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Personally, I think this could have a lot of value because of its abstract nature. For instance the question might be "How do I create random spawn locations?". While the answer is simple enough to explain, the thought process to figure out how to do it and break down the workflow to create it is what is of real value so I want to literally take some basic issues, high level questions or vague ideas and start approaching them on a fundamental level and try to teach the viewer how to solve his own problems rather than looking for a tutorial for every single individual issue he may have.
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So keeping that in mind; first of all what are your thoughts on the series itself? Next, what are some topics you might suggest for this?
Greetings Lane, total newbie here. Not even a "lurker" of these forums... Bought PlayMaker just yesterday.
I find your post to be of great interest. I'm a boardgame designer wanting to test the waters of videogame design but feel that I completely lack what I call "the technical association skills" needed to put a prototype game. I understand most of them basic & general game development concepts, from prefabs and navmeshes to FSMs and pool managers, but don't know for sure how should I use them to achieve a specific goal...
In other words, here's my actual dilemma:
I'm having a hard time coming up with the "hows" of a particular game feature implementation.For example, if I want
selectable agents to become playable characters for a brief time only, I can figure out a "logical approach" may be coming up with this, lets say, SELECT/DESELECT ENEMY events using some destroy/create object actions together with some input and time "tracking" actions and PlayMaker will really make it easy for me, right? Will that do the trick? Aren't there other considerations to take into account? I dunno for sure... and that's the point. I don't know that I DON'T KNOW stuff... Should I
create OR
activate the "playable character" object? If I wanted to select an agent to become playable for as long as the player needed, Would I need to use the 'Get Property' action too?
Another example is, I want to have
a single scene-only game where constant on-the-fly creation of a realistic moving platform (that is, one that's walkable even by agents that were outside the platform)
happens every 2 minutes and until the game ends. I know that this somehow can be done by instantiating prefabs at runtime (but is it possible to instantiate a mesh together with door functionality, sound effects and enemy agents in randomized positions on top of the platform?) and I know that destruction of all these objects would be needed afterwards for memory-optimisation purposes before creating the next platform, however, Can I achieve all this just using PlayMaker without a single line of code? I'm way outta my league here... Is my game prototype overly ambitious or am I truly the eternal programming neophyte???
So, a video tutorial on how to figure out "the hows" to properly approach specific implementations would be a truly INVALUABLE help.
Thanx for reading this.
Keep up the good work!