So I wanted a really cool menu scene where I have actual characters from the game and a 3D world as the backdrop. You can see the image above for an example. When you click New Game, the camera zooms in on a single character with the others slightly out of view on either side but still visible. Swiping left or right takes you to the next character you can choose. While you are on a character, you can interact with the character via normal input, switch between attack and spell phases, create a minion etc. These characters are powered off of the same state management system that centrally controls the state of my game. This same system also includes my event management system, which is also persistent.
So you want to have constant explosions, hundreds of rockets, bullets flying all over the place and general insanity in your game. Great, so do I! But this insanity comes at a cost if you don’t manage your resources properly. When you instantiate and destroy an object, you have to allocate memory, it sits there for a while and eventually the garbage collector comes by and releases it, IF it meets all of the requirements. Well that’s the sliced down version anyways. If you are interested in more reading on the whys, here are some links to additional reading.
This article discusses one technique for helping manage those resources for objects that might quickly go through that cycle. The article is three sections, what is object pooling, what to pool and how to implement object pooling. Continue reading
So I am working on porting the Skeleton Dude starter kit I built to Windows Phone from Windows 8 Store and ran into the following problem…
“Error building Player: Exception: Error: method `System.Byte System.IO.File::ReadAllBytes(System.String)` doesn’t exist in target framework. It is referenced from Assembly-CSharp.dll at System.Byte NGUITools::Load(System.String).”
On Monday, 4.15.2014, Gregory Avery-Weir of the Charlotte Game Dev Group did a really great talk on how to design a game. He presented a fantastic step by step approach and broke down into manageable pieces how to design a game from concept to polish. This article is a summary of his talk such that the world may have access to this extremely valuable knowledge.
In game design, there are 4 major steps. Continue reading
Mobile devices are very popular choices for game deployment. The Windows Phone Store has over 4 billion store downloads, which makes it a great place to market your games. But before you add a game to the Windows Market, is a good idea to test your games on an actual mobile device . This article explains step-by-step how to get your Unity Game deployed to a test device!
I had a great meeting with the Charlotte Area Game Development Group last Monday night. The Group is sponsored by Meridian Technologies, and is hosted by the Charlotte Microsoft Office. I met the team leader, Matt Duffield, who is doing a fantastic job running and organizing the Group. The key presenter that evening was Dan Russell Pinson, the creator of Monster Physics and the upcoming game Tower Math! Dan’s work can be found on his website.
The focus for Tuesday’s meeting was on Optimizing Mobile 3D Games in Unity and exploring some of the tools, tips and tricks for deploying to the various platforms. Continue reading