Finally started the Unity tutorials! I needed that to refresh my memory a bit about C#, and to be more comfortable with the Unity interface.
So now I know how to roll a ball! https://unity3d.com/learn/tutorials/projects/roll-...
It's pretty well-done, covering many aspects at a nice pace.
Next step: I'm gonna try this Space Shooter tutorial. https://unity3d.com/learn/tutorials/projects/space...
AND/OR The survival shooter: https://unity3d.com/learn/tutorials/projects/survival-shooter
I did it!
Well it's quite a weird thing in the end, but I explored some stuff I wanted to use in other games too, and that was the first time I used Harlowe/Twinescript, so that was nice!
About my #PDJam entry, a Twine game based on "The Double" (Dostoyevsky):
- Completed 1/3 of the writing (1st draft)
- I realized I wanted to do 3 things:
*A same scene can be altered by your madness rate;
*Scenes can be played in any order you want with different conclusions;
*All scenes appear on a same page and expand as you make choices.
Between variables and functions, I haven't come out with a solution to make this work yet. That's my next step.
Worked a lot today on my #PDJam submission, and also planned few things for my other 3D puzzle game on Unity.
About my #PDJam game:
- Choices are divided in 3 categories: sane, disturbing, and insane -- with "Madness points" assigned to each of them
- Scale: madness increases each time you make a choice; until a point where sane choices won't be available
- Small scenes: just 2 choices per scene until there's a consequence based on your previous choices
- You can play these scenes in any order you want; but the order has an impact (as your madness increases, if you play a scene first, you'll be "madder" in the next scene)
- Closing scene: you'll see the results of all your choices... with some narrative twist
- Contamination: your text evolves as your madness increases
What needs to be done:
- Actual writing -- I'm almost there with the architecture and system
- "Closing scene" components -- working a bit on the twist // contamination
So, I've written design notes for the past 2 days and worked on Twine 2 a bit.
Twine 2 is very nice, I hope it's stable enough now 'cause Twinescript is really nicer to work with.
I've nailed down 2 principles for my Twine game:
- MORE TIME/LESS CHOICES
The more "turns" you spend in a place
The less choices you'll have somewhere else.
- As you play, you'll see same texts, with subtle/slight changes (same text will keep expanding as you make new choices). A growing menace will slowly take over... Your "Double".
Phew, I've tried all day to figure out a good UI toying with Fungus features and learning Unity's UI engine on the fly -- haha that was not easy, but I think I'll be able to do what I want to do:
- Having a set of choices available anytime during a sequence
- Expandable menus for choices: choices will be regrouped in several categories à la Bioware's wheel with the options, especially the Investigate one (kindof)
Can't wait to dig further into that!
I went through most of the Fungus's tutorials: https://www.youtube.com/playlist?list=PLiMlyObJfJm...
I was pondering between Twine and Fungus for an interactive fiction I'm working on... Watching all these features, I think I'm gonna try Fungus.
I just went through the Cycles tutorial - I didn't made the donuts but played around with the monkey and materials.
My PC is damn slow. Now I realize my graphic card isn't very good, but it should be ok for what I want to do.
It was fun! I also worked on a 1-page design document for the point & click/adventure game that I'm making in low poly.
Not sure yet if it's gonna be a point&click - with scenes - or an adventure game (3rd person, 2 characters) with puzzles.