Updates have been very scarce lately and for that I apologize. I've been going through some rough shit in my personal life lately which has affected my work as well. Good news is that Danger Close! is done and ready for beta testing. Again I'm very pleased with the result all things considered.
For my next project I've written a design document and have begun learning Unity since that will be what I will be using to develop BOOM, the title of my forthcoming game. While GameMaker Studio presumably can be used to make crude basic 3D, from advice that's been given to me Unity3D will handle this project much better. And from what I've learned so far it does seem that Unity has many advantages over GM in general as well. Aside from the general bugginess of GM, many of the features in it are bogged down by the fact that it at least originally was aimed at complete beginners (even coding in it used to be a bit of an afterthought, so to speak). Unity is much more clear-cut and aimed at configurability and customization which is a huge plus. For example, for code that gets executed in the beginning of an instance's creation, in GM you always have to have a "create"-event, while in Unity the "step"-code that gets executed every frame is in the same script which is so much easier to handle.
I think I've written about it before, but for the sake of clarity Boom will be a Doom-parody of sorts with sprites for enemies, items and weapons, but fully 3D otherwise. You will play as an alchemist in the 19th century and will be transported to other times and worlds through your ill-advised potion making. Since Unity seems very easy to work with, I think I will be able to finish the game by late August this year, or at least that is the plan.
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