For learning some things, I am more accustomed to task-driven learning, that is, to pre-set a goal, what to do, to achieve what effect, and then according to their knowledge to make a plan to achieve this goal.
Now to learn is the game production, but also is the high-end 3D game production. As in the previous game production road: Game engine selection, under Mac and under Windows Unrealengine 4 experience comparison, documentation and other said, I have chosen UE4 this picture of the top engine, even on iOS, the screen is the highest end, can refer to the Zen garden This demo. Then I also probably confirmed the feasibility, now to solve is the play (gameplay), content creation, sound effects these things.
The approximate content and gameplay of the game
To make the goal as achievable as possible, the game should be as simple as possible. Considering that content authoring is too difficult, I want to use as few elements as possible. Currently identified are mountains, trees, flowers, water, rock volcano monsters, steel monsters, one or two complex modelling of the boss, one or two female characters. Separate instructions below
- Shan: UE4 support for the production of mountainous areas is better, so all I have to do is design the mountain shape and the mountain texture. This content creation I believe can do well, as long as carefully study the drawing of the mountain, the expression form and the arrangement of trees, flowers and plants can
- Tree: UE4 has a software plugin that supports speedtree such as a simple tree that can make a variety of shapes, but this is clearly not my goal and will not be used until forced. I began to create trees from scratch and 3D modeling, and then carefully studied the tree's material and performance to really master the tree's production.
- Flowers: UE4 As if the support of the built-in flowers, is not clear how, but should be very good news. However, it is also expected to paint the material and performance of flowers, flowers and plants this part is also I have to study carefully and master the whole process. From the beginning of the creation of flowers and plants to how to do 3D modeling, on the material and introduced into the UE4 to master.
- Water: This part in the UE4 is better achieved, should be as long as the design position and shape is good, the task is relatively simple.
- Rock Volcano Monsters, Steel Monsters: Monster production is the focus in the game, the difficulty is very high. From the beginning of design to the introduction of UE4, like trees or flowers as the process can. The real challenge is the monster AI, which is part of the game play and gameplay. This Part I do not know much, anyway is to spend a lot of time to study is, the initial direction is the UE4 in the built-in AI components how to use, and then read some game AI books and so on. It is estimated that C + + is likely to be used, which is something to learn.
- Personas: Personas are the key to my study, and I hope that this part will really be mastered after this game is done. This part to study too many things, light is the character design is to spend a lot of time, human body structure, painting, clothing. There are 3D modeling, character skin material, clothing material and so on. Dress part is too big, I only choose a small direction can. There are things like hair and clothes in the game, and so on. Then there is the character animation, the preliminary estimate should be in the 3D software tuning, and then introduced UE4 also have a lot of work to do. This is only in the role of animation on the basis of understanding, just good I do not understand, this also must learn! I wonder if UE4 can do the quality of the characters like that? That's what I want to study.??????????
Game play the part, this part needs me in the study slowly thought, this part should not be difficult, just does the good bad question, even if does not good, also does not matter. My direction is not here.
Content authoring Tools
The content Creation non-tool section spends the most time, the quantity is biggest, but this Part I cannot write more things, can say is the study side studies. Then there are some writable parts of the tool.
Hardware part of the requirements, I currently have a high-performance PC, two MacBook Pro, is now 2013 version of the 15-inch MacBook Pro, there is a painting board Cintiq 13HD, enough to use. The software section is as follows
- Photoshop: This artifact must be required, whether it is design or painting or material, he is the preferred tool.
- ZBrush: This is also a very easy to use artifact, it greatly reduces the difficulty of modeling 3D. It's also the reason I think I can master monsters and character creation. And its price is not expensive, $795, in I can accept the range.
- Maya LT: Why Maya instead of free blender? The main thing is that Maya provides the official. FBX export support, and blender is in the form of plug-ins, and the game engine architecture has repeatedly mentioned Maya, to think is not wrong. Why is Maya LT, written wrong? No! Because Maya is too expensive, buy all (3675, subscribe \) 185 per month. Maya LT subscription \ (30 monthly, annual order \) 240. and Autodesk Software makes it easy to apply for 3 years of educational learning.
- My other software: This software is to do first, of course, is not a powerful software, which I think for content creation and learning useful small software.
Software part unless the above software is not enough to use, otherwise will not introduce new software, because evaluation and learning is also cost. Of course, no need to learn the small software is excepted.
Game Sound, background story
Although the sound part is also very important, but I do not understand the sound effects, nor interested in in-depth study of it, probably some of the sound effects can be counted on the line. The background story part is considered in the study and play with the game.
The road of game making: a high-end for me to achieve the Mac/ios game making probably plan