Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I'm afraid my idea is acualy way to complex :P

A topic by GuldorGames created Jul 23, 2020 Views: 159 Replies: 13
Viewing posts 1 to 10
Submitted

Hi guys! 

Good luck to all with this jam! I always wanted to make a space game! Mine is a sort of resource management/ basic boardgame kind of thing. But GOD DAMN! setting up the management systems, inventories, updates and connect everything is taking forever!

Anyone maybe a good tutorial how to use a spreadsheets with unity to keep better track of resources and stuff?


Cheers!

marc

Submitted(+1)

Hello, I will be happy to see a early prototype of your game at the end of the GameJam. I think i will give you a link for a special Jam made to give a seconde chance to a game at the end of this Jam. I had the same troubles with my previous game, my time travel machine accepted to travel in Time 10 minutes before the deadline (the thematic was "Time Travel") but i published it in Time. So don't resign. I want to see your game.

I will  be short to have an interesting prototype before the end of this Jam too.

I suppose that you already know how to use arrays in Unity and C# . However maybe you could see how to use "Singletons" and "DontDestroyOnLoad" if you want to keep track of your datas beetween scenes . Or create a GameManager Script( a well know technic) and put this on an EmptyObject on the scene.  At the begin of this video he explains shortly what are all the technics to make a management system then his own management technic. It seems a good beginning for you.

Submitted

Thanks for the video and tips! I will definitely upload a work in progress version! Good to know about the second jam to continue.

I have not really used "Singletons" and "DontDestroyOnLoad" i will check it out, currently its a mix of stats and game manager scripts, many lists, classes and scriptables. Its kind of a mess since trying to work a bit in a hurry ;) but so far it all works but no one but me would be able to re-use the code ;)

Love to see your entree, a time travel machine sounds cool :D makes me think about this: https://www.my90stv.com thought it was a great idea its like watching tv in the 90s. Got a link to your project?

Submitted(+1)

My 2 previous Games strangely fit a little with the space thematic because they are Science Fiction Games. I made them in 3 days, so i can improve them later, it will be fun. The first was the thematic of 80's https://jack-mordred.itch.io/neon-matrix-prototype  .The second the "Time travel" thematic https://jack-mordred.itch.io/an-other-day the mistake i made in the code create a story of someone being lost in Space Time, You have the end at 410 seconds (it's a little to long because it's non intentional) . "WASD" or "arrows keys" and "spacebar" for both games. For this Jam i want to do a game about a space courier but i think it will be far more simple with this Time LIne.

Submitted

a shit, i don't have windows, the first game looks like you made meshes in game? I tried this but damn! so complex! A mac version is probably not going to happen for your games i guess?

Submitted

I use only Unity so i supose i can create a Linux and Mac version after the Jam for each of my games.  It's fun because I tought the first time I created a game that unity would automatically configure my games for all platforms. So some people with mac and linux tried to download my game and i never had feedBacks :) . So yes i can create a Mac  version but i will maybe never test it.  My 3 first games perfectly works on an old laptop PC so i suppose i will have a chance that it works on the linux and mac platforms.

For The games "Morning" and "Neon matrix" i used primitive shapes like Sphere and Cubes and i changed the Color and the scales randomly(It's very instructive to do first games like that).  It's almost only coding.

Submitted

I never test on windows, and seems it most of the times just works so i always add the windows and mac version. Maybe should start doing a linux versions too ;) but no one ever asked. A oke just the basic shapes, I did this mesh tutorial from code monkey and it got so confusing! Actually wanted to generate my own planets for this one with a simular mesh tutorialbuilding but it was to much work for now...  

Well mine is online, still a lot that i wanted to add and do better but still :) https://itch.io/jam/neoc02-spacejam/rate/714795

Submitted (1 edit) (+1)

You are lucky, I didn't had the time to post my too young ugly project. But as i promised, here is the link but it's in 2 days https://itch.io/jam/second-chances-game-jam  and it's more for never published Jam games. However, I have far better for you, it exactly fits with what you need and the next is in 2 month.  See you in 2 month.https://itch.io/jam/imgj10

Submitted (1 edit) (+1)

Ho no my game has been published. The world is doomed. You will have less than 5 seconds to learn the controls before being beat by all the Universe. Good Luck.

Submitted

I maybe have something for you.  A Discution on a Chat discord.

Person 1 : "(if you are interested in learning design patterns, take a look at this: https://refactoring.guru/design-patterns/catalog, this is the best guide I've seen, ever)"

Jack Mordred (me) :  "Does it is the solution for someone who have this problem?

[ "Hi guys!
Good luck to all with this jam! I always wanted to make a space game! Mine is a sort of resource management/ basic boardgame kind of thing. But GOD DAMN! setting up the management systems, inventories, updates and connect everything is taking forever!

Anyone maybe a good tutorial how to use a spreadsheets with unity to keep better track of resources and stuff?

Cheers!

marc"]  "

Person 1:

"Hi @Jack Mordred . The list of design patterns is not an inmediate solution to Marc's problem, but he might need to use one or two patterns in his final implementation (maybe Singleton to hold all items and Factory Method to handle them).

A quick search of inventory management in Unity:

https://medium.com/@yonem9/create-an-unity-inventory-part-1-basic-data-model-3b54451e25ec
https://www.youtube.com/watch?v=2WnAOV7nHW0
https://www.youtube.com/watch?v=Uk91lEiKn2g

I haven't implemented one yet, so I can't really recommend one way to do it."

Submitted

The design patterns catalog looks amazing! I will definitely going to read that stuff. And thanks for asking around :)

Never heard about a "Factory Method" or some of the other things on there. In the space game i think I'm using 3 different methods at the same time :P I have made some inventory systems before and the upgrades are in a way similar. adding scriptable objects to a list and instantiating UI slots who take in the information from these scriptables. 

After the jam let me know if your mac version of the game(s) is online by the way :)

Submitted

Mac version done. Thanks to you, I found a mistake I made in the inputs and I added a little asteroide to help the player to see when he (or she) move at the beginning. Because in space you can loose sens of perspective without landmarks.

Submitted (1 edit) (+1)

We finally did the essential of what we try to do. It's almost ended(I mean the voting).

Submitted

I was really busy with this new gamejam, its over now so i can finaly try you stuff :D

in case you wonder, this is the game i made for it https://itch.io/jam/brackeys-4/rate/720222 votes would be amazing! since +20votes get people who give good feedback will look at it so i would love to hear from them! thanks :)