Saturday, 27 February 2016

PUN shooter #13 - Experimenting with assets and level design

Textured Assets

From a workflow point of view, textured assets are a drag. Here's an example using an arbitrary scene downloaded from the Unity Store.
  • Web player export over 10 minutes (maybe) 15 (My laptop is 5 years old; happy birthday)
  • Player size inflated from ~4mb to 180mb. This won't load successfully never mind slow.
Stripping textures off the asset put size down to 24mb but this unsurprisingly doesn't look great.

Not this time.

Muddling through level design

I had a crazy level design session today. The bottom line, though, is that I was trying to move too fast whereas, when it comes to level design, patience literally pays off.

Since there are plenty things that can go wrong when integrating new assets, trying to put together too much stuff at once is a recipe for disaster. On the other hand, taking the time to do things correctly is helpful because working elements are easy to reuse.

Unity notes

I've been toying with a little utility to work with materials. Lessons learned:

  • The names of materials are distinct from their filenames. Gets amusing after you renamed materials programatically.
  • Not putting third party assets in version control is dangerous.

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