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First LD! Base code declaration too.

Posted by (twitter: @CowfaceGames)
August 17th, 2012 9:37 pm

I’m new to gamedev, having only released one minigame so far (without menus or anything!), so LD is a great chance to learn how to prototype quickly and effectively. It’s possible that I’ll completely fail, but I should be able to get it done if I keep the scope of my game small. Here are my tools:

Engine: Unity3D

Graphics: Blender and GIMP

Sound:  Sfxr/Bfxr, Garageband on iPhone, Audacity, PaulStretch

Misc: Chronolapse, lemon-shaped kitchen timer for Pomodoro Technique, pencil and sketch diary, 26 dice (great for prototyping games and visualising arrays).

Prior code:

I’ve taken some time to assemble a nice base game project in Unity to try and smooth my progress at the start. It has some stuff I grabbed from Unify Community’s Wiki (flocking boids, random helpers, a sweet timer class) as well as some helper classes I’ve written myself:

  • Fade in music
  • Flycam with cursor locking
  • Helper methods for working with 2D arrays (checking if an index is valid, flood-filling, printing a 2D array, converting  jagged -> 2D, and grabbing a range of indexed values).

I’ve also got a basic main menu going with a custom GUISkin, and a bunch of example objects in a scene with some interesting code snippets attached (like a cube that hovers on a sine wave, which will come in handy, I just know it). You can download it from here if you’re curious.

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