• Lately I’ve been filling my Twitter feed with complaints and questions about Unity3D. It’s a very different beast than any other coding environment I’ve been in, and a bunch of things really bug me about it.  I’ve been poking away at it every few days, as a break – just trying to get a quick jam-style-game out.

    Here’s some sample complaints I’ve made:

    • The documentation mentions “Levels” but the IDE mentions “Scenes” and only experience will tell you they are the same thing
    • The documentation for plane-snapping is flat out wrong (at least vertex snapping works…)
    • There is no code editor; you must use an external application
    • Their default on install is to give you a copy of Mono, whose autocomplete is atrocious to the point where I think I’m doing things wrong
    • All the decent tutorials are videos and it’s hard to find a good written one
    • My Unity license cost me US$4,500.

    I’ve probably complained about a hundred or so of such little “gotchas” in the last week, but each time you learn to overcome them Unity becomes even more usable. I’m sure half my complaints are wrong, unfounded, or based in some “old school” thinking, but that’s what I have to work with and my experience is my own.

    One of the most interesting things for me, though, is how quickly you can prototype a 3D game in Unity. Slapping together some primitive shapes, adding physics, putting a bit of keyboard control code in them… whammo, you have your very own racing game, first person shooter, 3rd person runner, or even an isometric RPG. In fact, with my week’s-worth-of-knowledge right now, I could prototype any one of those up faster than I was able to initially get “Hello World” on the screen.

    And that’s where Unity really shines – is with the broad strokes and the silhouettes. The borders of your game you can sketch out incredibly quickly, and be playing something that feels really solid, rewarding, and fun really fast.

    Where Unity falls short compared to my regular platform (the 2D world) is probably the detailswhen it comes time to ship a game and you have to put on all the polish. Beyond-game-jam stuff.  Making everything gleam.

    Texturing things properly might take you years just to learn the proper skills. Making your 3D models look right. Animating run cycles now is better suited to mocap than spritesheets. 3D just makes everything way harder.

    But also smaller things, like making Unity’s physics engine do what you want instead of glitching.  Making your car controls not sluggish. Getting the AI opponents in your FPS working decently. Making shadows work properly. Making the particle projector actually emit a prefab particle. Installing custom editor scripts so the game executes the correct initialization scene instead of your currently open scene. Tweaking a few variables in a late-game-mechanic. All that stuff is much more difficult in Unity; getting that fine-grained, low-level control is a stumbling block and doesn’t come naturally to Unity.

    That’s not to say any of that can’t be done; it’s just abnormally, surprisingly more difficult than the other languages I am used to.

    I swear that I can, however, make a greyboxed FPS in under an hour (probably 10 minutes?), and that is phenomenal. That is something to be proud of, and being a visual creature seeing 3D cubes flying around the screen with that kind of speed is very rewarding. There’s a reason why I’m sticking with Unity through all this pain, but damn they could really do with a complete tutorial re-write.

    I just wonder if I’ll ever ship anything in this.

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  • We’ve spoken with Sky9 Games, creators of Strike Force Heroes 2, and they agreed to be a part of a new “Developer Spotlight” feature here on Armor Games where we ask them about their games, game development and favorite breakfast foods.

    Games Created:

    Have a question you’d like to ask? Leave it below in the comments.

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  • The long awaited sequel is here, Epic Battle Fantasy 4 is now available with over 120 types of monsters and scores of equipment, skills and spells.  What could be better then that you ask?  How about 12 Quests to complete along with it.  Start playing to begin discovering secrets and molesting poor chickens.

    Links:

    Screenshots:

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  • Being a prolific event hoster-and-attender in the Pacific Northwest, I’ve found myself sharing beers with various studios – from two-man indie studios to bigger folks like EA (Vancouver). I often bring up the subject of post-secondary education as I have no [relevant] post-secondary training myself.

    Just about everyone I talked to says a portfolio trumps a degree.

    Roughly half the people I talked to said a degree would help you win an otherwise tied application process;
    the other half said they actually disliked the quality of software engineers that have degrees and it’s more of a hindrance(!). So let’s call that a wash.

    However, everyone agreed that more important than any of that (given a basic level of competency) is your personality, how well you interact and communicate during the interview process, and sometimes we got into long conversations about the minutia handshakes and eye contact.  This is another reason why it is so important to do the networking thing and attend all the industry events [if you want to get hired someday].

    I don’t think we’ve ever discussed actual technical merits, and we only ever spoke about this in the realm of “hiring for a studio.” It seems that a degree doesn’t really do much, when all is said and done.

    From my own personal experience though, I was completely self taught and sometimes it shows. I think I independently derived the function, I once ranted to Colin Northway about how there should be some sort of structured hierarchy in coding languages (I was on my way to inventing OOP!), and one of my earliest projects in high school was inventing a tweening animation system (Adobe owes me billions in royalties).

    There is a long list of things I’m planning on inventing next. n-notation sounds good. Maybe matrix-math.

    There is a good reason why I was 30 before I made my first marketable game: I didn’t have the technical chops, because I didn’t go to school for any of this. I wasted a LOT of time re-inventing an entire catalogue of wheels. I still discover things every day.

    So, from a career-lens, I’m wasting time and I regret not getting a CS degree (or at least taking the classes; I don’t care about the paper).

    But from a personal-lens, I’m having the time of my life learning new things every day. I’m pretty happy right now.

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  • Tower Defense lovers can now enjoy 16 new quests for GemCraft Labyrinth, a testing grounds where you must use precious stones, towers, and your wits to demolish invading hoards of beasts.  Can you make it through this maze of the mind?

    Links:

    Screenshots:

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    gemcraft_labyrinth_j5_by_loonylizard-d3j7has

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  • You’re walking down the street one day, minding your own business,  and stumble upon a Portal gun. It starts charging in your hands. What’s the first thing you do?

    portal_gun_1_by_techgeekgirl-d59ly8o

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  • Writing this, falling asleep, and then starting my travels (in my sleep, obvs.) to Mexico! Hooray!

    I have no idea what internet will be like there; I’ll see what kind of media I can produce.  Cheerio!

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  • For all those that were unable to purchase from our store because you’re living outside the US, Sushi Cats and Elephant plushies are posed to conquer the world!  We’re now offering special shipping offers to our international fans right before Christmas.  Simply e-mail Justin@ArmorGames.com and tell him what you’d like to buy!

    Links:

    sushi-cat-world-domination

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  • Take under control another city full of evil creatures. The time is now or never.

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  • Many of you are familiar with (and cuddling) our lovable Blue Elephant Plush.  Armor Games is proud to announce Blue has acquired a few feline friends with this new batch of Sushi Cats.  You’ll be able to purchase one soon on our website, then you’ll be the cat’s meow among all your friends.

    Links:

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