Woah okay, big distraction. But, its just a cool concept and I can’t wait to see the kinds of shit we’re gonna be able to do when APPs and databases are coded by intelligent machines that have been scripted by Node.js and DOM hackers. Strange things are afoot at the Circle K.
UNITY3d and C#: This week it’s all about data serialization and instantiated objects. The book I’m currently plowing through is titled:
Unity in Action! It’s a pretty handy book as far as unity scripting books go. This one isn’t for the starter looking to learn from scratch. It requires you to have a bit of pre-existing experience writing C# and managing gameObjects. The scripting dialog in the book itself asks the reader to inject alot of reference code between inter connected objects and scripts with out too much hand holding often simply referring only to the methods that have to be added at the time they are needed. Not much of the example code can simply be copy and pasted. Thank fully this book is written with Unity 5x in mind so the GameObject<ObjectZ> references and such are up to date.
New to me is: Serialization or [SerializeField]. Its use calls for the compiler to convert an object or bit of code into a block of raw data. In this form it’s locked it from the editor so can then be used in a myriad of ways. Then when its done it can either be referenced to null (destroyed) or converted back to editable c# code. This isn’t anything new but I did learn that the editor inside unity serializes the data in side itself when it’s displayed to you. Which I suspect is the culprit behind the editor issue of altering script values in the inspector locks the value to whatever has been serialized by the inspector, and if you alter the scripts declared float for instance, the inspector permanently ignores the value in favor of the GUI one. Just a thought.
Where would you use this? Imagine you have a gun shooting bullets, each bullet you shoot has its own properties like ray projection, physical properties like speed and scale. We want the object to be instantiated and go about its business un-editable by the game controller SO we can create another one. Or 500 of them and and not have to scan each one each frame and bring the system to a snails pace.
All interesting shit right? more next week.
3D pre-rendered insanity!
As with all projects it begins with research, you go and play and study and teardown other games to get your head wrapped around what makes the good tick and the bad thunk. Since working at both a Flash Game Studio and a AAA Console publisher I feel absolutely honored that I got to see the process undertaken by people far more capable than I. Then to see the time and effort and frustration and excitement in their eye’s knowing they could ending up with a game that either gets lifted up to praise or tossed into a pile.
It’s a very humanizing thing to see.
But that’s just a little introspection. What we’re talking about is much less weighty. You see the quark here is, that I LOVE a game from the 90’s that wasn’t the most widely praised or sought out mega title. The only console system my brothers and I ever owned was an atari 2600 that only had one working controller and an NES system with probably 3 games. Both sat in the closet and collected dust. What I did have was an Intel i486dx2-66 beige-box running (you guessed it!) a whooping 66mhz!
At the time I had ZERO influence as to what made a great game, great. It was just me, this PC with a heavily modified autoexec.bat boot sequence and a video card that had less RAM than a 60’s era satellite
On the rare occasional we took a trip to Egghead Software in Covina, CA where I could blow my allowance money on an outdated game from the dusty clearance bin. That’s where I found the Journeyman Project TURBO! “The World’s First Photorealistic Adventure Game!”
Like the First CD you bought yourself at Tower Records or your first time driving a car. Such first impressions stay with you. And for some reason or another this amazing little mystery click adventure game has had a major influence on me. It could be the theme, the early 90’s synth-rock soundtrack, the story… even the the tiny little GOOGLE GLASS headset you wear 99% of the time. Who knows. But maybe the game trailer can help explain a little bit better than my own personal ramblings HERE!
What I do know is that this game is the metaphorical masonic cornerstone of my own personal game education and as you delve with me into the future it will become plain to see its influence.