I'm working on my C# skills, my modeling skills, and getting ready to follow along with a series of Unity tutorials. Hopefully, I'll get to the point to where I can make some pretty neat little games just on my own abilities with Blender and Unity -- but ultimately the goal would be to find and work with some great and skilled folks who can make larger and more advanced projects possible.
Here's a list of what I plan to be doing over the next few weeks:
Project 1:
Pretty much follow Unity's "Roll-a-ball" tutorial to the T, upload the results via webplayer to the site.
Project 2:
--Part A: Improve the "Roll-a-ball" game scripting so that various properties, such as the number of total points there are to collect within the level, are Public variables (meaning I can adjust them in the editor, per scene, instead of having to have different player scripts per scene).
--Part B: Create multiple scenes (levels) of the game with progressive difficulty, reset triggers (such as falling off the edge of a level), and ramps.
--Part C: Attempt to create, using multiple cameras, a GUI overlay which keeps score using custom graphics, displays a custom "Win" screen, and tracks lives (after having reset the scene 3x, for example, you lose the game).
--Part D: Multi-Publish the game to webplayer (using arrow keys for input), PC (same), and Android -- utilizing accelerometer data.
Project 3:
Brush up on my blender modeling abilities by following along with various tutorials designed to help me do the following:
--Part A: Learn the remaining short cut keys (such as the ability to select an entire loop of verticies).
--Part B: Follow along with character modeling tutorials so I can learn to quickly and easily make low-poly, ascetically pleasing game characters.
--Part C: Follow along with UV Wrapping / Texturing tutorials so I can learn how to properly lay images over my meshes in a way that makes sense and is not simply automatically generated.
--Part D: Follow along with character animation tutorials so I can create and save bone-based animations and rigs in methods that are easily used with unity.
Project 4:
Revisit the Roll-a-ball game with the intention of making it more graphically pleasing.
--Part A: Texture the ball to look like a rubber-band ball, and adjust necessary unity physics to make the ball bouncy.
--Part B: Replace the pickup cubes to be pencil cap erasers - rescript their rotation to spin them along the Global Y, while keeping them tilted slightly along their local X.
--Part C: Model and texture the game world to match the office supply theme by making the game board school desks (with carvings, pen marks, misc papers, graffiti, etc), clip boards, index cards, etc.
Project 5:
Complete ALL of the tutorials related to the "Stealth" tutorial project.
http://unity3d.com/learn/tutorials/projects/stealthProject 6:
Expand Stealth with new features, custom models, new weaponry, more namespace variables (to allow for an unlockable cheats menu, whereby players can make themselves invincible at the push of a button, make enemies blind, etc, etc).
Obviously, by the end of Project 6, I'll have expanded my game dev skills significantly, gained a fair familiarity with both Blender and Unity, and I should be ready to start making my own (simplestic) games.
If anyone wants to join me and follow along with these projects, that would be amazing: as the saying goes, two heads are better than one.
Now, it should go without say that these projects (particularly 4, 5, and 6) are going to be VERY time intensive. Fortunately for me, right now, time is the one thing I have an abundance of -- but if you should decide to follow along with these education goals, know that unless you can dedicate yourself to them, the results you get will likely not be as desirable as those resulting from dedicating a set amount of time each day, without distraction, to meeting these goals.