Josh Posted January 27 Share Posted January 27 As discussed in yesterday's meeting, I am very interested in authoring tutorials that are meant to go beyond just learning the documentation for specific commands and answer the question of "how do I make a game"? I think the challenge here is to devise an overall structure for the articles, so they are a sequence of lessons and not just answers to random questions. So I am putting the question to you, how do you think this should be structured? What are the titles of the actual articles that should be written, and what order should they be listed in? I'm looking for something like this: XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX Let's discuss ideas. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Thirsty Panther Posted January 27 Share Posted January 27 I think your structure is good. Here is an example from GameDev.tv structure which mirrors what you have in mind. 2 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 27 Author Share Posted January 27 Good, but we need a full series. What should it look like? Thoughts, everyone? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted January 28 Author Share Posted January 28 @WazMeister, I need your opinion! Now is your time to tell me what you need. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted Sunday at 07:48 PM Author Share Posted Sunday at 07:48 PM Something like this: Tutorials Editor Interface Textures Materials PBR Tessellation and displacement Models Shaders Level Design Models Translate tool Rotate tool scale tool Brushes Creation Edit faces Tessellation and displacement Material painting Edit vertices Environment settings Gameplay Components Component properties Flowgraph Exposing component properties from code to the editor Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Thirsty Panther Posted Monday at 10:02 AM Share Posted Monday at 10:02 AM Tutorials Editor Interface Textures Materials PBR Tessellation and displacement Models - How import, How convert to Mdl, Apply a texture, Load animations, Remesh, collision mesh, LOD Shaders Particles Probes Decals Project tab navigation and uses of. Scene tab navigation and uses of. How to add a component to a model. How to run your game (Lua). Project Manager- How creat a project, update a project, use a template. Terrain- How to create, How to sculpt, paint, smooth, add foliage, rocks etc World settings- How to modify ambient light, How to add a skybox, How to add fog, How to add effects. Asset Library- how to add models, textures and sounds from the asset library. Options menu- How to set general settings, video, veiwport, projects, material and project settings. Publish- How to finalize your game. Level Design Models Translate tool Rotate tool scale tool Carve tool Hollow tool Brushes Creation Edit faces Tessellation and displacement Material painting Edit vertices Environment settings Global ilumination How to build a navmesh Gameplay Components Component properties Flowgraph Exposing component properties from code to the editor Moving platforms, sliding doors. Push button/ switches to open/close a door, switch a light on and off. "E" to grab/ hold objects. HUD for gun sights, health, ammo and score Health kit - health regeneration Ammo box - ammo replenishment Raycast for guns projectiles High score table How to change maps Simple quest system eg kill 10 rats Simple Inventory system Simple crafting system Teleport system Security camera (camera to texture) Enemy spawning Different sounds (footsteps) on different surfaces. Gravity gun Jetpack on player. Hand gernade with damage and physics effect. Ladder climbing. Weather effects, Rain/snow. Picking up a new weapon. NPC dialog system. Basic skill tree. Swimming when in water. Checkpoints. A simple turret that shoots at the player. 1 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted Monday at 04:15 PM Author Share Posted Monday at 04:15 PM @Thirsty PantherThank you for your detailed response. That is extremely helpful. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Thirsty Panther Posted 21 hours ago Share Posted 21 hours ago I cant take all the credit for the gameplay ideas. I trawled thru an old Leadwerks topic where everyone was requesting what they wanted a tutorial on. I didn't ask for any 2D tutorials as I think Ultra Engine's strenght is in 3D. Quote Link to comment Share on other sites More sharing options...
khotan Posted 15 hours ago Share Posted 15 hours ago Thanks and it is very good idea ! I am for somewhat as snippet of codes for showing to "how i do make a game" on level from basic to advanced Because of beginners need all that to start something with Ultra Engine.... Hope that will make this one ! Good luck and I am looking forward to this Happy coding ! Quote Link to comment Share on other sites More sharing options...
Josh Posted 6 hours ago Author Share Posted 6 hours ago Okay, so should these tutorials be programming tutorials, or should they use a component that has been added into the default components, and explain what all the properties do? Are they "how to code" or are they no-code tutorials that show how to set up these situations? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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