I haven’t posted in a couple of weeks. Then again, that’s pretty normal for me. But it was the holiday season, so I figure it’s an exception you can forgive, right? In a couple of days I’ll go over which projects have died and which have been revived. For now, just know I haven’t forgotten completely!
Considering that it’s designed specifically for making video games of all kinds, you’d think that it would be easier to make one in Unity than, say, a Web browser environment. Turns out that that’s not necessarily true.
For one thing, remaking CaveBlade is going even slower than I expected. Sure, lack of time contributes to that, but I’m also kind of frustrated by the need to stick to the conventions of GameObjects and MonoBehaviours and such. A lot of things that used to work in a surprisingly simple way… just don’t in Unity.
That’s even more obvious when I try a concept that’s actually designed for Unity! You see, after watching Fantastic Beasts and Where to Find Them for a second time, I couldn’t help thinking how cool the ability to apparate is. (For those not familiar with Harry Potter, that’s a teleporting ability that was used a lot more in the new movie.) So, I downloaded a little playground and tried to see if I could give the player something along the same lines.
The most important aspect, to me, is not that the player can jump instantly across distances, like in the game Dishonored. What I wanted was something that would let the player pass straight through a wall, without getting stuck inside it. That means that I needed the warp to detect if the player’s inside a wall, and keep running until the player gets past it.
Knowing the little I do about Unity, I thought that its collision system would work fine for this. You can set one collider as a “trigger,” which means that it still detects hitting things, but doesn’t actually stop you from going through it. For a warp that needs to go right through objects, that would be a perfect solution, right?
Alas, for some reason, my player can pass inside and still gets stuck in some objects, but gets completely stopped by others. It seems that I haven’t accomplished either of the two pieces of my goal, and I’m left wondering why.
Maybe this is what I get for going back to an engine I’m not really trained in…
Since I’m breaking all my rules anyway, I decided to not really be finished with CaveBlade after all. This time, though, I’m porting it to Unity from scratch.
This way, I can get some practice in a different environment, plus it gives me room to take it further. It shouldn’t take that long to make the exact same game again, especially now that I’ve grown as a programmer. Though, it is the Christmas season, so that cuts into my time a lot.
I also hope to switch the player and enemies to new, better, animated graphics. That means I’ll have to work on sprites every day to get it done. But how else will I get half decent at making them? Practice is key, and once again that’s what I’m going for.
It’s kind of funny how I declare that I don’t need a set routine in order to continue doing a particular thing, and then soon after, I completely stop doing that thing. That applies to actual game creation as well as this blog.
I was watching a series of tutorials, and at first I followed along. After a bit, though, the small differences between my version and theirs started to add up, and I couldn’t actually code along with it. So, I gave up and just kept watching, without coding anything. I’ve decided to make some more time each day to make something, though I’m not sure what it’ll be just yet.
As for this blog, it was just a matter of telling myself I’m too busy. I had to work on Thanksgiving, and I knew I was going to, but it’s one thing to agree to the idea of working a holiday and another thing entirely to actually miss the whole event with your family. This turned out to be a particularly important Thanksgiving for a few different reasons, so I felt pretty bad after missing it.
The last week, though, has set me up to both cheer up and finally get back on track with my goals. I’ve realized that external things don’t exist to bring me down, or for me to fight against. I can enjoy my life and still work hard, if I just quit worrying about it so much. Hopefully this is the start of something new.