Jump to content
  • Advertisement
Sign in to follow this  
badsniper

Unity Want to make third person shooter.

This topic is 1880 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, I'm a decent programmer. Currently I'm working on a 2d title as an intern. I'm comfortable with programming and Unity environment. My long term goal is to make third person shooter which I think will help me to build math and physics skills rather than doing a traditional FPS. My problem is I don't know anything about modeling or animation or any artistic skills. So where do I start? Is there anysite that I can get assets or animation to make it possible? And trust me I don't want to dive into the project right away. Like I said it's a long term goal. Can someone point me in right direction? Which engine should I use Unity or Unreal? Unity because I'm comfortable with it and Unreal because I want to get extra skill set. Any ideas? Spare me if it's naive topic. Thanks in advance.

Share this post


Link to post
Share on other sites
Advertisement

Unity is itself a 3D engine and IDE system that is almost entirely based on 3D development.  In general Unity itself will handle the majority of the 3D mathematics that will be required to get a game started.  Beyond that you will want to have a good grasp on geometry, trigonometry and possibly some general physics (thus the reason so many people use Engines like Unity is that all of the important trig and physics is already done for you).  So in short, step one is to brush up on your late high school and early college level mathematics.

 

Next you would want to start working on some prototypes of your idea and a design document to start visualizing and defining the entire game, it's mechanics and specifics.  This is extremely important and will make years worth of difference to your development (Watch "Indie Game The Movie" for examples of the difference between designed and thrown together games.  Super Meat Boy went in with a complete thought out design and it's developers knowing exactly what they wanted to do.  Fez went in with a general concept idea with little to no direction and took over 6 years and at least 3 complete re-writes before it released).  So step two is to design and prototype your ideas to get a feel for where you want to go and what exactly you will be doing.

 

With those steps completed you should be about ready to start real production.  I would suggest starting again with simple primitives and working on your mechanics and game play first.  Basically you would be working towards a polished prototype, don't worry quite as much about what the 3D graphics actually are, just how to invoke the animations, translations, collision and such.  So your third step is to start actually developing the game using simple stick figure like primitives, focusing on the game play itself and getting your creation to start coming to life.

 

Once you are on this third step you will basically just continue working up this polished prototype, do tons of testing and slowly integrate more and more of the features.  At any point you can start replacing the graphics with final versions but I would recommend holding off until you are much closer to completion.  Many times models and graphics will change as time goes on and it can get very tedious and time consuming to continually be swapping out graphics and tweaking code to fit everything together properly.

 

All in all that's about it, brush up and make sure you have a firm grasp on 3D math such as Geometry, Trigonometry and some Physics particularly as they pertain to game development, design and prototype your concept extensively, elaborate and polish the prototypes into a completed product.  Should be pretty much the same process that you are currently following in 2D game development the only difference is that you add a third dimension and your primary calculation methods change from Algebra to Geometry and Trig.

 

Quick google search for some related reading...

http://www.essentialmath.com/tutorial.htm

http://www.amazon.com/Primer-Graphics-Development-Wordware-Library/dp/1556229119

http://shop.oreilly.com/product/9780596000066.do

 

When you are ready you can acquire models from the Unity asset store, or through Daz3d market's (as well as many other such sites).

http://unity3d.com/asset-store/

http://www.daz3d.com/new-releases

Share this post


Link to post
Share on other sites

Wow, Thanks for the input and resources Dan! Appreciate it. Should I do the development in Unity or Unreal? Which one would be better in terms of experience? Should I get more experience in Unity or should I add another skill set by learning Unreal?

Share this post


Link to post
Share on other sites

I would suggest Unity myself.  Both are actually fairly comparable, however I feel that Unity is more Indie friendly.  It supports more scripting languages to create your logic in, the asset store has many inexpensive ready to use models (when the time comes) and the free license contains everything you will need to release a PC game for profit.  UDK is a bit more powerful and contains some features that you do not get with Unity.  Unity's Pro license is VERY close to the UDK system but much cheaper.  Although the numbers have changed and I hear UDK now offers a royalty based full license the following journal entry of mine explains in more detail why you may wish to avoid UDK.

 

http://www.gamedev.net/blog/1003/entry-2249527-udk-for-indies/

 

Daz3D models are also ready to go and fully supported in Unity which to me is a major benefit.  Daz3D is  different modelling program that allows you to focus more on assets, clothing and such instead of the actual modeling process, for those of us non artistic types it's a means of actually being able to create usable 3D models and characters with animations.

 

Do keep in mind that these are my opinions and suggestions but there are many other methods, engines and tools that you can use.  Many have their own benefits and draw backs, Unity is no exception, I'm sure there are down sides to using it although none that have ever effected me personally.  I would be interested in discussing all of this in a bit more detail if you would like.  You can find my contact details in my Game Dev profile and also on my Gravatar profile linked below.

 

http://en.gravatar.com/daniwan

 

Edit / PS

    Unreal and UDK are not used as much as many people may imagine an normally only by very large game studios that are not likely to hire or even talk to indie developers.  The companies that can afford and have the necessity for UDK / Unreal engines normally only entertain resume's and applications from veteran game designers that come from official studios with numerous released titles under their belts.  Unity is used by quite a few indie teams as well as many small and medium sized studios.  As with any field there's never a guarantee but Unity certainly opens more feasibly reachable doors.

Edited by Dan Mayor

Share this post


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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By Alexander_Vovk
      Hello Guys!
      Please share your experience, where is it better to find sales manager  specialists for indie team of 6 + people(remotely)?
      Maybe someone has a good experience of cooperation with finding projects through sale managers(USA and Canada)?
      Thank you
      Best Regards
      Alex Vovk
      Co-Founder of Sixteen Squares
      Alexander_Vovk@outlook.com
       
    • By RoKabium Games
      Been a bit quiet recently, but we've been busy bug fixing and tweaking things... Now we have lots more 'Particle effects' in the game, specifically here the Flamethrower and Enemy attacks!
    • By JoshuaFraser
      Hi and thanks for reading, I have an issue with this reactive crosshair script, everything works fine until I start changing the offset. Give the script a go and you will see what I mean, when I do SetOffset(0f); it doesnt always set back to the origional state, if anyone can spot a fix I'd be super appreciative!
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class ReactiveCrosshair : MonoBehaviour { [SerializeField] GameObject c_limb_prefab; private float center_offset = 0f; private float current_offset = 0f; private float max_offset = .5f; private int number_of_limbs = 4; private float limb_length = .05f; private float limb_width = .005f; private List<GameObject> c_limbs = new List<GameObject>(); public void SetupCrosshair(){ for (int i = 0; i < number_of_limbs; i++) { GameObject line_go = (GameObject)Instantiate (c_limb_prefab); line_go.transform.SetParent (this.transform); Vector3 limb_pos = new Vector3 (0f,0f,0f); //line_go.transform.position = limb_pos; line_go.transform.localPosition = limb_pos; LineRenderer line = line_go.GetComponent<LineRenderer>(); line.startWidth = limb_width; line.positionCount = 2; line.SetPosition (0, line_go.transform.localPosition + new Vector3(center_offset, 0f, 0f)); line.SetPosition (1, line_go.transform.localPosition + new Vector3(center_offset + limb_length, 0f, 0f)); line.useWorldSpace = false; c_limbs.Add(line_go.gameObject); } if (c_limbs != null) { OrientLimbs (); SetOffset (0f); } } public void OrientLimbs(){ for (int i = 0; i < c_limbs.Count; i++) { float rotation_step = 360f / (float)c_limbs.Count; c_limbs [i].transform.RotateAround (c_limbs[i].transform.position, c_limbs[i].transform.forward, 90f + (rotation_step * (float)i)); } } public void SetOffset(float _current_spread){ float offset = Mathf.Lerp (0f, max_offset, _current_spread); for (int i = 0; i < number_of_limbs; i++) { if (offset > current_offset) { Vector3 pos = c_limbs [i].transform.position + (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } if (offset < current_offset) { Vector3 pos = c_limbs [i].transform.position - (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } } Debug.Log ("SetOffset() offset: " + offset.ToString () + " _current_spread: " + _current_spread.ToString() + " localPos: " + c_limbs[1].transform.localPosition); current_offset = offset; } }  
    • By Erik Nivala
      So, as the title says i am trying to figure out a good way sync all that information with other players in Unity. My problem is that i can't come up with a good solution since i am used to creating classes for everything e.g. attachments are its own class and then the weapon would save a reference to that attachment. But since you can't send custom classes over [Command] & [ClientRPC] i am a little stuck. A solution for this would be giving each attachment for a slot a unique ID and then passing the ID to other player but i feel like that is very error prone if other ppl add a new attachment or the IDs get mixed up.
      Is there a "standard" way that this is usually done that i am missing?
      I am fairly new to programming so any help is appreciated!
    • By MintyLyton
      I'm looking for any team / people that need a programmer for their project. I'm looking to expand my portfolio which you can see Here. I'm more experienced with Unity but I can spend the time to learn new Engines if that's your preference. I have worked on Unreal Engine 4 before but I might take some time to re-learn it, if the project requires it. Feel free to DM here or use the contact info on my website. 
    • By ethancodes
      I'm working on a system for my game that will allow the player to stack pick ups in a queue. As one pick up expires, the next automatically activates. I'm having an issue though where if I pick up the first one, it activates fine, but if i pick up a second directly after it, it overrides the first one, activates the second one, and then once it has run it's course, everything goes back to normal gameplay, no first pick up. I'm not sure why this is happening. Hopefully someone can spot what I'm doing wrong in my code.
      Here is the code for the pick up manager:
      // Update is called once per frame void Update () { if (pickUpQueue.Count != 0 && !pickUpActive) { pickUpActive = true; pickUpQueue[0].ActivatePickUp(); } DeactivatePickUp(); } void DeactivatePickUp () { if (pickUpQueue.Count != 0 && pickUpActive) { Destroy (pickUpQueue [0]); pickUpQueue.RemoveAt (0); pickUpActive = false; } } And here is the PickUp:
      public override void ActivatePickUp () { ball.GetComponent<Ball>().Speed = 2.0f; //increase ball speed... ball.GetComponent<Ball>().StartCoroutine(timer); //...set time that power up is active }  
      There is also a Base Pick Up:
      public void OnCollisionEnter2D (Collision2D collision) { Vector2 tweak = new Vector2 (Random.Range(0f, 0.2f),Random.Range(0f, 0.2f)); this.gameObject.GetComponent<Rigidbody2D>().velocity += tweak; //if the pickup makes contact with the paddle or ball.... if (collision.gameObject.tag == "Paddle" || collision.gameObject.tag == "Ball") { GameObject.FindObjectOfType<GameManager>().GetComponent<PickUpManager>().pickUpQueue.Add(this); Destroy(gameObject); //...and finally destroy power up object } } As a side note, I am trying to find a solution to this that will work for all of my pickups. Some pickups are ammo based, some are timed. 
    • By D34DPOOL
      Edit Your Profile D34DPOOL 0 Threads 0 Updates 0 Messages Network Mod DB GameFront Sign Out Add jobEdit jobDeleteC# Programmer for a Unity FPS at Anywhere   Programmers located Anywhere.
      Posted by D34DPOOL on May 20th, 2018
      Hello, my name is Mason, and I've been working on a Quake style arena shooter about destroying boxes on and off for about a year now. I have a proof of concept with all of the basic features, but as an artist with little programming skill I've reached the end of my abilities as a programmer haha. I need someone to help fix bugs, optomize code, and to implent new features into the game. As a programmer you will have creative freedom to suggest new features and modes to add into the game if you choose to, I'm usually very open to suggestions :).
      What is required:
      Skill using C#
      Experience with Unity
      Experience using UNET (since it is a multiplayer game), or the effort and ability to learn it
      Compensation:
      Since the game currently has no funding, we can split whatever revenue the game makes in the future. However if you would perfer I can create 2D and/or 3D assets for whatever you need in return for your time and work.
      It's a very open and chill enviornment, where you'll have relative creative freedom. I hope you are interested in joining the team, and have a good day!
       
      To apply email me at mangemason@yahoo.com
    • By davejones
      Is there a way to automatically change the start position of an animation? I have a bunch of animations set up on 3D models in unity. The issue is that I need to move the 3D models, however when I do so the animation start positions are not updated and I have to do it manually.

      Changing the transform of key frames is time consuming with the amount of animations I have, so I was wondering if there was a way to do it automatically?
    • By MoreLion
      hey all! We are looking for members for our Unity horror game! 
      Here’s the story:
      After a deadly virus plunges the world into chaos killing 85% of the human population there are now what they call “zones” these zones are watched very closely by the surviving government, people are checked every day for the virus, even if you touch the spit or any human waste or fluids of the victim who is infected, you will die. But one day, people in the west zone start to go missing, 1 woman goes outside the walls to uncover the mystery, is there more to the virus than meets the eye?, That is where your story starts.
      This game is not a long development game, I have loads other game ideas,
      I will also allow you to have a bit of creative freedom if you wish to add or share a idea!
      And no, it’s not a zombie game lol I feel like zombie games are too generic, in this game you will encounter terrifying beasts!
      There is some concept art one of our concept artists have made
      If interested email liondude12@gmail.com
    • By Canadian Map Makers
      GOVERNOR is a modernized version of the highly popular series of “Caesar” games. Our small team has already developed maps, written specifications, acquired music and performed the historical research needed to create a good base for the programming part of the project.

      Our ultimate goal is to create a world class multi-level strategic city building game, but to start with we would like to create some of the simpler modules to demonstrate proof of concept and graphical elegance.

       

      We would like programmers and graphical artists to come onboard to (initially) create:

      A module where Province wide infrastructure can be built on an interactive 3D map of one of the ancient Roman Provinces.
      A module where city infrastructure can be built on a real 3D interactive landscape.
      For both parts, geographically and historically accurate base maps will be prepared by our team cartographer. Graphics development will be using Blender. The game engine will be Unity.

       

      More information, and examples of the work carried out so far can be found at http://playgovernor.com/ (most of the interesting content is under the Encyclopedia tab).

       

      This project represents a good opportunity for upcoming programmers and 3D modeling artists to develop something for their portfolios in a relatively short time span, working closely with one of Canada’s leading cartographers. There is also the possibility of being involved in this project to the point of a finished game and commercial success! Above all, this is a fun project to work on.

       

      Best regards,

      Steve Chapman (Canadian Map Makers)

       
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631401
    • Total Posts
      2999866
×

Important Information

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

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!