Game Design with Timlah – Unity Assets
The next step is to understand what an asset is. This post is more of a quick, simple look at Unity, showing you what it looks like and what we can do with it. It’s amazing how many people will start up Unity and be overwhelmed by the amount of stuff there is to do and see, as well as for people to expect that everything will be there, ready for use straight away. Sadly, asset creation takes a long time, so this mini-series of Game Design With Timlah might take a temporary hold whilst I develop content for the game.
However, let’s look at some of the core features of Unity’s asset management and what it can do for us!
One of the most critical components of Unity is their marketplace. Recently on Facebook, I spoke out against paying for mods on Steam Marketplace, so the fact that I’m willing to pay for assets, does this make me a hypocrite? I’m going to say no, simply because in this instance, you’re paying for the rights to be able to use the assets you have obtained from the Unity Asset Store in your own creations. However, it is worth noting what license the asset creator has applied to their product. If creating assets is your cup of tea, why not go ahead and make an asset pack, which you can put up on Unity?
It’s free exposure for the amazing creators out there, but it’s also great practice for them too. For people like me, who are looking to quickly make something to show the world, it’s brilliant to have the Asset Store, which offers free assets as well as paid for assets. Some of these packs have enough assets in them to make whole games, so do check it out. For the purposes of this, I thought I’d quickly grab a few assets from the store and show what we can do.
So we’ve got a plane down on the ground but it’s white and really boring looking. Thankfully, as I got some textures from the assets I downloaded, we can apply some to the plane. It’s interesting to note that a plane is usually used as a simple platform. I’d recommend that if you were making a game from scratch, try to design your worlds in modelling software, rather than using basic shapes, or assets you buy from the store. I use the assets on the store mostly as a way to try something out. I remember one of the first thing I had ever made was a game of rolling a ball around the place. It was quite amusing, but I created a destructible environment. Using assets from the store, I was able to find things like vases of flowers – and I let them collapse all around the place when the ball made impact. It was fun, but ultimately it was all for concept.
As well as the asset store and being able to import files from other programs (like Blender), you are able to apply scripts to the objects in your game. Scripting is a story for another time, as today I thought I’d show off the tool I’m going to be using rather than anything else.
When you make a new map for your game, you have to save it under the “Assets” folder of your project. I’d recommend making another folder inside of this folder simply called “Scenes” or “Maps”, whatever you want to refer to them as. It helps maintaining your files but do so in a logical way that makes sense to you and hopefully to others too, if you end up getting help with your projects.
Have you ever experienced Unity? Have you used any other game development tools? Is game development something you’ve always wanted to get into but don’t necessarily know how to get into the industry for yourself? I’d highly recommend looking into a website I’ve been following for years called GamesIndustry.biz. As always, leave us a comment below, over on Facebook or on Twitter.