I can finally build for Android! Woo! I purchased a license to Unity Android on Thursday, and have been hard at work on my first Andy game ever since. I will probably be writing a stupid amount of games for Android because it’s so damned fun. As of right now though, I don’t even have a sandbox project. I’ve really just been working on Reed’s Mine (my first Android game).
Android development is obviously different than PC, but for the most part, things will build and deploy the same (gawd love Unity). As such, I’m still learning a lot of DOs and DON’Ts to Android development. I will attempt to make it a point to share these as often as I can. 😉
I spent all of this weekend working on Reed’s Mine. Let me explain a little of what it is and what it will be.
Reed’s Mine is an Android-based casual mining game. It’s also my first Android project, but that doesn’t mean it has to suck. One thing that I don’t seem to see enough in mobile games is evolution of the game itself, so I plan to make that a common occurrence. You may only buy it once, but there’s no reason I can think of that I shouldn’t update it to do more than bug fix. I will probably be releasing the initial game earlier than “flawless”, but I plan to improve and expand content and game-play for as long as the game’s idea is stuff fun.
Walk, dig, gather resources, and explore an infinite underground with zero-consequence. There are no enemies (yet; not sure about this one), no traps (same), no death (mostly sure we don’t want this, but we’ll see about enemies). What there are are resources. Lots of them. There’s currently coal, iron, copper, rubies, emeralds, sapphires, and diamonds – with many more already planned.
These resources do nothing special currently, but will at least offer achievements by the initial release. Soon after, they will be able to be exchanged for items or other resources to random dwarves that you will encounter along your journey. After the dwarf content update, I plan to add a simple crafting system that will allow you to upgrade your tools and create various items from your resources.
Joshua Morse has been helping me out on the audio side of things. IMO, he’s already done more impressive work on the project than I have… and I’m writing the damned thing! He’s an amazing artist, and if you don’t know who he is, you need to go check him out at jmflava.com right this instant!
Anyway, I could go on and on about Reed’s Mine, but I want to make sure I can get everything together for the initial release, so I’m trying not get too far ahead of myself.
I just got done jotting down some thoughts on RageSpline yesterday and I thought “why in the world haven’t I written a review of PlayMaker yet?!”, so here goes.
First off, @Unity3D, that review system in the Asset Store should get some love. Real reviews are more than just testimonies, and there’s no way someone can write an honest review in there. 😉
We’re here about PlayMaker though, not Unity, so I’ll get started by saying that I’ve only had PlayMaker now for about a month now, but in that time I’ve had many small projects (and one big one) that use it, so I think I know enough about it now to write a decent summary and review on the product.
Not joking, PlayMaker is marketed through the Asset Store (and Twitter… @CaitlynUnity!) as a way to write games in Unity without having to write any code. Let me break down what that really means – as to be honest, as cool as that sounds, it was almost a turn-off immediately.
PlayMaker can enable you to create a game without writing a single line of code, yes. The problem with the statement is that to a developer (what I actually pay the bills with), the idea of an extension to Unity that would constrain me to some WYSIWYG process wire-up was not at all something I wanted.
I did however, get very interested in the lack of a need to rewrite tiny scripts every few minutes for the simplest things (e.g. spin an object, turn a light on, etc…). Fortunately, I was interested enough that I went and found some videos and got the real sales pitch.
Wow, how far from the marketing. After looking over the videos provided by Hutong Games (its creator) I was floored. It wasn’t a “you don’t have to know how to code” at all! Also, unfortunately, to sum it up in a similar expression would be a great insult to the product, so here are a few of the things it actually is.
It’s a solid FSM. It’s a visual scripting tool. It’s a hierarchical logic framework. It’s a time saver. It’s a code-snippet storer. It’s an inspiration engine.
That’s the reality; so much more than the pitch.
As a finite-state machine, PlayMaker does its job with style and grace. Hell, it even adds per-state debugging to your game with zero-effort. Write cleaner logical processes and game states; trust me, without help this can get unwieldy.
Hutong Games offers the most amazing support compared to any third-party developers that I’ve ever known… in any industry. They make sure PlayMaker is well documented, they offer professional videos, and have an amazing community that is always willing to help.
The improvements that made it into it right as I got into it were pretty significant (v1.1), and while 90% of what is discussed as needed are actions (the bits of visual scripting that let you do with PlayMaker), the suggestions that the community has raised have been addressed and are looking to make an even brighter future for the extension.
At first, I was reluctant to buy this at its current $100 (USD) price point. I mean, I’m just an after-work indie. I have a very limited budget for things like this, so to me $100 was a lot.
I basically just used the expected “lift” from not having to write those simple scripts I mentioned before as the basis and justification of the cost. Wow. If only I had broadened my perspective. I wouldn’t have waited a second.
If you think about it, for most of us (older) indies, we are new to awesome engines like Unity3D being free. I remember paying $100 for my indie license to Torque (as I’m sure many others do as well). Given how drastically PlayMaker changes the way you write games, it almost feels like jumping into a new-and-improved Unity. So here’s the way I would suggest looking at the cost:
“Old indie-engine” == $100 || “New amazing indie-engine” == (Unity + PlayMaker) == $100
If you write games in Unity, can afford $100, and aren’t an idiot… you’ve already bought PlayMaker.
I bought RageSpline last week and wanted to take a moment to give my thoughts and opinions of it.
First off, let me say that Keely (@JuhaKiili) has done an amazing job on this little marvel. Given that this set of tools was simply intended to assist him in making a particular game (RageCube) it is truly inspirational how professional and capable this turned out.
RageSpline is an amazingly simple way to draw vector graphics in Unity. It can help you improve performance by reducing your loaded texture memory (which is very important on mobile devices). It can greatly simplify a lot of the process of creating a 2D game in Unity if the Flash-style cartoon look is what you’re after. It will generate colliders from the shapes you draw to allow you to create levels and simple objects to physically respond.
It is not Flash in Unity. Don’t expect this to be an entire solution to writing a game. Sure, you may be able to pull that off as a challenge, but that’s not what it appears to be there for. It’s not a cartoon animation system. As a matter of fact, it currently does not support animation at all. It is also not forgiving of the predefined coordinate mapping where colliders are concerned, but that’s another story. 😉
Of course, this is subject to change and whatnot, but Keely has said that he intends to do many things with RageSpline over time. His official comments on the matter can be found here, but these are just my highlights. It will have animation support at some point. This alone would easily double the value of this tool. He will be working to improve the collider support, which again, will make this even more amazing. It will also get SVG importing and exporting so you can work on your vector resources in other (more familiar) software than Unity (Inkscape, Illustrator, etc…). He will also be improving upon an already solid set of drawing widgets and capabilities.
If you have the $50 (USD) to drop on this, do it. Not kidding.
I had a plan for this. I was going to write Fizzle with this solely comprising its visual resources. That didn’t work for a few reasons, but all-in-all, I’m still extremely pleased with the purchase. I am using it to create 2D resources for Fizzle still, just not all of them, and let me tell you – it’s fun.
He’s made 2D resource creation not only possible in Unity, but fun and easy as well. I have no drawing talent, and I’m still creating vector drawings very easily with this utility. Check it out, you won’t be disappointed if you know what you’re going in for.
Also, check out the Unity forum post for some really cool scenes and drawings that other users have already posted.
When it comes down to it, I’m glad it’s in my arsenal.