Puzzles & Survival (does this belong here?)

Hawk667

New Member
Aug 25, 2022
6
6
Have you seen those advertisements? The ones with the Ada Wong look-alike in the middle of all kinds of zombie situations? Yeah, you have seen them. Very sleek cartoonish, but very sexy and you never get those animations in the game once you download it.

I want to actually create one of those types of games. Ones you can actually play WITHOUT all that base-building nonsense. Same renders as they use in the ads but truly have a point to moving on to the next round.

Does anybody here have an idea on how to create something like that? What kind of software is needed? Is there anything here that even resembles this type of gameplay? Make adult versions?

I suppose it is possible to make, say, a bevy of 20 minute games that are either downloadable or internet supplied to pull this off?

This would be a perfect example:



Is this even possible or just a pipedream?

Thank you for your feedback.

-Hawk667
 

Saki_Sliz

Well-Known Member
May 3, 2018
1,403
1,011
Hmm... for me, the main pain would be making all the animations. but assuming if all the assets were ready, the coding probably wouldn't be the worst.

To represent the game's main data, I would actually use unity's animation logic system, which is a sort of flow graph looking thing. It is technically a 'finite state machine' The important thing is that the individual nodes, or 'states' can represent some point in the story or so part of the animation, aka one of the levels. when the node transitions to another node, it can 'trigger' and 'event'. these events are just commands to 'run code' and this code can do things like, continue the animations, or play the 'bad end' animations instead (again, assuming all the assets are complete, because just managing all the characters and their unique animations is its own pain)

For the puzzles, rather than trynig to code them from scratch an make a puzzle 'datatype' or class or object, I would actually try to make puzzles as a 'prefab.' prefabs are like pre made objects, that are more like 'mini scenes' that you can 'assemble' using smaller game objects. IE each tile would be a sort of game object that can be moved around, and are placed inside the prefab for each puzzle you want to make. That way, when the animation tree calls for 'load puzzle 27' that just the 'load prefab "thauentuha" ' command and the animation controller just waits for either the 'pass' or 'fail' event, thus the two codes don't need to have any complex interaction with eachother to pass data.

but you would still need to get the puzzle mechanics working, a way of mananging the actual animations, not to mention all the work animating the characters.

I'm working on a similar project, but with a mix of quests and open world, and due to the amout of 'stuff' I want to make, I can't use unity to cheat, I'm having to make custom 'tools' or interfaces to manage the data (instead of just abusing 'prefabs' and the 'animation tree' as data/interfaces).