Hi everyone
I guess it’s about time I share with you my thoughts on what went well and what went wrong, and what I can do with it the next time.
Also, I’ll try to give some insights on making games using Unity.
Sooo… What I attempted:
Motorbike shooter.
Core concept was plain and simple, but I kinda underestimated the task of writing bike physics. Ended up spending about 75% of my time on it 😀
Insight: learn to use Physics.SphereCast, that thing is a beast when working with physics-based stuff. It’s also a nice idea to write visualiser for those, or you can use/rewrite to C# mine:Â https://bitbucket.org/Taugeshtu/assistings
Level made out of tiles, which can be flipped, after what player can ride upside down. That went all right, I’m no stranger to per-entity variable gravity. One thing that I would’ve added if I had more time would be static batching. Another possible optimisation would be to have colliders only appear near bikes.
Insight: to toy around with gravity all you need is set your rigidbody not to use gravity, add a script to it with something like rigidbody.AddForce( -Vector3.up *Physics.gravity.magnitude, ForceMode.Acceleration )Â in FixedUpdate() and you’re good to go. Another thing worth mentioning is: you don’t want to move/apply forces to physical objects inside Update(), and you don’t want to collect your input data inside FixedUpdate(). Grab the input in Update(), store it in private variables, apply in FixedUpdate(). That’ll save you from several glitches
Art.
My usual art pipeline includes SketchUp for hard-surface and Sculptris for organics/textures. It served me well this LD, though I didn’t needed Sculptris this time around. Unfortunately, I don’t really have any insight for you on this side regarding unity.
That’s pretty much it as far as game goes, but there were several issues with my workflow as well I’d like to write down:
Sleep management. I think it would be ideal for me to wake up next time right when LD starts, so that I can have one sleep session and not be exhausted as I was this time.