Just some simple models/animations are fine for the budget.īut that's the thing - YOU HAVE TO BUDGET OUT THE PROJECT, to mach the end result you want to go for, minus like 25% wiggle room or whatever, and then keep putting meat on that skeleton. You don't have to go super fancy on anything - no one's going to panic if you don't have lips matching dialogues, or actors doing motion capture. Once you have a stable base, you use that to expand into levels, fill in at least an Ultima Underworld level of story between all your levels, and just keep adding until you get a complete game. You take dungeon layouts (tutorials everywhere), you add robust pathfinding for NPCs, (same), you add in NPC schedules using those paths, scripts and timeline mechanisms to keep everything in check, a conversation/trading UI, you make sure everything works with a save system, and you develop testing mechanisms as you go to keep the development process sane. I mean, none of this is new ground, especially for Unity development. Rather, I feel confusion about how this group of folks would allow all this time to pass without doing basic design and development tasks, on what should be a pretty stable target for a project development task. Indeed - I don't feel any real regret for my investment.
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