Video Games that I could make


  • Just like doom, not a whole lot of story

3D – Games

Loner – Doom Clone – PC

  • Put in some enemy AI
  • Bring in the same sort of level design as the original Doom
  • Different ALIENS
  • GOAL – Kill – Score High – Reach the end

The Mines – FPS_HORROR – PC

  • Basically, Resident Evil
  • Enemy AI
  • Level design of another game
  • GOAL – Make it to the other side of map

Space Station Down – TopDownShooter-Mobile/PC

  • Really nice top down game play like alien spawn
  • DOOM Levels
  • A ton of enemies
  • Robots
  • GOAL – Get out of the maze

Cube Wars – Twin Stick Shooter

  • Super retro Look – pretty particles everywhere
  • Controller support
  • Basically like Nex-machinma
  • Basic geometry for the enemies ( cubes, pyramids, spheres)

Platforms – Platformer – Mobile

  • 3D
  • Interesting gameplay mechanics
  • Weird Voxel Art
  • GOAL – Don’t die and get to the other side of the map

Retro Bricks – Brick Breaker – Mobile

  • 3D
  • Awesome visual effects
  • A lot of weird and interesting abilities
  • GOAL – Clear each level

 2D – Games

Brick Breaker – Mobile

  • Same thing as Retro Bricks but 2D
  • GOAL is to prototype gameplay

Life of Pete – Mobile

  • Your basic game of like mega man
  • Pixel art
  • Boss battles

How I lost 100 USD

After my trial run with Unreal 4, which you can read more about that here. I decided to double down on Unity as my game engine of choice. And in doing so I decided to spend. Not just spend a little, but a lot. In doing so I searched the internet trying to find all the essential assets that one needed / could hope to want. One of those assets was one called “Pro Builder Advanced”, it allowed you to model and map textures onto your levels right there in unity it’s self. It was easy to use, saved you time, and got the job done.

Fast forward a couple of weeks, and much to my amazement Unity made the asset free. Which meant that the developer of Pro Builder Advanced stopped supporting it.

In one fell swoop I had lost the 100 USD that I had spent. What I don’t understand is how Unity never gave anyone any warnings. Like announce they where in the process of buying the developer. I would have even been happy with them giving anyone who had pursued the asset, in the lead up to the announcement a 10% coupon. 🤦‍♀️

I don’t get it Unity … this is not how you bring about any brand loyalty.

And yes I should have done more research before buying the asset. Or maybe even not have bought the asset at all, cause I never used it 😕

I need to make a game even more now

As detailed in my last post. I tend to waste money on things that I don’t really need. And I spend it on things that most people would never even think of. These days I am getting more and more into game development, so much so I watch presentations from different GDCs in my free time.

My game engine of choose is Unity, and as you may or may not know it has a thriving online market place that sells everything from art to scripts for your game. And I went extremely overboard enough to buy a new iPhone. I guess now I have too make a few kickass games using Unity.

Building a Game

So are you may know, I like to start a lot of new things. As can be seen from my previous posts. And this time I have started a journey into game development. If I told this to a person such as myself, they would ask the following:

  • So what’s the concept ? What type of game will it be ?
  • Got no idea.
  • So what you using to make it ? You making it from scratch ?
  • The answer is, I am going to use Unity. And I would rather get cancer then deal with the complexity of building your own rendering pipe line, and dealing with that much math.
  • What why are you doing this ? You know your not going to make a hit right ? You have soo much competition in both the desktop and mobile market place. Plus your an one man team, you can’t draw to save your life !
  • Yeah I know the odds are more than against me. I am making it cause I like video games. I have always wanted to make them since I first played them. I think most individuals who play video games, want to make them. However they never get around to it, and aren’t willing to take on the time commitment. So this me pursuing a childhood dream.

Plus I just realized that I have spent around 500 dollars Canadian on a number assets on the asset store 🤦‍♂️. So I guess I have to make something with then right ? 😬

Unreal 4 VS Unity

Over the last decade Unity has become the game engine of choose for a good chuck of game developer out there. This is due to many factors, the main factor being that it was designed as a product first. Whereas a number of other engines where brought into existence to make a game. In my opinion this is the key difference between the two engines.

Unreal was originally developed to facilitate the creation of one the most beloved FPS of all time “Unreal Tournament”. Unreal Tournament was designed to be a fast paced shooter, with high graphical fidelity and high performance networking. These things are the key features of the Unreal engine, which is why the engine has the cons and pros that it does.

In Unity’s case it was designed to be nothing but a game engine that would not limit game developers in what they could do, and eliminate the many bottle necks in the game development life cycle. It is simply a product built to make any game, not a particular game.

The differences between the two are seen in the usability of either one the engines. This is most prevalent in the languages that they use. Unity uses C# (aka Microsoft’s Java) whereas Unreal uses C++. For beginners and even intermediate programmers writing effective C++ code it very difficult. Since there is no memory abstraction layer and the syntax is not as initiative to understand. Another point of difference can also be see in the minimum computer specifications needed to effectively use the engines. Unity for the most part does not require much, it could probably run on a potato. Whereas Unreal requires a quad core (i7 preferably), 8GB of Ram (preferably more), and good video card (preferably anything greater then a GTX1060) .

The differences highlighted above also explain where the two engines are usually used. After a while Epic Games started to licences out their engine. The licences were very expensive so naturally the only people that bought it were other game studios, who then made AAA games. Unity on the other hand had a free tier and inexpensive (comparatively speaking)  which lead a lot of indie developers to adopt Unity. Indie developers are usually tiny teams working on shoe string budgets. And they are usually content with their profits if it is just enough to make another game.

The biggest difference has to be the community of either game engine. Unity has one the largest and helpful communities out there. There are a ton of forums, blogs, books, and video tutorials out there on Unity. And then there is the asset store, a market place that allows developers to sell anything and everything one would need to make a game, wither it be art work, scripts, or even music the asset store has it all. The Unreal engine has something simpler however it is  not as robust as  the Unity asset store.

It is in my opinion that if you want to make video games you should use what make your feel comfortable. If your a experienced C++ developer looking to code games and have a few art friends to make high rez 3D models, and you want this to be a PC only game choose Unreal. If your a one man developer that has some coding experience choose Unity.



The Best Brick Breaker Game Ever

Recently I have started to learn how to use the Unity game engine. The more I learn about about game creation and development, the more I realize that it is the ultimate form of self expression. A game is as much of a piece of art as the a painting is, and takes much more time to create.

So in the pursuit of learning more about Unity to make more interesting complex games. I have decided to make as the title suggests “The Best Brick Breaker Game Ever”. As they say “you learn more by doing”. I choose this genre of game because, it hasn’t gotten any love and attention since arcades were still a thing.

Understanding Unity – Part 2

The primary language of Unity is C#, but you can also use JS and Boo (python). Most of the tutorials and assets out there use C#. In my opinion C# is just like JAVA so if you know that you should be just fine. When you create a script in Unity it automatically inherits from the class MonoBehaviour. If you do not inherit from MonoBehaviour your class becomes a regular old C# class.

MonoBehaviours have a number of methods that you can implement, that are called over the life time of the object. All the way from when the object first gets created to when it is destroyed.

These different methods are executed in a different stages and these stages happen in a certain order. Going from “Initialization” -> “Game Logic” -> “Decommissioning”. I am not including a few of the stages here because they are not fundamental for getting started with unity.

Then the break down of the most important methods in each stage would be as follows:

  • Initialization:
    • Awake()
      • This function is called the second that an object is created. “Created” in these sense just means the second that game engine acknowledges its existence.
    • Start()
      • Similar to Awake() this function is called right before the first frame that is being rendered. You can think of it like just before it appears on screen.
  • GameLogic:
    • Update()
      • The Update function holds all your game logic, and gets executed every frame
  • Decommissioning:
    • OnDestroy()
      • The OnDestory function gets called just before a object is destroyed. This can come in handy, when you want to say update the score after killing an enemy.

There are also event triggered functions, such as OnCollisionEnter2D that get executed under specific situations. In the next post I will go over these functions, and the 2D physics system in Unity.