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Mission Objective
How would i make a mission Objectives work? like having what i want to happen in it? Like say if i made a mission where you have to chase some one how would i make that happen?
i would love to help, but how do you exactly mean it? like an arrow facing to the car or something?
I saw your other questions...If I'm not wrong you are trying to make game like GTA...well just for you to know it is not very easy. But if you have a $$anonymous$$m then it is possible. But if you are new in unity and want to make game like GTA alone then you can make GTA2 in 1-2years.XD...You need to know how to script, model, animations, textures, sound and lot of more...But you can allways make smaller game... like small town whit few car models and few character models...
There is a big difference between rockstar and a few people in an amateur $$anonymous$$m.
Answer by RockDude · Oct 02, 2011 at 05:41 PM
First you have to write some scripts. Like when you hit mission start(cube) then start animation "chase"(car animation). Then you have to write script what says that if distance is bigger then 40 mission is over! if distance smaller then 2 you win(or when someone is death) then you have to write script: when you win load next mission start(cube2)and when you hit "cube2" new mission will start. You can use something like that if you want to make game like GTA but if you want to make game where is only missions then make scenes and write scripts what says that when someone is death or distance from something is lower then 2 load next scene.
I don't know if it was the answer you were looking for but if you want to make game whit missions you have to write lot of scripts.
Answer by Tracey P · Oct 02, 2011 at 04:44 PM
What I would do is set up a clock and distance tracker so that it would calculate the distance between you and your objective. Then a timer or a trigger that triggers the mission complete and plays a cutscene. All are very easy to script.
Answer by Mikbe · Oct 05, 2011 at 07:32 PM
In any creative task it's helpful to prototype a specific use case first. Don't worry so much about how the entire game would work just build one scene with the bare minimum of functionality and see how that goes.
Since you'll often change your idea of how the design should work over the course of your project making a prototype allows you to flesh out your ideas and helps you avoid wasting a lot of time designing stuff you don't need or can't even do within the system.
Here's a possible action plan for creating a prototype:
Brainstorm a list of twenty or thirty types of missions you might want in your game. Keep it simple; you're defining types of missions not actual missions for instance it should be something like "Within a time limit get an item and return it to the mission giver" not "Go to Joe's Garage and get the crowbar and return it to Crazy Eddie so he can kill his boss.." Don't worry if they suck just write down anything that comes to mind.
Pick the ten best ideas. Do it quickly, you can always revisit it later.
Of those pick the simplest one and define the goals of an actual mission like "Within five minutes get the crow bar from Joe's Garage and give it to Crazy Eddie."
Create a very, very simple level/scene. Spend as little time as possible building the level. Don't create any assets yourself if you can avoid it and don't waste time making it perfect.
Add game objects one at a time as you need them and then script the object one behavior at a time, play testing after each one if possible. For instance add a player first, then add a mission giver, then script a "Give Mission" behavior, etc.
When you first start doing this really break it down into these atomic ideas so you don't get ahead of yourself. Also Keep in mind if you don't absolutely need it for the mission don't put it in there. Like if you don't need pedestrians or mailboxes or police don't have them in there even if you want them in the final game. Just concentrate on doing what you need for the mission and only what you need for the mission.
If during the prototyping process something becomes too complicated abandon it and worry about it later. Again, the trick is not to waste a lot of time but to get an idea of what it will take to do something and you've just learned that something you wanted to do is very complicated. After the prototype is done you can decide if the effort is worth it to add the thing.
This gets you creating something as quickly as possible and really helps you focus on what's really needed. Most importantly it gives you an outside in view of your project instead of leaving you to wallow in details that might not even matter.
After you get that one scene repeat the process for another mission type.
This is just one way of doing it that works for me in general when doing anything creative. Feel free to change the process or create your own but just make sure you waste as little time as possible building the prototype since the point is to help you understand the problem; not make a fully functional thing.
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