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Ever curse your own ambition?

Discussion in 'General Discussion' started by JovanD, Jun 27, 2014.

  1. JovanD

    JovanD

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    Just making ambitious decisions that come back to bite you in the ass, did something like that ever happen to you?
    Right now im cursing my self while making a complicated rig, because i just had to think "it would be cool" for my character to have wings... *sigh* Sure it was little bit more work to model, but now it's more than double the work to animate...
     
  2. Deleted User

    Deleted User

    Guest

    Every minute of every day.
     
  3. Kaji-Atsushi

    Kaji-Atsushi

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    Yes, but I would strive to be ambitious again and keep on doing it. The time to act on those ambitions, however, may be ill-planned or timed.
     
  4. macdude2

    macdude2

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    Honestly the number of thoughts I've had along the lines of "now wouldn't it be cool if...." that have delayed progress on stuff that was infinity more important to the completion of my games is way to high. On the other hand, I think these thoughts have lead to some really cool outcomes and since I'm not working under any time constraint (for all intents and purposes) I think they may actually have been of benefit in the long run (at least thats what I tell myself).
     
  5. Whippets

    Whippets

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    Daily, lol. How hard can it be to write an (m)morpg? pffft...easy... [ that'll be why I'm still writing furiously. doh! >.< ]
     
  6. zDemonhunter99

    zDemonhunter99

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    You won't believe the amount of cuss words that spew from my mouth... Bet If my grandma heard me cursing, she'd wash my mouth with soap. .-.
     
  7. Murgilod

    Murgilod

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    I'm making a pong game and it's going to take 24 hours instead of the initial 1.5 I had planned.
     
  8. Deleted User

    Deleted User

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    Well it all started out for me as a simple hack and slash, before I know it it's turned into an openworld RPG. I'm still trying to figure out how it changed so dramatically..

    Adding facial animation, voice acting, cut scenes e.g. is a pain :D.
     
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  9. JovanD

    JovanD

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    Lol im gonna be in the same boat pretty soon, already making plans to model out a city block, aka "hub town" for my multiplayer rpg.. Even though i haven't written a single line of networked code, although that is on my "to learn to do" list XD
     
  10. Gigiwoo

    Gigiwoo

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    Don't. Do. It. NO. Though I don't have a t-shirt to prove it, I wrote the book on this. Literally.

    Gigi
     
  11. BFGames

    BFGames

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    Working on an online platform shooter set in a fully destructible voxel environment.... yes!
     
  12. yoonitee

    yoonitee

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    Yep, set out to make a simple racing game in a few weeks. Took me over 6 months! Mind you, that probably included 5 months of procrastination. Plus, it turned out pretty snazzy if I do say so myself.

    But had to cut out some of the tracks otherwise it would have taken forever. 16 tracks down to 12. So not too bad.

    Still. Beats working for a living. ;)
     
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  13. JovanD

    JovanD

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    OMG, i tried to build the exact same thing, but abandoned the project since i was a bit too inexperienced at the time and because it's hard to have thousands of rigid bodies on screen and not have the game lag, it was too much too fast and i got overwhelmed, maybe il try again one day.
     
  14. yoonitee

    yoonitee

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    i.e. Minecraft?
     
  15. Arowx

    Arowx

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    So you're saying the devil is in the details?

    Then again if it was easy everyone would be doing it!
     
  16. JovanD

    JovanD

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    Not really. come to think of it now, i was mostly just playing with this plugin
    And i had nothing minecraft-like planned, i wanted to basically make Unreal Tournament with fully destructible maps.
     
  17. BFGames

    BFGames

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    Hehe.

    Here is an 8 month old video of the game.

    Everything changed since then. Better art, new characters, new weapon system (people put together weapons them self more or less), better movement, better networking - well everything.

    But you can see the environment with a lot of small voxels (we often got 30+ million voxels in a level).

     
    Last edited: Jun 28, 2014
  18. Meltdown

    Meltdown

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    While I've never felt too ambitious with my monster truck game, I've felt that before I release it I want to be 100% happy with it. This has resulted in it being very expensive to develop, and very time consuming. I've had certain parts of the game done over multiple times. The main expense has been art. (I do all the programming myself).

    At least I know when it gets onto the market, it will be my best effort, and that I didn't put out something I didn't feel 100% comfortable putting out. I guess whether its a success or not, will decide if my ambition got to me :)
     
  19. Murgilod

    Murgilod

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    Curious to see the better movement. It already looks like the best kind of floaty-but-controllable in the video there.
     
  20. BFGames

    BFGames

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    1. The grappling hook can now maneuver around parts of buildings and pull you in, which makes it a lot easier to get around :)

    2. Double jump. You can double jump after hitting the ground or using the grappling hook against a wall - again makes it easier to get around buildings and more skill based.

    3. Wall jump - controllable wall jump when you are up against walls which gives you a lot of control and makes it more skill based.

    Overall we want the movement to be fun and challenging. Think we are very close now.