TECHNICAL ADVICES FROM OUR DEVELOPER

BY Neel D , Tue Aug 23 11:41:49 EST 2016

I’m Neel, and two years ago I had almost no idea about what it was going to take to develop a iPhone and Android game. I’m originally an C, HTML web programmer, as there are tons in the world.

 

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  I want to share with you the technical experience of what, me ,my sister , faced while developing our first game Flightbird (that has just been released on Apple Appstore  ).  I always wanted to make a some sort of Game, since I started playing Mario,Ninja Gaiden on  PS3,Xbox and Wii consoles. I thought it would be useful for other developers to get some advice from our experience on the most technical side of the game development process, so here are my most important five lessons learned from this Flightbird game Development.

LESSON 1. THINK ABOUT THE FINAL PRODUCT FROM THE BEGINNING.

Back when we started, we just wanted to make a demo of the gameplay, so we went for the basics implementation of the main character systems, like physics, inputs, behaviors, etc. for over 3 months. Before we knew it, and having over 2 levels already finished, we realized that we didn’t have a solid architecture, there were no player states, no managers, no tools, and everything was a bit of a mess, so we took a step back and spent about one month redesigning our architecture.

We also put some effort on creating “tools” using the Unity Editor, this tools allowed us to test the game with certain ammount of coins, abilities, achievements, life,  and so on.

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ALWAYS BE AWARE OF THE TIME NEEDED TO CODE AND TEST EVERY NEW FEATURE.

This is our first game, we want it fun and perfectly polished in every corner, so everything you add to the game implies loads hours of code and hours of testing. At some point we wanted more levels, more abilities, sidequest characters, so spent one more month of development, of course we had to fix tons of bugs, and spent hundreds of hours testing we didn’t plan, and time is money, maybe you cannot offer everything in your first game. But try to choose carefully between features and gameplay, always being aware of how much time you would need to spend.

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DON’T REINVENT THE WHEEL, IF IT IS GOING TO SAVE YOU SOME TIME, USE PLUGINS.

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we designed many layouts for the walls.

At the start we wanted to do everything by ourselves, the water physics, how we saved the data, the localization manager… then we realized that there were plugins already available in the Unity Asset Store that could simplify our coding process. We ended up buying some of these and saved tons of time, so before you try to reinvent the wheel, check out the Asset Store! Maybe somebody else already took the time to implement system to build some of the features you want in your game.

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c07da41c-329b-4c35-923f-183cd40647e7.jpgWe recommend you the following plugins, from all the ones we used:

ALWAYS TEST YOUR GAME WITH YOUR  AUDIENCE:

we called many of our friends to play during development phase to test it and suggest changes.All suggestions were incorporated in it.

 

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My sister Nisha is good in Graphics and me in coding so we shared workload .0475ea42-75fd-4470-adcc-bb7bc4e493ec.jpg

At first, we made a couple of demos to invite people to come and play at our home, it took us about 2 months to deliver our first decent working game, I mean, we were learning and doing, all at the same time. get involved testers at every stage.

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