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Development ideas

Discussion in 'General Discussion' started by Muzzn, Mar 20, 2012.

  1. Muzzn

    Muzzn

    Joined:
    Jan 23, 2011
    Posts:
    406
    In Unity, I am far more interested in actually making tech that making games. For example, I would be happier to write a procedural city generator than pretty much any game. But recently, I've been running out of stuff to do. I enjoy implementing stuff in Unity, but I've never touched shaders, so that rules out a lot of relating things (making pretty water etc.)

    So I decided to browse the Wish List section and then implement one of the ideas there. It turned out to be worse than collaboration - 'i want to be able to make game like dead island now' type things.

    So the purpose of this post is, if anyone has any pie-in-the-sky, outlandish suggestions for something you would like to see in Unity, but it is too specialised, or not benefiting enough to the product for the Unity team to implement, I'd like to give it a go.
     
  2. drewradley

    drewradley

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    Sep 22, 2010
    Posts:
    3,063
    a procedural city generator. :)
     
  3. andorov

    andorov

    Joined:
    Feb 10, 2011
    Posts:
    1,061
    Heh, a while ago I basically came to the same conclusion. After a lot of work, I ended up releasing something on the asset store (you can follow the link in the signature to see it in action).

    I'm currently programming a full AI player, aimed at FPS-style games. The AI hides under cover, returns fire, tries to take objectives, etc. It can be really rewarding; especially if other developers like what you're doing.

    My thought process for finding something to make starts with a game genre. Then I try to focus on one complete component from that genre that I can replicate, document and modularize.
     
  4. lockbox

    lockbox

    Joined:
    Feb 10, 2012
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    519
    I'm not sure if this already exists in the Asset Store, but I would really like to see some type of flowchart tool that visually shows me what scripts access other scripts or game objects. So what this tool would do, is parse scripts in a user defined folder, draw boxes for all the scripts and game objects referenced in the scripts, and then draw lines with arrows to indicate what each script calls. If I click on the start point side of the line, it opens that side's script. If I click on the arrow side of the line, it opens that side's script -or- highlights that object in the hierarchy/project window. It doesn't have to be exactly like this, but something similar would be awesome!

    Whatcha think?
     
  5. kalamona

    kalamona

    Joined:
    Aug 16, 2011
    Posts:
    727
    A tool to scale particle systems, by either adding a custom script to them, or inheriting their scale value., or anything. I still do not know why none exists, it is so damned useful.
     
  6. Muzzn

    Muzzn

    Joined:
    Jan 23, 2011
    Posts:
    406
    I've done that already, and it would be very difficult to justify spending more time on it when so many really good ones exist already.

    That's a nice process, actually. I guess the hard part is finding something which can be generic - there are so many different combat systems etc. it must be quite hard to find something which fits with them all. I'm going to try your process and see how it goes.


    It's hard to scale particle systems - you need to alter the velocity, size, emitter size, pretty much everything, and you won't get the same effect. I'm going to leave that to particle artists, I think.
     
  7. larvantholos

    larvantholos

    Joined:
    Oct 29, 2009
    Posts:
    668
    interested in making a integrated level editor? I think that having something that aims to assemble assets into a level without trying to specialize to much, would be great - I don't spend a lot of time in unity actually assembling stuff right now, because its much faster in my 3d app. I'd happy model up a ton of assets to go with it :) We have editors for everything, but were still missing a good level editor within unity.
     
  8. Paradigm-SW

    Paradigm-SW

    Joined:
    Dec 23, 2011
    Posts:
    402
    Why not a set of optimisation tools for those without pro? Occlusion culling, etc.
     
  9. Muzzn

    Muzzn

    Joined:
    Jan 23, 2011
    Posts:
    406
    I'm not a level designer, so I don't really know what's missing. What's the problem with Unity's level design? With Vertex snapping, isn't it just putting together lots of elements?