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Colony Capture: Teaching Games Through Doing

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Heya GameDevForums. Not too long ago my team has launched a Kickstarter whose goal was to teach game development.


We hope to accomplish this in the following ways: We're making a base puzzle game as professionally and nicely as possible. We want it to be fun, and as high quality as any game on the market in a similar space. From this good foundation, we did augment some of our work on it to accommodate learning (More documentation, in line comments, design choices that help enable teaching/learning/expansion into other projects you wouldn't find in some specific game code).

In addition, we hope to pair it with text-book style documentation for use by teachers in a classroom setting (Or students who want to just self-learn), video "Let's Make" and live work video documentation for visual learners, and all of the technical specs, production docs, game design sketches/playthroughs/pictures for study by a potential student.

We chose Unity as the engine to make this game because it enables us to share easily, it's a great and easy engine to learn (With lots of languages a potential student could learn to use it with), and because it's becoming a quick industry standard for cross-platform games. Most of us are current or ex-mainstream game developers, many of us in our jobs have switched or are switching to Unity, and because many aspiring game developers want to get into the industry, or at least learn and emulate their best practices, we went with Unity for this project.

Some of the interesting things we're going to do with Unity are things like:

- Testing: Several of my current and former colleagues worked on a Unity plugin called Strange (http://forum.unity3d.com/threads/186...or-Unity-amp-C) Which is a framework that provides Inversion of Control into Unity. For those who do not know what that is, the biggest win from it is that it more easily allows you to write testable code in Unity to make development faster, easier, less buggy, and more optimized. BIG win for any developer. When this was presented by one of the authors of Strange to a person working for Unity at GDC he quote said "You're doing God's work." So perhaps, even if you're not too familiar with the concepts such a thing like this provide, that maybe you should learn it and apply it to your works as well!

- Organizing a larger game and pitfalls to avoid: There's a lot of pitfalls newer developers make after making their first game and transitioning to a larger project. There are specific problems and hurdles (Usually in the structure of the entire project, good source control/testing etc) that we want to explore that there aren't necessarily great ways to do in Unity. Many mainstream developers refused to use Unity until they made using mainstream source control like SVN/Perforce/Git much easier and stable to use, and also free, for example. 

If the project succeeds we will be posting the game wherever we can (Check us out on Greenlight!), If you guys have any questions, or want to support us, feel free to ask us here or on our Kickstarter. You can also send an email to colonycapture@gmail.com. Thank you for listening, if you like our idea, our game, or our Kickstarter, please support us in any way you can. Whether it be talking here, emailing us, commenting or sharing any of our social media stuff (Facebook/Twitter/Youtube), or backing us on Kickstarter.

We want to make the game industry a better place, so more people can make great games. And we want to do it with Unity and you guys

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