Tonight, on the ferry, I modelled the horrible little doghouse that Pug is forced to live in. A basic crate with a piece of plywood thrown on top to keep the rain out. Never fear, however! One of the objects of the game is to find items within the back yard that Pug can use to upgrade their doghouse with!
I also modelled the gate. Pug’s hope is to find items that will allow them to open the gate to explore the outside world!
I’ve been spending a lot of time brushing on my Blender skills (especially the new Blender 2.8), watching lots of YouTube videos and generally just trying to come up with an MVP layout of the back yard of the house where Pug begins their adventures.
I forgot how much fun it was to build low poly models in Blender! It sure takes a lot less time to build a 90 meter long picket fence in Blender than it does in the real world!
So for the last couple days I’ve been dabbling with using Cocos Creator for Digger Doggy.
I’d used Cocos2D-X for games in the past and quite liked it, which is what Cocos Creator uses ‘under the hood’.
After almost immediately finding a fairly critical issue with Cocos
Creator’s IDE, seeing so many typos and poor translations in the
documentation (it’s owned by a Chinese company now), the scripting
using the IDE, I’ve decided to stick with Unity3D … for now.
Game ideas are easy! What’s hard is the actual execution. How do you
go from “Hey, I have an idea! I’m going make a game to fire small
avians with a slingshot at structures that pigs have built” to actually
holding that game in your hand and turning young children against bacon
I find the hardest first step of game development not the game
itself, but what game tools to use. Unity3D? Cocos2D-X? Unreal? Godot?
A lot of the decision comes down to the targeted platform. Most of my
games are done for the mobile market, so that narrows down the field a
lot for me.