Brandon is teaching a 4-week beginner class on making games on Skillshare, starting next month! We’ve worked with Skillshare in designing a course that’s easy to digest, and worked with Unity and Hutong Games in providing top students with awesome free tools. If you have been playing games and been on the sideline waiting to dive into game development, this is a great first step!
Start Making Games!
What do you do when you have a great idea for a game but no programming background? Before you give up, let me introduce you to the world of indie game development. With the technology and tools available today, you can start creating the game you’ve always wanted to make as soon as, well, today!
Who is This Class for?
What You Will Need
Put aside 7-10 hours a week for 4 weeks as we dive into the process of game development.
A modern PC / Mac with 3D graphic compatibility (if you bought your computer in the past 5 years, it should be good enough.)
Download and install the Unity3D game engine http://www.unity3d.com/. We will be using Unity 3D for this class. Don’t worry about the seemingly complicated interface. We will go over it in the class – piece of cake!
Students will be provided a special version of popular Unity 3D Tool – PlayMaker! This is the tool that enables us to create games without writing codes.
What You Will Create
Together with the class, we will re-create two gaming classics to get you started with game development – Breakout and Doodle Jump! Feedback will be provided throughout the course and be sure to attend the weekly Office Hour on Google Hangout for Q&A. We will build these two games for computers – PCs and Macs, and towards the end of the course we will discuss what to do if you want to build games for mobile, tablets, browsers, and/or consoles.
Top student to receive a Unity 4 Pro license ($1500)
Top 3 students to receive a PlayMaker commercial license ($95)
Time: March 13, 2012 7:00 PM Location: Smashing Ideas (map)
PlayMaker is one of the most popular plug-ins on the Unity Asset Store. It started out as a tool to create and manage FSM, and is now a powerful visual scripting tool for designers, artists, and programmers. I will talk about my experience with using PlayMaker for the Run Megan Run prototype and how to get started with this amazing tool!
Creating multiplayer game logic for My Giants turned out to be a very challenging task. There are many concepts and different layers of complexity that need to be addressed in order to get good results. For us, the major decision was which kind of server logic we want to build: non-authoritative, authoritative or semi-authoritative.
A non-authoritative server exists only as a kind of proxy between all the connected clients. The server relays messages sent by clients and doesn’t know anything or very little about the game logic. All of the game logic is implemented on a client. Such setup is prone to hacking and cheating, since it is possible to change the original game logic on the client. Hacking software even exists that can automatically search and modify important game variables like lives, score, etc… On the other hand, since all the logic is on the client side, the server requires much less cpu and memory resources than an authoritative server.
Authoritative servers are the most secure in terms of cheating because all game logic runs on the server. The server contains proper game state at any moment and it can detect and override possible client’s attempts to cheat. For example, on the client side character speed is hacked in order to gain advantage over the other players. However, this does not make any difference for other players, because the server calculates the movement of the hacked player and only the server result is relevant.
Semi-authoritative server is a blend between the two aforementioned approaches, giving some authority to the client over certain aspects of game logic. For example, in semi-authoritative setup, client reports to the server when an opponent is hit and should receive damage, and the server keeps track of a player’s health status and decreases it accordingly.
In the course of a few months our networking game logic went through many iterations of improvement and experimenting, trying three networking technologies:
I’ll try to give an overview of our experience with the three technologies, some of the difficulties we had and a few core differences. Our networking logic is still in development and there will probably be other observations as we progress, but this is as good time as any, to share some of the things we picked up along the way.
Screenshot Saturday (#ScreenshotSaturday) is a weekly activity for indie game developers to show screenshots of their games in development as a way to encourage each other and track progress.
This week we bring you a quick look at a new Friday night prototype – a three-dimensional maze! Could this be the next generation platformer we’ve all been waiting for?