I got an idea for a game I really want to play. The game does not quite exist. I am going to try to make it stop not quite existing. I will probably fail, but in doing so I will learn a valuable lesson about the hubris of man and maybe get more insight into the process.
I want to at least make a proof of concept, in which you can design a ship and use it to shoot at some enemy ships / installations / aircraft in a sandbox, or maybe scenarios. Like WarshipCraft except not a mobile game.
Ultimate idea is that you'd be building planes and land vehicles too, using an RTS interface and switching between units you've built to fight factions and capture islands. So basically [URL="https://www.youtube.com/watch?v=uSL-ylpe1EA"]SimplePlanes[/URL] meets [URL="https://www.youtube.com/watch?v=yyCXpma5aB8"]Battlestations: Pacific[/URL] (likely singleplayer only). That's prolly not gonna be a thing tho, at least not any time soon. Unless I go full idea-guy and try to enlist people who know what they're doing in exchange for ~exposure~.
[U] To achieve this, I will have to do the following:[/U]
• Learn to use Unity (seems pretty straightforward at this point but that's cos I haven't done much with it yet)
• Learn to code C# (I have never coded a thing before in my life and the whole concept is sorcery to me)
• Brush up on my modeling and animation (which I haven't really done in years)
• Figure out more about how actual naval warfare and marine engineering works
Assuming I do not immediately surrender, I will try to post updates on my progress here. Also if you know of any good tutorials or other resources, it'd be p. sick if you shared em.
Good luck! For programming help and advice check out [URL="https://facepunch.com/showthread.php?t=1446371"]WDYNHW[/URL], for Unity-specific questions (including C#) you can ask [URL="https://facepunch.com/showthread.php?t=1459923"]here[/URL], and for posting your general game dev progress you can use[URL="https://facepunch.com/showthread.php?t=1521880"] this thread[/URL]
[editline]12th June 2016[/editline]
Also, at risk of sounding like a dick, once you realize how impossible a task this is for somebody with seemingly no game dev experience, try to do some Unity tutorials or make something like Pong for your first game. Then come back to this idea in ~3 years.
[QUOTE=Asgard;50504374]Good luck! For programming help and advice check out [URL="https://facepunch.com/showthread.php?t=1446371"]WDYNHW[/URL], for Unity-specific questions (including C#) you can ask [URL="https://facepunch.com/showthread.php?t=1459923"]here[/URL], and for posting your general game dev progress you can use[URL="https://facepunch.com/showthread.php?t=1521880"] this thread[/URL]
[editline]12th June 2016[/editline]
Also, at risk of sounding like a dick, once you realize how impossible a task this is for somebody with seemingly no game dev experience, try to do some Unity tutorials or make something like Pong for your first game. Then come back to this idea in ~3 years.[/QUOTE]
ty m8
And yeah, I figure one goal here is just to get the full gravity of how impossible it is so my brain will stop nagging me about it.
Here's a video series that might help you. It deals with the game development process from the position of someone who's just starting out.
[video=youtube;zxAjmicdeiU]https://www.youtube.com/watch?v=zxAjmicdeiU[/video]
Once you've watched the whole series, check out this series to learn how to use Unity (yes, it's a tutorial for a platformer type game, but you should be able to apply stuff from it to your game)
[video=youtube;verv9n3bXY8]https://www.youtube.com/watch?v=verv9n3bXY8&list=PLZ1b66Z1KFKjZ_RhnhTLENPx5qXbuxs-c[/video]
Use simple placeholder sprites (if you're working in 2d) or primitive shapes (boxes, spheres, etc) if you're working in 3D. Focus on getting the game logic working, the art assets are the easiest thing to replace.
If you manage to make it to a more advanced stage of development (you probably won't btw) you should learn to develop your own toolset to improve your workflow, start here: [URL]http://www.gamedev.net/page/resources/_/technical/game-programming/building-tools-for-unity-to-improve-your-workflow-r4321[/URL]
The most complicated part of making an rts (from a programming perspective, not a game design perspective) is making the camera. You have to be able to select objects in 3D space using a 2D plane (the drag and select feature of all rts games that you use to select multiple units). To do this, you basically just need to understand some complex maths in order to convert 2D vector points to 3D vector points and select everything within a viewing frustum (giant rectangular pyramid where the square part is the area you select on the screen).
See here:
[URL]https://en.wikipedia.org/wiki/Viewing_frustum[/URL]
[URL]https://en.wikipedia.org/wiki/3D_projection[/URL]
Hopefully that gives you something to start with, but you'll need to do your own further research and problem solving. If you get stuck, ask around the threads on facepunch like the above user recommended.
Good luck!
[QUOTE=Zyler;50506813]
The most complicated part of making an rts (from a programming perspective, not a game design perspective) is making the camera. You have to be able to select objects in 3D space using a 2D plane (the drag and select feature of all rts games that you use to select multiple units). To do this, you basically just need to understand some complex maths in order to convert 2D vector points to 3D vector points and select everything within a viewing frustum (giant rectangular pyramid where the square part is the area you select on the screen).
See here:
[URL]https://en.wikipedia.org/wiki/Viewing_frustum[/URL]
[URL]https://en.wikipedia.org/wiki/3D_projection[/URL]
[/QUOTE]
[url]https://docs.unity3d.com/ScriptReference/Camera.ScreenToWorldPoint.html[/url]
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