Posts Tagged ‘Unity’

Pre-ordering Unity 3.0

Hurry peeps, pre-order Unity 3.0 before it is released and save a few hundred bucks. I just got my upgrade to Unity 3.0 and an upgrade of the basic iPhone license, so it saved me 300$.

Also, check out the video of the Beast lightmapping demo, total awesomeness!

Asset management in Unity 3.0

Awesome asset management in Unity 3.0
http://blogs.unity3d.com/2010/06/15/unity-3-feature-preview-asset-management/

Upcoming additions to Unity Proto Pack

Just letting you know there will be some additions to the Unity Proto Pack, such as heli- and space ship flying modes. All existing customers of the pack will get it as a free update.

MentalFish store is live

The first product is a prototyping pack for Unity, with some simplistic setups for player, camera and enemy behaviours.

http://mentalfish.com/store/

UV 2 Morph

Here is a tutorial by Mikael Burman on how to create some nice water effects on a window, by using my UV 2 Morph LScript. The plugin is just a small part of it all, so watch the whole thing and you’ll see the overall coolness. This technique can also be applied to realtime 3D scenarios, animated normal map textures in Unity anyone?

Download LScript

Lunar Rover Simulator for NASA

lunarroversimulator

I have recently worked with Chilton Webb and Rommany Allen in developing a simulator based on the NASA’s Constellation Program architecture. Development was done in Unity while all models was done in LightWave and the majority of them supplied by JF&M.

I think this is a perfect example on how useful game based technologies can be when used industrially. This is something I have been preaching since the release of ShockWave3D and now through the use of Unity. The use of interactive 3D can be applied to anything from product visualization to training and procedure visualization and is applicable to any type of industry, be it onshore, offhore or in space.

Specific examples of usage:

  • - Getting to know an area without going there physically
  • - Virtual training on dangerous scenarios, i.e. explosions
  • - Visualize and train on important procedures, i.e. evacuation of oil rigs
  • - Performing virtual fire drills, i.e. what to do in case of a fire in the machine room
  • - Visualize buildings and large constructions, i.e. city planning
  • - Visualize technical products and solutions, i.e. tools for drilling
  • - Showroom presentations of your business and products

Please feel free to drive the Rover by either downloading the Mac version from Apple or download the Windows version from JF&M.

How to make games fun?

<rant mode=”on”>

I have a question to ask: Can a game with mediocre gameplay be saved by a grand story or cool graphics? In my book it is a big fat resounding NO. Can a game with no story or simple visuals still be fun? Most definitely yes, look at Tetris.

I can almost hear someone coming in shouting “But Tetris has a story!”. If you want to make a philosophical point and argue that the blocks are representing something more than just falling game mechanics, then sure, you can make the case that Tetris has a story to tell. What about to the wooden tilt-maze game, is there a story being told when you tilt the board to avoid the holes? Is the metal ball a character in a story about not falling into the pits of eternal doom and gloom? If so, then it is the player’s imagination that is creating and telling the story, not the game itself. “But the story is the catalyst for this imagination”, could be true, but even so, it is not the story the game creator was thinking of telling, they created a pure game mechanic in which people can add their own imagination.

David Lancaster has grabbed up Unity and posted 2 videos on YouTube of his process of how to make a fun game. A highly pragmatic approach to game design and development.

Not just talking the talk, but also walking the walk:what-makes-a-game-fun-1what-makes-a-game-fun-2

I am not against stories being told in the games medium, nor that the visuals should not be impressive, but I believe there is too much focus on making games behave like movies. If storytelling in games are done as if they are movies, we easily end up with horrible or almost non-existing gameplay as in Space Ace and Dragons Lair. Those games were first of their kind and I loved them due to their highly visual and different approach to graphics and vivid characters in games, but I will be the first to admit I was wrong when I back in the 90-ies, hardheaded meant they were the best games available of the time. The gameplay can be compared to having 8 play buttons where you guess what random button to press. If you press the wrong play button for this scene/sequence you cant see the rest of the movie. SMACK!!! Back to start.

We still see games being treated as movies by the frequent use of cut scenes, although real time instead of pre-rendered, and button mashing to get through cinematic kill scenes (such as in God of War and its derivatives). Couldn’t these stories be integrated more directly into a more interesting gameplay? Button mashing and joystick joggling is for Summer Games on C64 and people not know how to play Tekken and Street Fighter (<- me).

Hear ye, hear ye! Gameplay is king and story has proclaimed its support as a loyal subject!

So how to do it then? Take inspiration from the 1991 game, Another World. In that game the story and gameplay is inseparable, no long winded dialog or written stories in sight, and the cinematic cut scenes are short (apart from the intro) and integrated into the gameplay. You are performing the actions that define the story through the game mechanics provided by the game developer, which in this case is also the game designer and the game graphics artist, Eric Chahi.

another-world-logoanother-world-screenshotAs a final rant I just want to say: A written story outline is not a game design document and a story can not in itself make a game great.

</rant>

Now that the rant is off I just want to say: Make your games the way you want to and play the games you want to play. I think I have given a clear point on where I stand :)

Update: Its not just me who think games should not be treated as movies or books:
The Register – GDC09: Jeffrey Kaplan

MentalFish blog is live

What better way to start off the MentalFish blog than some words on the release of Unity 2.5? Apart from Unity related issues this blog will contain posts on LightWave, thoughts on usability and interaction design, updates on what is going on with Galactic Fleet and occasional posts on radio controlled planes and the likes.
unity-on-windows
With Unity 2.5 we have the possibility of using Windows and can expect an explosive count of Unity users. This is good news for anyone using Unity as their real time 3D engine of choice, as the general awareness of Unity existing will increase. In time we might even see it becoming a the most installed plug-in for browser based 3D, in the same way as Flash has become the most installed plugin for video and “rich media” on the web.

Also check out the Unite 2008 conference videos, lots of good information. Now I finally get to watch the ones I didn’t attend as I couldn’t replicate myself like Dr Manhatten from Watchmen. I chose to go to the more technical ones, missing out on talks such as bringing concepts to life and making art look good.

Although Unity is now available for Windows, I’ll still stick to Mac OS X. I have gotten fond of having *nix command line available (i.e. cronjobs) and all the applications I use apart from Unity is also available on OS X, especially LightWave which has a Cocoa (true 64bit) version around the corner. Finally my 6 gigs of RAM can be used to its full extent by LightWave (if I ever need to lightmap a massive scene that is).

To be honest, I have bought 3 Mac’s; a Mac Mini to get familiar with Unity, then I bought a Mac Pro as my workstation and the smallest Macbook Pro available for on-the-go work and prestentations. All because of Unity. In other words, I have some hardware investment in the Mac world. That said, if I feel like going back to Windows, all machines can become Wintel machines immediately via Bootcamp, but there is one other aspect that keeps me on the OS X platform: Galactic Fleet turning into an iPhone / iPod game. So I guess I have no need of swapping hardware for at least another 2 years (perhaps a GFX card upgrade for the Mac Pro in a year or two).

For anyone interested and hasn’t seen or tried Unity yet, go get get the demo at their website.

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