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But have no skills in game design besides the concept of the game in my head.
One simple rule: It must be fun. Avoid everything that is overly complicated or repetitive, You must find the optimal spot between boredom and stress. And forget the word 'realistic'. You can make your own little reality and can make the rules as you please.
Zaf Khan wrote:
I would like to use Unity engine
You are starting at the wrong end. If you try to do everything at one, the whole thing will descend into chaos. How about taking a tip from web development and use a three tier approach?
- The 'lowest' tier is a data layer. It must not be built with or around a database, but it can be. The are many more options, like storing your data (like your map) in binary files, XML, punched paper tape, floppy disks or anything else that suits your needs. All this layer does is to store data (like for example a tile of your map) or find it for you when you ask for it.
- The middle tier is the game logic. Here is where the games rules are implemented. It uses the functions of the lower tier to fetch and store the data it needs.
- The uppermost tier is the presentation layer. It does nothing more (huge understatement!) Than take the player's inputs, call functions of the middle tier to process them and then 'present' the returned results to the player. Here you must do all the drawing and again you are totally free to use anything at your disposal, from simple console output to huge rendering engines like Unity. Build the simplest presentation layer you can at first. Console I/O is really easy, but limited and ugly. This way you can concentrate on the lower tiers, build and test them without getting bogged down with how to draw this or that. Once you have a working game, you can still write a new presentation layer with any fancy graphics you like and concentrate on doing that and nothing else.
Zaf Khan wrote:
My programming is okay
Self praise stinks. You will quickly find that you have chewed off too much. That's okay as long as you can work at one problem at a time and don't try to do everything at once. Use that three tier approach to keep your problems separated and try to keep the scope of your game small until you know that you can handle it. Better a small finished game than an eternal construction site.
How I know that? I started out on this thing[^]. The data layer (yes, I take my own medicene) can spew out solar systems in 4 billion universes, each with 4 billion galaxies, each of the galaxies having hundreds of billions of complete soloar systems with planets and moons. Talk about an insane scope. I should take a year or two off and finally finish it. Not that such a beast ever is really 'finished'.
I have lived with several Zen masters - all of them were cats.
His last invention was an evil Lasagna. It didn't kill anyone, and it actually tasted pretty good.
- First, create your data base (not database, I mean the base for all your data ), i.e. data layer
- Create a Business Layer, keep it as abstract as possible, and always keep performance in mind, so do not overengineer things.
- Maintainability of software is extremely important, but consider the drawbacks of DIP, IoC and the like, as reflection and dynamic type resolve are VERY expensive operations when it comes down to microseconds when developing a game.
- Keep those at a minimum necessary for your code to be maintainable, but don't create the holy formula for peace on earth.
Besides all of that, I would like to add one single thing:
It is not ultimately true, that you can create those layers "at will".
You need to make one important decision:
- The technology where this all will end
Means: If you plan to go the Unity path, C# is fine.
If you use other platform independant Engines, like libGdx (for Java), DeFold (based on lua language), you might find out, that your layers will not work, as libGdx and DeFold simply don't know about C#.
So, before writing a single line of code, make sure, that you will be able to use your lower layers in the engine where the presentation will take place.
Thank you for the links to his books.
I did see his books advertised when I did my research for the books to buy.
I had thought to myself I would to buy them,
Maybe one or two from his "Unity from Zero To Proficiency" range
but not right now since I spent a lot on the books I bought.
So maybe after a few months I will try to buy them and maybe.
The books I bought for now are:
Sams Teach Yourself - Unity Game Development in 24 Hrs - Mike Greig
Game Development With Unity - Michelle Menard
C# Game Programming Cookbook - for Unity 3D - Jeff Murray
More Effective C# - 50 Specific Ways To Improve Your C# - Bill Wagner
Essential c# - Mark Michaelis & Eric Lippert
The first book I bought will be the last one to arrive
Introduction to Game Design, Prototyping and Development - C# Unity- Jeremy Gibson
So how do I go about creating a terrain map in Unity with contours?
I use the terrain.party website to create height maps of real world locations. Once the height maps are downloaded, you'll need to use Photoshop or Gimp or similar to convert them to .raw format, so that Unity can read them.
Once you have the height map in .raw format, you can create a terrain object in Unity and apply the height map to displace the geometry. I'll leave it to you to play with the settings etc. to get the effect you are looking for, but this should get you started...
Thank You for your help too.
Yes I came across terrain Party website and tried it out.
It only allowed a maximum coverage of 60KM Sq
So I skipped that and created my own map in paint shop pro 5
Its a very old software (1995) but supports RAW format image editing/saving. I create a 256 color bitmap (png/gif), then convert it greyscale then export as RAW. I used it to make a simple map (one I could learn lessons from) in unity, before making the final map. It all helped me understand the scaling of Z (vertical axis) to the game world.
I was questioned today about my MAGA coffee mug by one of the black females at work today today.
"Who got that for you?"
Harmless query, or something more? I guess we'll see.
".45 ACP - because shooting twice is just silly" - JSOP, 2010 ----- You can never have too much ammo - unless you're swimming, or on fire. - JSOP, 2010 ----- When you pry the gun from my cold dead hands, be careful - the barrel will be very hot. - JSOP, 2013
"I controlled my laughter and simple said "No,I am very busy,so I can't write any code for you". The moment they heard this all the smiling face turned into a sad looking face and one of them farted. So I had to leave the place as soon as possible." - Mr.Prakash One Fine Saturday. 24/04/2004
Donald is walking out of the White House and heading toward his limo, when a possible assassin steps forward and aims a gun.
A secret service agent, new on the job, shouts 'Mickey Mouse!'
This startles the would-be assassin and he is captured.
Later, the secret service agent's supervisor takes him aside and asks, 'What in the hell made you shout Mickey Mouse?'
Blushing, the agent replies, 'I got nervous. I meant to shout 'Donald, duck!'