1 YEAR of UNITY Game Development in 12 Minutes!

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one year ago I started work on my game Delhi Island Delhi island is an isometric cooking and Shop management game that I've been developing in unity while the player will run their own Delhi and forage grow and cook all the food they said in the shop in the game you'll be able to befriend NBCS upgrade your shop and slowly build up the island to make it flourish again and this is my progress so far what you're seeing on screen was my first attempt at making the game I made a little character got him to move around pick up an ax and chop a tree this little prototype took me absolute ages to develop was very badly programmed and in short was a steaming pile I eventually abandoned the project when I tried to take on the Behemoth that was the inventory and completely failed so I decided to take some time to learn as much about unity in pixel art as possible and take another stab at the game and I was better prepared over the next couple of months I studied and created a few simple projects in unity I'm whilst also practicing my pixel art skills on the side I already had a basic understanding of programming from my time at University but I still needed a bit of time to practice with unity before feeling comfortable enough to take on my main project then at the beginning of 2021 I created this mock-up for the sort of game that I wanted to make it wasn't perfect but I really liked the feeling it evoked in the idea of creating an isometric pixel art game really intrigued me so after practicing with unity for a couple of months and with a clear artistic goal in mind I set out to make the game for real this time started out with the basics an empty Unity project and a whole lot of motivation so I started by adding a grass floor some rock walls some ground editation for variety randomly placed trees randomly placed rocks and obviously the player I got the player to look around with a mouse gave them some basic movement and made him pick up objects yeah I totally did this all on my own without any help from a certain tutorial Channel yeah no way God I miss him so much anyway I decided around this time to take on my old enemy the inventory but this time I had the power of God and brackies on my side the biggest problem for me to wrap my head around was unity's UI system which wasn't particularly beginner friendly with a bit of perseverance and a whole host of bugs that I won't go into great detail about I managed to get a functional inventory working it does everything you'd expect of an inventory you can move items around break the stack in half drop one of an item and so on it wasn't Perfect by any means but it was a start so now that I had my new shiny inventory I could finally add some fun stuff to the game like an ax I started by getting rid of the ugly placeholder X that I had before I made a new one and they Sprite I then added the Sprite to the game and created a scriptable object for the ax to give it some functionality so as you can see even though there's no player animation yet I can click on the trees with the X selected and it falls I also made the trees drop wood now that the player can pick up and add to their inventory before I added more tools to the game I wanted to change how the trees and rocks get spawned in before I just randomly placed them manually over the place and obviously that method wasn't going to cut it so I wanted to find a way to better control the amount of objects that get spawned in and where they get spawned I did this by making a simple spot manager script that at the start of the game Loops through all the tiles in the scene and randomly chooses what object to spawn if any depending on this one percentage so now I can easily change this form percentage to choose how many of each object I want spawned let's take a look at what this looks like in game it might not be obvious at the moment but you can more or less see that the objects spawn on a grid and line up diagonally with each other once I show you the hotel will be easy to see but as you can see every time I restart the game the trees and rocks spawning at different random positions adding a bit of variety to the game moving back to the tools the next tools I added were the pickaxe the shovel and the hoe they all do what you imagine they would the pickaxe breaks rocks the shovel removes tree stamps for now but you'll see later on that I'll give you an extra functionality and the hoe pose the ground as you can see the hoe allows us to see the grid more clearly all the hoe really does is just place a raw tile on the tile map above the grass if you don't know what a raw tile is it's just a tile that updates itself depending on the titles that surround it so if a child is only surrounded by two other tiles it looks different compared to being surrounded by three tiles or four until the maximum of eight adding the Royal tiles was more of a pain than I anticipated because you have to create 47 different tiles for each roll tile so it can be quite time consuming after implementing the tools I was getting quite bored of looking at the same trees the whole time so I decided to Spruce things up a bit and made two new tree varieties the pine tree and the secretary I also updated the original oak tree model I'm not completely convinced by these new trees and they'll probably need to be updated again at some point down the line but for the moment they'll do the trick I also decided to add a little bit of juice to the game by making items do a little bounce when being dropped and moving toward the player when being picked up now that we can hoe the ground I thought the next best thing to implement would be the plant growth system but to start the growth system I would also need time as in an actual in-game clock to know when the plants needed to grow so I created a simple Singleton script that kept count of the days minutes and seconds that the game goes through whilst I was doing this I got a bit sidetracked and decided to quickly add a day night cycle to the game so I installed unity's 2D lights package and got to work so to not waste time I sped up what you're seeing on screen right now but essentially what's happening is that when the in-game clock hits 8 PM the Sun starts going down the sky becomes a reddish color and the Luminosity starts decreasing and the opposite happens when it hits 6 am the Luminosity increases the color goes back to normal and so on time system and a day night cycle implemented I could finally add the first seat to the game peanut seed and a wheat seed the seeds are scriptable objects with different variables on them that we can change in the inspector like the actual plant game object the time it takes for the seeds to grow the growth shakes of the seed will go through and the final crop that the plant will drop this is what the plant growth system looks like in game ignore the updated player Sprite we'll get to that in a minute so when I change the days in the time script the plants update themselves and change their Sprite in this case plants grow different speeds so you can see the wheat grows quicker than the peanut I really like how this looks and I feel it brings a lot of life to the game already it was around this time that I wanted to change the grass I didn't like that the grass was like one big Green carpet below everything so I decided to add a dirt layer below the grass to break up the monotonyville I really like the way this turned out but it meant I had to do a mini overhaul on the hoe and shovel tools I made it so the player would be able to hold the dirt round instead of the grass itself but this meant I needed a way to remove and place grass so the player had enough space to grow their crops this is where the shovel comes back into play the shovel can now be used to remove the grass the grass then gets added to the inventory and the player can place it wherever they want adding a little layer of customizability to the game after this I thought it would be a good idea to implement one of the bigger features of the game the shot I started by drawing the house in a Sprite and adding it to Unity this looks quite nice but it's just a glorified rock at this point so let's give it some functionality first I created a simple scene that would be the inside of the shop and all I needed to do now was connect both scenes connecting scenes in unity is fairly simple and straightforward so now when you click on the door it will take you to the next scene and vice versa there is a small problem though when you leave the Overworld scene and come back any changes that you previously made are gone that's because we haven't implemented a save system yet so every time we leave a scene and load the next one we're loading the default data that the scene has when first starting the game there are plenty of ways to save things in unity but I decided to just save all relevant information in Json files so when we load a scene for the first time it will load with the default scene data the player can then make all the changes they want to the scene and leave when the player leaves the scene the game then gets the data I want to say such as object positions the inventory data changes are made to the ground and so that one and saves it to different Json files and when we load the scene back up again the game no longer loads the default data it will load the information directly from the save file so as you can see we can break a tree and it falls down leave the scene come back and the tree remains broken perfect after taking on such a big overhaul of the save system I decided to update some of the game's visuals as a way to take a bit of a rest from the programming side of things first I updated the player Idol movement animations to better fit the isometric Style the ones from before weren't really cutting it for me anymore I think the animations look a lot better now although they'll still need some work done to them in the future the inventory assets were also updated to look a bit better as well I then added a clock and a calendar in the top left hand corner to better show the time date and weather to the player and lastly I added water tiles to the ground for a bit more visual variety and also for functionality so the player would be able to collect water with a bucket I then realized I didn't have a bucket and decided to make one after taking that little programming break it was time to add the next big feature a crafting table or more aptly called a cooking tape I wanted to make a table where the player could take their ingredients and mix and match them to make different food items so I created a table that opens up a book UI with different tabs so far we have the combiner tab the mortar and pestle Tab and the knife tab but that one doesn't do anything yet in the mortar and petal tab the player will be able to grind down base ingredients into different new ones so for example we can take the wheat and grind it down into flour then in the combiner we can mix the bucket of water with the flour in any order that we like and we get dough in the future I want to make the UI interactions a bit more juicy and interactive but for now all I wanted to implement was the base systems from which I can work from to round out the cooking gameplay loot I added the oven to the game my initial goal of the Cooking System was to completely make one simple food item and work my way up from there the oven works the same way as the mortar and pestle does it takes in an item and returns a different one now we can add the dough to it and we get bread nice I was really happy with how the game was going but there was one thing that kept nagging me and that was how the player interacted with the world I kept encountering all types of problems like the player not colliding correctly with certain objects and clicking on the wrong tile all the time so I decided the best thing to do was add a selector that the player could move around with the mouse the selector would only be active when we have a tool a seed or replaceable object in hand and only has a range of one tile so you can't interact with objects that are really far away the selector makes it really clear what tile and object we're interacting with and just feels a lot better than the system I had before the last couple of things I recently added to the game were a sickle to pick up crops a transition when entering the house and an FPS counter to check for any random dips in performance and I think that's everything a whole year worth of work summed up in one video it isn't as much progression as I would have wanted but there were some months I wasn't able to work on the game if anyone has any questions about some of the systems in the game feel free to leave a comment I might even make a more in-depth video on how some of them work if there's enough interest but that's about it for this video If you enjoyed it please remember to like And subscribe so as to not miss the next one thank you so much for watching and I hope to see you again soon bye for now thank you [Music]
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Channel: GeorgeDev
Views: 196,038
Rating: undefined out of 5
Keywords: Devlog, GameDevelopment, indiedev, unity, unity2d, pixelart, gaming, makegames, gamedev, rpg, isometric, dev, games, madewithunity, devlog
Id: MpxkIeShBvE
Channel Id: undefined
Length: 12min 31sec (751 seconds)
Published: Sun Nov 06 2022
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