idea how to bring this into code, or which IDE given two or three languages are needed.
3. For Android might need to use NDK, alternative is JMonkey/Arbor but I'd rather not create two ports.
4. Not sure if I can use C++ for Android and move that into iOS with ease.
5. On the web front (for Desktops), I plan to use WebGL. Not sure how to get the Blender export into that.
6. Web service/socket integration for Android to the Java server could use TCP sockets. iOS, not sure.
7. From what I can WebGL isn;t supported on Droid or iOS (though Firefox for Droid supports it).
8. Should I bother with Blender? Are there better tools/methods to create graphics and hook them into code.
9. The OpenGL code I assume will be wrapped up by another language, or, can the whole game be in OpenGL (is just a linked between my core app and the graphics that performs manipulations and eventing with the graphics?)

That's how I see it, there's holes. I've spent a while looking around, Unity might do the trick but so far seems there a limitations I cannot live with. There might be a quicker/simpler path. I also don't know enough technical detail, eg what format to export from Blender, what format to input.

If I may request, an answer that could be given in steps, what tools, and detail on what the technical outputs are of each step (eg x3d), that would be most useful. Alternatives ideas welcome cool.png

Many thanks.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement