Hi there!
It’s quite a long time I don’t post anything here. It was because, rolling back to september, me and my wife received an opportunity to live and study in Barcelona-Spain. In 2 weeks we had to arrange everything, from docs to vista and travel tickets, and get there. And if that’s was not enough, in the first 2 months here we simply hadn’t a place to live, hanging from a hostel to another… bad times, but now only a distant memory.
Now we’re stablished here (and I’m studying a 3D Game Art Master), but unfortunately, all those things made me change all my game schedules; be for the reason of living on another reality, be it because of all my new duties and Master-related activities that takes most of my time.
Anyway, I got a good and a bad news: the bad is that, despite my iPhone game is totally functional and only needing the final content (missions, 3D, sound and achievements), I still doesn’t like how the control works today. Because of this, and because I’m a Game Designer (that also always raise a lot the quality bar of my games), I’ll not publish this game for a while.
I think I’ll write about the situation and later about the solution (when it comes), but by now the game (for me) is unplayable. Most of the people who played it enjoyed a lot, but usually they also have something to say about the control scheme. I’ll give one more try to achieve a new control scheme and, if it does not work like desired, I’ll put the default one (left stick + buttons) and let it go.
The good news, on the other hand, is that this search for a new gameplay led me to an entire new game, using basically everything I did with the first one. I’m still arranging things and doing some testing, but it’s fun to see that something that was a bug on a project, with just a little change of perspective, led to a brand-new experience. The down here is that I’ll end with 2 spy games (the ninja one and this new test) – the up, of course, is that both games are already functional, just needing content. What I’m trying to do is to make this new one a classic stealth game, and then look very different from the ninja one (which doesn’t even have enemies).
With this new 3.5b version of Unity I tried to use the new pathfinding system. It’s so brilliant, so easy to use, that I inclusive already have AI enemies hanging on the scene (of the stealth game), reacting when they see you and stuff – all done in just one night! My next step is to create a combat system (which will not be simply pressing an attack button), and then put some 3D art.
Then, I’ll see what will come first: creating a new control to my ninja game, or developing this stealth one to reach the same stage of the other. What comes first, that’s the game I’ll invest on then. Let’s wait and see.