• Advertisement
Sign in to follow this  

Unity Adding new characters to a game post-release

This topic is 1236 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

I am designing a 3D FPS mobile game using Unity3D. The game will be released with an initial set of characters. I want to periodically release new sets of characters. At release, I won't yet know how the characters will look or how they'll behave.

 

An example: The game is first released with a set of domestic animals. The player can feed them, pet them, etc. Six months after release a set of birds are released. These birds fly which the animals did not; they like different food that other animals did not. Another two months later release a set of wild animals that can be hunted down. How can I release this set of birds and animals with all attributes and animations as a package?

 

The intent is to keep the animation team on a separate schedule from the game development team so the animation team can independently test and release packages to keep players involved.

 

How can this be done with Unity3D?

Edited by dark.matter

Share this post


Link to post
Share on other sites
Advertisement


The intent is to keep the animation team on a separate schedule from the game development team so the animation team can independently test and release packages to keep players involved.

IMHO, this can be disastrous.  The problem is that anything that might require more game programming needs that worked out with the art.  If you get the art running first, gameplay is forever going to be going back to the artists asking them to fix up the art.  If you do the gameplay first, the artists are going to complain how it's not working as expected while the programmers complain they couldn't make it better because they didn't know what the art was going to do.

 

You really need an interleaved schedule.  Artists should get gameplay roughed out prototypes of the art and animations, something that even a programmer can touch up by dragging keyframes forward and backwards.  Gameplay can work out all the bugs with the crappy animations, then artists have a solid starting point for the finished products.  The more you can break up the work, and the more intertwined the schedules the better your end products will be.

Share this post


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

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By NDraskovic
      Hey guys,
      I have a really weird problem. I'm trying to get some data from a REST service. I'm using the following code:
       
      private void GetTheScores() { UnityWebRequest GetCommand = UnityWebRequest.Get(url); UnityWebRequestAsyncOperation operation = GetCommand.SendWebRequest(); if (!operation.webRequest.isNetworkError) { ResultsContainer rez = JsonUtility.FromJson<ResultsContainer>(operation.webRequest.downloadHandler.text); Debug.Log("Text: " + operation.webRequest.downloadHandler.text); } } The problem is that when I'm in Unity's editor, the request doesn't return anything (operation.webRequest.downloadHandler.text is empty, the Debug.Log command just prints "Text: "), but when I enter the debug mode and insert a breakpoint on that line, then it returns the text properly. Does anyone have an idea why is this happening?
      The real problem I'm trying to solve is that when I receive the text, I can't get the data from the JSON. The markup is really simple:
      [{"id":1,"name":"Player1"},{"id":2,"name":"Player2"}] and I have an object that should accept that data:
      [System.Serializable] public class ResultScript { public int id; public string name; } There is also a class that should accept the array of these objects (which the JSON is returning):
      [System.Serializable] public class ResultsContainer { public ResultScript[] results; } But when I run the code (in the debug mode, to get any result) I get an error: ArgumentException: JSON must represent an object type. I've googled it but none of the proposed solutions work for me.
      Also (regardless if I'm in the debug mode or not) when I try to do some string operations like removing or adding characters to the GET result, the functions return an empty string as a result
      Can you help me with any of these problems?
      Thank you
    • By nihitori
      The Emotional Music Vol. I pack focuses on beautiful and esoteric orchestral music, capable of creating truly emotive and intimate moods. It features detailed chamber strings, cello and piano as the main instruments, resulting in a subtle and elegant sound never before heard in video game royalty-free music assets.

      The pack includes 5 original tracks, as well as a total of 47 loops based on these tracks (long loops for simple use and short loops for custom / complex music layering).

      Unity Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/107032
      Unreal Engine Marketplace link: https://www.unrealengine.com/marketplace/emotional-music-vol-i

      A 15 seconds preview of each main track is available on Soundcloud:
       
    • By RoKabium Games
      Another one of our new UI for #screenshotsaturday. This is the inventory screen for showing what animal fossils you have collected so far. #gamedev #indiedev #sama
    • By eldwin11929
      We're looking for programmers for our project.
      Our project is being made in Unity
      Requirements:
      -Skills in Unity
      -C#
      -Javascript
      -Node.js
      We're looking for programmers who can perform a variety of functions on our project.
      Project is a top-down hack-and-slash pvp dungeon-crawler like game. Game is entirely multiplayer based, using randomized dungeons, and a unique combat system with emphasis on gameplay.
      We have a GDD to work off of, and a Lead Programmer you would work under.
      Assignments may include:
      -Creating new scripts of varying degrees specific to the project (mostly server-side, but sometimes client-side)
      -Assembling already created monsters/characters with existing or non-existing code.
      -Creating VFX
      -Assembling already created environment models
      If interested, please contact: eldwin11929@yahoo.com
      This project is unpaid, but with royalties.
       
      ---
      Additional Project Info:
      Summary:
      Bassetune Reapers is a Player-verus-Player, competitive dungeon crawler. This basically takes on aspects of dungeon crawling, but with a more aggressive setting. Players will have the option to play as the "dungeon-crawlers" (called the 'Knights', or "Knight Class", in-game) or as the "dungeon" itself (literally called the 'Bosses', or "Boss Class", in-game). What this means is that players can choose to play as the people invading the dungeon, or as the dungeon-holders themselves.
      Key Features:
      -Intense, fast-paced combat
      -Multiple skills, weapons, and ways to play the game
      -Tons of different Bosses, Minibosses, creatures and traps to utilize throughout the dungeon
      -Multiple unique environments
      -Interesting, detailed lore behind both the game and world
      -Intricate RPG system
      -Ladder and ranking system
      -Lots of customization for both classes s of customization for both classes
    • By RoKabium Games
      Custom coffee mugs have arrived... More caffeine!
      Have a great weekend everyone! 
      #gamedev #indiedev #sama #caffeine
  • Advertisement