Hi. I'm going to use this thread to post my progress on Stranded III. Everything I do will be published here. There might even be videos and live streams later.
There was no update for such a long time because I checked Unity3D and I decided to switch.
The editor uses the standard Unity3D GUI system.
Moreover I implemented my UDP library in Unity3D (same one which is used for Carnage Contest and Counter-Strike 2D as well). This allows me to implement the multiplayer code of the actual game and I already started to do so.
I decided to rewrite the code to be 100% C# instead of using Unityscript (which is basically like Javascript).
Oops! 123 days without update! I'm really sorry about that!
I'm working full time as software engineer since mid-April so it's hard to find time to work on the game and to post news about it.
Stranded Deep has been released 5 days ago on Steam Early Access. It is/was under the top 5 sellers and I tried it as well. For research of course. I have to admit that the graphics look really good but the content is still pretty limited. I think and hope that this game won't become a Stranded III killer as it doesn't support modding or multiplayer. I will keep an eye on it and I'm very interested to see how it goes on and what cool stuff the two guys from Beam Team add.
First of all the code of UniLua was really hard to understand for me because most of the comments (and even some Lua error messages) were just strange Chinese (?) characters.
How to solve this? The answer is simple: Move more parts to code again and do less stuff in Lua. C# (the language Stranded III is developed in) is way better for writing complex stuff because it is more strict and strongly typed.
The painful consequence of all this: I have to port the UI system from Lua (over 4.5k lines for the system itself + over 2.2k for actual game menus) to C#. Afterwards I'll throw the fancy Lua UI scripts into the trashbin.
I set the wrong focus during the development of Stranded III. I spent too much time with working on UI stuff and 3D models and I didn't work enough on the actual game. Therefore I do not have a game with fun game play yet which is a difficult and demotivating situation.
I already put a lot of work into this project and I do not plan to give up. On the other hand however I can't continue like this (working without playable results) forever. Therefore I'll set a deadline: I will either manage to create basic playable multiplayer alpha this year or I'll cancel the development.
I decided to pretend that there never was that virtual deadline. I'll continue with development because that's what I want to do.
避免单人长时间开发游戏,要尽早找团队,并且发布早期版本圈养粉丝,否则就是这个下场:7年半的努力,很可能最终竹篮打水一场空。
Zeldashu 发表于 2020-4-11 13:41
道理我都懂,于是在坑掉了第一个策划后马上转头开始了另一个策划。并且决定:至少要制作出一个一小时可玩d ...
哇哇哇啊叭叭 发表于 2020-4-11 10:48
极简表达,极大信息量
奥古斯都·蒙特罗索有一篇很牛的小说--《恐龙》,全文是:醒来时,恐龙还在那里。 ...
PLeaseS 发表于 2020-4-18 15:38
怎么说呢,我现在都是一个人搞
素材什么的尽量都自己一个人应付
剧本什么的也都自己搞
回转寿司 发表于 2020-4-11 08:33
跟单人与否无关,团队会有团队的坑掉方式,因为各种原因坑掉的制作组并不比单人作者少hh
关键还是要有良好 ...
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