Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Quick Question

Discussion in 'General Discussion' started by Luke3671, Oct 9, 2014.

  1. Luke3671

    Luke3671

    Joined:
    Jul 6, 2014
    Posts:
    52
    Heya,
    I'm kinda new but not new to unity... I just have 1 big question i'm going to make a FPS game in like world war... Question i have is would you design the maps first or the code the scripts first? or does it not really matter the way you do it?

    Thank you
    Luke
     
  2. yyamiyyugi

    yyamiyyugi

    Joined:
    Jul 28, 2013
    Posts:
    37
    I would probably make the scripts first, you can just throw a quick test level together with a little terrain and some quick mountains to test your mechanics, you can't really test your level until you have game mechanics
     
  3. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,884
    To be honest, it doesn't persae matter which part you do first, scripts are very important, without scripts you can make all the art you want and it just stays as that, 'art'.

    However, it doesn't really matter which part you start in first, I usually do scripts first, as for me they are the hardest part for me.

    But a lot of games don't make it through because the creator gets held back by the hardest stuff. Which I've been there, and I figured out (for me) at least, I can only speak for my self here, but I find doing what I'm good at first, as it keeps me motivated, like wow I just made something awesome, lets make another thing that is awesome.

    Then once you start getting stuff done, start mixing between what your good at and what you really don't like to do.
    That way when you get mad at something not working you won't get discouraged and do something you like that way it keeps a balance between love and hate lol.

    (But that's how it works for me). I can't speak for anybody else.
    Not telling you that's how it's done, we are all different and different things work for different people.
    But figured Id say what worked for me, because it may give you some insight on how to balance the way you do things.

    Hope that helps, and as always -

    Good luck with your game and hope it comes out GREAT!
     
  4. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    I agree with focusing on the game mechanics coding first. If the game is fun you will get that vibe even if all characters are cubes and terrain objects are different colored cubes etc. But you may well need a map to code against kind of a catch 22. So make a simple very small map and cram everything you plan to have in your maps into this tiny area. Don't worry about looks and real design just focus on things your scripts need to deal with. Interacting with environment.
     
  5. Socrates

    Socrates

    Joined:
    Mar 29, 2011
    Posts:
    786
    Definitely scripts before level design or art, since changing how the game plays may well change your requirements.

    But even before "scripts", work out the basic game mechanics. You can even start those with pencil and paper. Come up with the basic core game loop and make sure it's fun. If it's not, there's no point going anywhere as the game won't be fun.

    Then throw together a basic prototype with the bare minimum. Test it out. Tweak it. Find the fun. Maybe throw together several prototypes so you can compare them.

    This approach might seem odd at first, but think about a classic game like the original Mario. The basic prototype is running back and forth and jumping around. Then you add some blocks to interact with. Then maybe some really basic monsters to jump on. Once you've got these concepts down, you can start looking at robust scripting and thinking about art style and level design.
     
  6. Luke3671

    Luke3671

    Joined:
    Jul 6, 2014
    Posts:
    52
    Ok, Thank you for all your answers.
     
  7. melkior

    melkior

    Joined:
    Jul 20, 2013
    Posts:
    199
    Ah the chicken or the egg? Great question.

    But seriously ;

    Make a plane ; this is your 'terrain'.
    Make a cube. ; this is your player.
    Make some spheres. These are the badguys.

    Ok art is now done. 5 minutes have passed.

    Now make scripts.
     
  8. yyamiyyugi

    yyamiyyugi

    Joined:
    Jul 28, 2013
    Posts:
    37
    it takes only a few extra minutes to make that plain into terrain and to add textures and a mountain or two XD
     
    Last edited: Oct 9, 2014
    melkior likes this.
  9. ShilohGames

    ShilohGames

    Joined:
    Mar 24, 2014
    Posts:
    2,980
    Make a tiny level as a prototyping environment. Initially, focus entirely on the scripts. Get the gameplay implemented before building large levels. Make sure it feels fun to play. Then expand the project's levels. Do the visual finishing touches last, since you don't want to have to re-do them each time you move things during prototyping stages.
     
  10. calmcarrots

    calmcarrots

    Joined:
    Mar 7, 2014
    Posts:
    654
    Here is the *ideal and condensed* process:
    1. Design - write everything down. How everything will go. That means what your main menu will contain to the mechanics of the game. Will it have shooting? How many guns? What type of guns? How will you balance them? What kind of modular system can you make to account for every type of gun? etc.
    2. Scripts - (c# for the win :D) Start programming things. The first thing you should program is a character controller. Make your player move. Then make a gun that follows the camera. Then make the gun shoot. After that, make it so you can aim down the sights. Then finally do weapon switching. Take everything one step at a time and don't rush. Also, if you can't program something, search Google for it because I promise you 110% that you will find your answer. I promise.
    Code (csharp):
    1.  
    2. for(int i = 1; i <= 5; i++)
    3. {
    4.     3. Testing - Make sure everything works
    5.     4. Polish - Add some graphics and some animations
    6. }
    7.  
    You should mix in the graphics and testing throughout your scripting process. This is a condensed version. Here is something more accurate and lengthy:
    http://www.gamedev.net/page/resources/_/creative/game-design/the-game-design-process-r273

    Also, you should make a GDD (Game Design Document). Here is a link to an example one:
    https://docs.google.com/document/d/1ct5-qyUZC9cAKn-iLUgtOczDkERmPzNNwPLDfT9Hgjs/preview