• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
DarrenVortex

Unity
3D Object Manipulation Mobile Game Development Framework

6 posts in this topic

I know I know it's a pretty long title! smile.png

Well I guess I should say Hi first since I'm a newbie in Gamedev.net and this is my first post...

Oh well, I guess I'll go right to the point then!

 

I'm a programmer. I've explored many aspects of programming so I know basic computer science stuff (I'm actually language-independent now!), and now I want to make a game! Luckily, I have a designer who's made me a 3D spaceship in 3Ds Max, and right now all I really want to do is:

 

1. Create an phone game app (Preferably compilable for both Android & iOS)

2. Import the spaceship model (I have it in .obj format right now but max can convert to some other formats as well.)

3. Make it move up and down!

 

I have many options in front of me: Cocos3d, Unity3d, jMonkeyEngine, and similar libraries / frameworks. But I don't really know where to start. I've tried some but haven't quite found the ideal choice yet. Things that affect my choice of framework are:

 

1. I hate Unity since it's GUI dependent, and I'm a low-level programmer (I see the world in text-based!). I don't use IDEs for app development, just a text editor and a Console + simply reading the doc and calling the APIs from code. I just want a framework / lib, not an entire SDK.

2. I'm still a beginner in game dev, so simple-to-follow and complete documentation and an easy-to-start-with library.

3. Easy 3D Support

 

Now with these said, what do the masters suggest me to use?

Edited by DarrenVortex
0

Share this post


Link to post
Share on other sites

+1 Unity3d.  Also a programmer background (12+ years), language independent.  Scene view is almost optional, but mostly it just spares you the grind of managing basic views.

I love it most because of the documentation.  Every part of the API has a page and a good C# example of how to use it.  That factor alone makes it programmer easy-mode.

0

Share this post


Link to post
Share on other sites

+1 Unity3d.  Also a programmer background (12+ years), language independent.  Scene view is almost optional, but mostly it just spares you the grind of managing basic views.
I love it most because of the documentation.  Every part of the API has a page and a good C# example of how to use it.  That factor alone makes it programmer easy-mode.


+1 As visual as I am, I am all code based. Unity also allows me to be free and concentrate on design.
0

Share this post


Link to post
Share on other sites

Another Unity vote.

 

You start out saying you are a programmer.  That is fine.

 

Then you describe doing the job of a designer.  That is also fine.

 

Games need both.

 

 

The visual runtime aspect of Unity is there to help designers.  It is not the only view of the game, and it is a view that programmers will use only to test their code.  Programmers using Unity will see all the code they want.

 

Your game will probably also need more models, animations, vfx, audio, and other elements.  You say you have only a single model, but one model and an up/down animation generally does not complete a full 3D game.  Very few 3D games can be implemented with a single 3D model and no animation.  Unity makes it easy to mix all of those components.

 

Either that, or you can write your own engine, decode your own animations, write your own animation control system, implement an audio library and add hookups between animation scripts and code.  And on, and on, and on.  It is much easier to go with an established engine like Unity.

2

Share this post


Link to post
Share on other sites

Another Unity vote.
 
You start out saying you are a programmer.  That is fine.
 
Then you describe doing the job of a designer.  That is also fine.
 
Games need both.
 
 
The visual runtime aspect of Unity is there to help designers.  It is not the only view of the game, and it is a view that programmers will use only to test their code.  Programmers using Unity will see all the code they want.
 
Your game will probably also need more models, animations, vfx, audio, and other elements.  You say you have only a single model, but one model and an up/down animation generally does not complete a full 3D game.  Very few 3D games can be implemented with a single 3D model and no animation.  Unity makes it easy to mix all of those components.
 
Either that, or you can write your own engine, decode your own animations, write your own animation control system, implement an audio library and add hookups between animation scripts and code.  And on, and on, and on.  It is much easier to go with an established engine like Unity.


+1111111
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0

  • Similar Content

    • By Tset_Tsyung
      Hey all,

      As the heading says I'm trying to get my head around Goal Objective Action Planning AI.  However I'm having some issues reverse engineering Brent Owens code line-by-line (mainly around the recursive graph building of the GOAPPlanner).  I'm assuming that reverse engineering this is the best way to get a comprehensive understanding... thoughts?

      Does anyone know if an indepth explanation on this article (found here: https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793), or another article on this subject?

      I'd gladly post my specific questions here (on this post, even), but not too sure how much I'm allowed to reference other sites...

      Any pointers, help or comments would be greatly appreciated.

      Sincerely,

      Mike
    • By E-gore
      Hi all,
      This is our (xDBAGames) first game
      Called Iron Dome Legacy.
      It is a Missile Command clone. In this game you control the Israeli "Iron Dome" anti missile defence system.
      Features: 
      The player has limited amount of missiles. The Iron dome system is upgradable. The money is determined by the outcome of a level. The game is free. There are only rewarded ads. We tried to create a game that has some context to the daily life, but we are sure not trying to be political here.
      I hope you could try this game, and we will appreciate any comments.
      xDBAGames is a company of two programmers. That have no experience in the video game industry, but have a lot of passion for games.

    • By UNNYHOG
      Hello, Colleagues!
       
      We have been working on our newest Fantasy style Gesture based MOBA game for a long time and it's releasing on Steam on July 26. Meanwhile you can already try it out by downloading our launcher from the website.
       
      Any feedback is welcome here. Thank you.
       
      If you don't want to play, I would love to share with you our teaser : 
       
       
       
    • By Scouting Ninja
      So I am working on a mobile game.
      It uses slides for a story, the slides are very large. Each slide is almost 2048*2048; the max texture loading size I am using for the game.
       
      My problem is that Unity keeps each slide in the memory after it's loaded, even when it will show only once per game. This leads to the game crashing on older mobiles.
      My idea was to destroy each object after it was shown using a coroutine, so it deletes the past slide and loads the next slide. This worked because instead of crashing on 23 slides it crashed on 48 slides.
      After some profiling I realized that destroy() isn't clearing all the memory that a slide used.
       
      What I want to do now is assign a limited amount of memory as a slide slot. Then I need some way to unload the slide from the slot, freeing the slot for the next slide; without Unity storing the slides in the memory.
      Any ideas on how I would do this? 
    • By LoverSoul
      Hello everyone.
      I had a problem with transferring my character from the creation editor to the game engine. I created the character in Adobe Fuse, then imported it to Mixamo to put rig and animation.
      However, the appearance of my character has deteriorated significantly, and after importing into Unity, the character even began to look like a meme from the Assassin's Creed. Can you please tell me how I can fix all this so that my character's hair does not look like bits of bacon sticking to her head, and her eyes and mouth have taken their stable position in the skull?
      Thank you for attention.



  • Popular Now