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About hpdvs2

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  1. Adding another: Space shooter, only needs - left/right movement, about 4 lines of code. - space bar, fire projectile (projectile movement) - Asteroids randomly appearing from top and moving down. - Asteroid/projectile collision detection/removal. I know this can be done include cheap graphics generation in under 30 minutes. I had built a slightly more polished AI Enemies in the game, done it in VB6, with star field, points, lives and game end, in 45 minutes 20 years ago. and VB6 is not a good option for building games.
  2. What are some of the fastest starter concepts you can think of. Something that would only take maybe 30 minutes to be playable and fun? At any moment in time, there are probably 10 or more active game jams. (see : https://itch.io/jams) Most give you 1-3 days to complete a game, so we are often looking at what we could get done in that time. But then I had a bug in my code today that pointed out a concept I could make playable from scratch in 30 minutes. (this is in Unity) My starter: A spaceship is spinning. You have no control over its rotation (that was the bug), only its forward thrust. through brief taps to fire the engine, you make it start to move in the direction it was pointing at the moment. Just Rigidbody.AddForce. from a screen tap. Then put a few objects to bounce off of any try to get the player from point a to point b. Simple, less than 30 minutes, and the base game play is done. What about other concepts like this, where a core playable mechanic is done in in < 30 minutes, so then you can just focus on adding new elements to the already fun video game. Ultimately, I'm trying to come up with a bunch of these and share them out at game jams as starter point examples to help people (including myself) from getting out of big ideas.
  3. What I'm looking for, are your stories of AI that, once you knew how they worked, have ruined a game or entire genre for you. And counter to that, what are AI's that when you know how they work, make you like the game even more? Especially For me it was racing games that were ruined. They used to be my favorite, until I understood enough about the AI to make them fun. I.e. They present an epic struggle keeping me engaged, until really close to the end, where I finally win. But then going through enough AI development on other games, to provide the right amount of challenge but to still allow the player to win. Now that I know that the AI chose to keep cars with me in stages, then at the last minute, I get to watch the race car I've been neck and neck with, they just suddenly start to go slower. I used to love that, but now I feel like I'm a little kid that the adult is letting win. On the counter side, creating is biome AI's. I've absolutely loved the complexity of some of them, and feel inspired when I see more interesting environments. Minecraft's Biome and World-Building systems are an incredible AI for effectively being pixel art. So let me know your stories, what AI's do you hate, which one's inspire you? Any recommendations to improve the ones you hate, or should they just be thrown out? - Thanks.
  4. hpdvs2

    Unity Profiles

    Around Ludum Dare #38, I came across two great portfolio tools: Unity Connect and Itch.IO. The combination of the two can help your Unity portfolio grow overnight. The general idea, is that Itch.io has a great system for uploading and sharing WebGL games (and other downloadable forms), and that Unity Connect has a great system for sharing projects over all. (links) We'll start with the basics. You need WebGL Samples of your unity work. try looking through any old sample that shows something. It doesn't need to be complete. You can take a failed game idea that successfully shows working with changing gravity, and cut everything but that gravity feature away. Then build to WebGL and upload to Itch.io. (its uploaded in private mode so you can test before releasing) 2 key instructions: 1) set Itch's project type to HTML to get the WebGL option later in the page and 2) upload a zip of the WebGL Build folder created from your Unity project. It will figure out the zip structure. Next, with the game live and playable, add a new project in Unity Connect. Add a thumbnail, and have a separate thumbnail for the WebGL playable. (I.e. something that says 'play now' or similar on it.) Add any other content, and be sure to describe it for what it is. Was it a Proof of Concept, where you are focused on one key element? Was it a starter test project? Is it actually released somewhere? Is this just level 1 of a larger pay project? Is this part of Steam Greenlight?The more items you have on Unity Connect, the more your profile will stand out. Keep it up. You are welcome to connect to me on Connect or Itch.io.
  5. hpdvs2

    Review - Unity Hub (Beta)

    So I've had the chance to try out Unity Hub for a while, and had ups where I completely switched to it, and then downs where I finally got rid of it. When you start Unity, you get the project selection screen. (Unless you chose to have it auto start on your previous project) Hub is a separate application to replace that screen. It adds new features, like Multiple versions of Unity Assigning projects to start with specific install versions Right clicking on an install version and having it add a new build target (without all the UI's to monitor) It worked great initially. So much so that I uninstalled Unity from the machine (because bug #1, it doesn't recognize existing Unity installations. it seems like they *have* to be under a specific path/format. It says you can select existing ones, but it never recognized the version I have) an let it install Unity for me. Next I also installed the Beta, because it was easy. It seems far faster to install through Hub, than via download/direct install. I loved this feature. But then some problems started in... Some of the features like Android install, I could not get to work after. It took a lot of extra steps to resolve, steps I don't recall having to go through on my normal version. For instance, it could not pick up the JDK install path on its own. It can't install older versions, like 5.6. Which seems a huge reason for supporting this. There where huge transformational changes between 5.6 and 2017. Some projects just needed 5.6. It seemed like this was the key reason to have Hub, so I could go back easily. I already had Visual Studio Enterprise installed on my system, and it couldn't register it. Well not during the install anyway. I had to go in, and find it by path, but then it didn't have any of the Unity properties installed for Visual Studio. Ultimately, I ended up uninstalling it, and going back to the base installation of 2017.Latest and VS Enterprise Latest to get everything happy again. I intend to try Unity Hub again, but will wait until its out of beta. Check it out / download it here: https://blogs.unity3d.com/2018/01/24/streamline-your-workflow-introducing-unity-hub-beta/ If your needs don't step on those issues, like android or needing to jump back to 5.6, I think its a great product.
  6. hpdvs2

    Unity SOLID

    I gave a presentation at Unity's Unite 2017 Austin conference. This is actually the first well recorded presentation I gave. (Everytime I presented in the past, something would fail) Even if you have no interest in Unity, the SOLID aspects of this are a great for an introduction. I spent a long time trying to come up with a way to explain it in an easier way. Complex explanations that only make sense if you already understand it seem to be common place. Check out Wikipedia's opening statement on "L" (Liskov's Substitution Principle): Then I get into a Dependency Injection Framework and Unity Unit Testing from within Visual Studio, as can be found here.
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