{"id":560,"date":"2015-07-29T02:06:55","date_gmt":"2015-07-29T02:06:55","guid":{"rendered":"http:\/\/faulknermano.com\/blog\/?p=560"},"modified":"2015-07-29T02:06:55","modified_gmt":"2015-07-29T02:06:55","slug":"zombots","status":"publish","type":"post","link":"http:\/\/faulknermano.com\/blog\/zombots\/","title":{"rendered":"Zombots"},"content":{"rendered":"<p>I&#8217;m working on a <em>little<\/em> game project. I emphasize that it&#8217;s a\u00a0<em>little<\/em> project because a lot of consideration has been made to keep it as simple. I want to downplay its significance so it keeps me happy enough to work on it without the added burden of spectral expectations.<\/p>\n<p>I&#8217;m working on it with Richard Falla, a friend and co-worker of mine who I&#8217;ve also worked with on different commercial projects in Toybox. During one lunch time, Richard, Terry, and I discussed how many 5 year-old kids we could take out before we got taken out ourselves. This light-hearted pondering over violence on little kids captured our interest, and became the basis, the seed, of this game.<\/p>\n<p>At first, we were both decided on doing it as a top-down or isometric sprite-based 2D game. I had been working with <a href=\"https:\/\/www.scirra.com\/construct2\">Construct 2<\/a> for some time doing an RPG <em>experiment<\/em> (read: Shelved project) and thought it would be a good place to start. Richard drew up some animated sprites for me to test with and although I got something <a href=\"http:\/\/faulknermano.com\/zombots\/\">rudimentary thing<\/a> working, I quickly realised something. The concept of Zombots was getting a mob\/crowd of zombie robot kids attacking the player. C2 did not have anything &#8212; that I knew of &#8212; related to crowd-based pathfinding and AI that I can employ readily and be able to tweak as needed. I wasn&#8217;t interested &#8212; nor qualified &#8212; in coding a scratch-built AI pathfinding system in a C2 (HTML5) JavaScript environment, I quickly lost interest and gradually let the game scuttle up The Shelf.<\/p>\n<p>Then some months later, Richard and I went back to talking about it. <a href=\"http:\/\/unity3d.com\/\">Unity<\/a> cropped up in our conversation because I had dabbled in Unity before &#8212; as had Richard &#8212; and I was quite aware of its NavMesh\/pathfinding features. I knew that among all of the other game engines out on the playing field, Unity would arguably have the most user-friendly implementation (for my coding background, that is). But would we get the 2D\/illustration-like feel in 3D? In the absence of any real solution in C2, or similar game makers, and that Unity was freely available for personal use, we decided &#8216;why the hell not?&#8217; Like I said, I had only dabbled in Unity never having enough reason to dig further. But this time, the momentum seemed to keep building.<\/p>\n<p>Richard provided a proxy character model that I rigged it in <a href=\"https:\/\/www.facebook.com\/AdvancedSkeleton\">AdvancedSkeleton<\/a>; I did some idle and run animations, exported it via FBX, and from there, things progressed smoothly. Richard pointed to me a Unite conference tutorial on game-making which reflected many aspects of what we intended our own game to be. (Looking at it now, however, it doesn&#8217;t seem that similar.) I followed the tutorial most of the way, and more than a refresher course, I got to understand better how things worked in Unity.<\/p>\n<p>I must admit, however, that this game isn&#8217;t the kind of game I&#8217;ll be picking up on Steam. I tend to play games like The Division, or Splinter Cell, or something with a serious theme, or something retro. For those who know me, a zombie game &#8212; be it robotic or organic zombots &#8212; of all things, wouldn&#8217;t be readily associated with me. But I think that&#8217;s what makes me less invested and more methodical in my approach. I see the game as a big program full of yet-undiscovered bugs, as a simple but (hopefully) entertaining system of ropes and pulleys. I can approach this game from a purely technical standpoint, and a purely creative one, because my own desires doesn&#8217;t get in the way.<\/p>\n<p>I&#8217;ve been documenting my progress in a private developer&#8217;s diary, and perhaps after the alpha is ready, I&#8217;ll be more encouraged to make different aspects of the development more public. As it is, I&#8217;ve never done a game before, so the only professional claim I have to this is the fact that I&#8217;m working in 3d, and working with code; that being the case, I keep my enthusiasm to myself to prevent it from leaking out. It&#8217;s like keeping the warmth in by not opening the window.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m working on a little game project. I emphasize that it&#8217;s a\u00a0little project because a lot of consideration has been made to keep it as simple. I want to downplay its significance so it keeps me happy enough to work on it without the added burden of spectral expectations. I&#8217;m working on it with Richard [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[52],"tags":[],"class_list":["post-560","post","type-post","status-publish","format-standard","hentry","category-game-development"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/s1gtd2-zombots","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/posts\/560","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/comments?post=560"}],"version-history":[{"count":3,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/posts\/560\/revisions"}],"predecessor-version":[{"id":563,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/posts\/560\/revisions\/563"}],"wp:attachment":[{"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/media?parent=560"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/categories?post=560"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/tags?post=560"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}