Hello everybody! So far we are, in fact, an unnamed studio and the project we are doing has the technical name "CGDrone". Today I wanted to write this short article. You see, I was exhausted from all this work with sketches, colors, algorithms and fixing bugs in rotations, which are implemented using quaternions. The latter, by the way, beat me pretty well.
I often came across different stories on the net about how people created their games, what difficulties they faced and what they got as a result. Our team also has its own story, and I would like to tell a little about it.
Start
It was at the institute, the end of the magistracy. My friend from the parallel group and I are deciding to create our own super duper 3D first person puzzle. Such that it's just ... well, just a bomb and fire. I hope you understand me. Why did you decide to make a game? I have experience in drawing, graduated from high school with a fine arts bias, my partner has experience in creating 3D models. Well, both of us are programmers, after all, we worked in companies, incl. games were made. Why a puzzle? Because we love puzzles.
We divided the work approximately in half, or did what anyone could. On the one hand, if there are 2 people in the team, then you can divide the work in half! Conveniently :) And it doesn't take as much time to monitor the results of the work of all developers as, say, it would take if our team had 30 people.
As a result, everything fell into place: I became responsible for all the code and graphon (shaders, lighting, post-effects), and my partner for levels and legal issues. In the beginning, by the way, he modeled better than me. But over time, it became clear that asking him to redo something every time is to pull a person and tear him away from the main work. In addition, the requirements for models can change and a person will go crazy from 1000 edits a day. So later the models came under my responsibility.
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We hope only for the strength of our hands, On the hands of a friend and a hammered hook - And we pray that the insurance does not fail.
At the moment we are still working hard on the project. We did a lot of basic work, we are working on optimization, graphon polishing, animations and history.
Also recently, a translator has joined us, who undertook to work out the script :) For a year now he has been working with us, as we are on enthusiasm.
And here are the links to us:
https://www.instagram.com/cgaleksey
https://vk.com/treload