Wednesday, September 30, 2015

Unity 5 and Piskel

I have been very busy working on my project this week. After doing some research, I downloaded the free version of Unity 5, which is a game engine made specifically to give developers a foundation for their games. I watched the tutorials that were posted on their website and I also watched some Unity 5 tutorials that other users have posted online. In addition, I have been working in Piskel, creating and designing characters for my game. Piskel is a free online sprite editor. I will be able to import the characters I create in Piskel  to Unity 5. I have also been trying to decide on the theme of my game and have created a list of possible names for characters.

Unity's website includes a trailer that may be viewed here: http://unity3d.com/5
If you are interested in Piskel, here is the link to their website: http://www.piskelapp.com/

I have included one of my character designs that I created in Piskel below.
  

 

Wednesday, September 23, 2015

Getting Started . . .


     My name is Nathanael Holmes and I am a junior in high school. I was asked by my teacher to complete a project over the course of the year. She encouraged us to pursue something that we were passionate about. Since I love video games, I chose to create one for my project.
      I would someday like to major in software engineering, so I thought it would be fun to create my own game this year. The game I want to be create will be heavily inspired by Megaman. Since this is my first time doing something like this, I really do not know much about how games are created, so it is going to take a lot of work and research. By the end of the school year, I hope to have a game that I am proud to have created.
      I am writing this blog to document my journey.


This is the timeline that I have planned:

September: Research game engines and view online tutorials to find a game engine that will work for me.
October: Create a minimal viable product that basically will be a rough starting point. I will need to be able to program basic visuals and a character.
November: Work on background visuals and art style
December: By this point, I would like to at least have a playable level, with visuals included
January: Work on audio, which will include sound effects and music
February: Complete a rough playable demo and begin to have people try it
March: Use feedback to fix problems or add new things
April: Expand upon the game, general expansion
May: Will have created a full, playable demo or beta version

If you would like to contact me, please leave a comment. I will review it and get back with you. Thank you.