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Warning: This is a pretty long technical post and a sort of love-letter to my game engine of choice.
If you're not interested in game development technology or if you're trying to exit from the "NIH syndrome" tunnel please feel free to skip this entire post - The Captain
Unity 4
Unity version 4 was announced a few days ago and there are some features I'm really
eager to use for Blackreef Pirates like "Mecanim" and the Linux export. The first is a great tool for creating better character
animations and the latter is something the Linux gaming community was waiting for a long time (including me). This also means that the
game will be available also on Linux from day one. Isn't great?!
Custom development tools
Talking about Unity, sometimes people ask me why I'm using it instead of other game engines...well, to me the greatest feature of Unity
is the ability to create tools inside the editor itself, expanding or adapting the editor workflow to match our needs.
Here's a list of custom tool I wrote to speed up the development of Blackreef Pirates:
| Node-based dialogue tool |
This is the tool we're using to write all the dialogues and related actions (like starting or completing a quest, exchanging items, etc..).
Being a graphical editor, it's very easy to see where the phrases and player choices will lead allowing us to create believable characters
or even entire "puzzles" inside the dialogues.
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| Game database |
This is the central point where everything (actors, classes, abilities, item types, altered statuses, variables, world map points and quests) is stored.
Again, having this database built inside Unity is a big time saver: we can add or modify values while the game is running.
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| Mesh painter |
Unity has a similar tool but unfortunately it can only be used on standard terrains.
Our approach instead allows us to paint (per texel) on arbitrary meshes, including terrains, caves or anything else :)
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| Custom "Asset Server" |
Using a generic version control system (like SVN, GIT, Mercurial, etc..) has always been a problem for us when dealing
with Unity projects. Try using very big files, or try to moving/renaming an asset inside the unity editor and you'll agree with me
that using a generic VCS is not the best choice if you want to avoid headaches.
Clearly inspired by the Unity Asset Server, it's a very artist friendly tool we use to sync (and backup) the project.
The client is directly integrated in the editor and designed keeping in mind how Unity works: it's based on
the concept of "Unity asset" and not on the concept of "generic file" (all the .meta files handling is hidden from the user).
Sure, it's very minimal and it's lacking branches or more exotic features, but in our case it just works :)
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| ...and more little tools... |
There are many other little tools including:
- Texture processor (for creating PC/iPad textures with different gamma)
- Automatic minimap and ambientmap textures creator
- Patrol points editor (for NPC)
- Conditional NPC spawner editor
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Good, you're still awake! Next time I'll show you what we created using all these tools :)
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Posted: June 28, 2012, 4:30 p.m.
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Developer
Joined: June 15, 2012
Karma points: 59
Posts: 161
Location: Leeds, UK
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is there any chance to try your Mesh painter ?
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Posted: June 28, 2012, 10:49 p.m.
in reply to Cominu (show the comment)
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Joined: June 28, 2012
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Haha, I was thinking the same thing. Would love to have a functional tool like that.
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Posted: June 29, 2012, 3:29 a.m.
in reply to TexeL (show the comment)
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Joined: June 20, 2012
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Location: Pacific Northwest
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All the tool are for internal use only at the moment...but there's a chance that some of them can receive more polish and be ready to be sold in the asset store in the future
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Posted: June 29, 2012, 6:05 a.m.
in reply to TexeL (show the comment)
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Developer
Joined: June 15, 2012
Karma points: 59
Posts: 161
Location: Leeds, UK
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