Welcome to the first Lunar Lander Game Planning overview tutorial!

In this tutorial, we’ll take a look at preparing to make your first semi-complex game in Unity, and get everyone started on the visual asset creation. Of course all the project files are available for download, and you should definitely take a look at them, whether or not you choose to make your own.

Play Lunar Lander:

What is covered in this Unity tutorial:

- Planning and preperation: workflow and handy tips
-Instructions for creating the player ship, asteroids, and landing pad
-Tips on where to find textures for the asteroids
-”Detonator” explosion prefabs from Unity

Lunar Lander>

Discussion

42 Responses to “Game Planning: Lunar Lander 01”
  1. Posts: 11

    cool!

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    1
    Feb 24, 2012 at 4:34 pm
  2. Gabriel williams
    Posts: 37

    glad you like it! :)

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    2
    Feb 24, 2012 at 6:04 pm
  3. Posts: 9

    why did you create each segment of the collision mesh and not have it all as one mesh

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    3
    Feb 24, 2012 at 6:19 pm
    • Bryce
      Posts: 2

      I’d assume he did that in order to keep them convex.

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      3.1
      Feb 24, 2012 at 8:32 pm
    • Gabriel williams
      Posts: 37

      Hi Jjsuperspy- as Bryce is about to say (because I’m all-knowing, hehe), yes, it’s to keep things convex. I think I explain that in the video, yes? Very important to do so, or the collisions don’t work correctly/at all. :)

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      3.2
      Feb 24, 2012 at 8:34 pm
  4. Bryce
    Posts: 2

    Excellent tutorial, I’ll be following this series for sure.

    On the topic of finding space images that aren’t copyrighted… I recently discovered that you can get some excellent ones from NASA(nasa.gov) that typically aren’t copyrighted as long as they don’t contain the nasa logo or an identifiable person.(Of course, just don’t take my word for it — check their full license agreement)

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    4
    Feb 24, 2012 at 8:59 pm
    • Gabriel williams
      Posts: 37

      Thanks, good tip!

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      4.1
      Feb 24, 2012 at 9:24 pm
  5. Posts: 14

    Really nice, i’m looking forward to it!

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    5
    Feb 25, 2012 at 12:06 am
  6. Posts: 4

    exciting…can’t wait!!

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    6
    Feb 25, 2012 at 6:22 pm
  7. lunar lander dropped many a quarter on that game back in the day mostly at roller rinks and bowling allys was right next to the battle zone and temptest.
    i am very interested in the process as a whole storyboard/spreadsheet as to see whats to be done and needed.Very new to unity i will devote next few months to get up to speed.looks

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    7
    Feb 25, 2012 at 7:51 pm
    • Gabriel williams
      Posts: 37

      Ah yes, Battlezone… Maybe a tutorial on recreating that one next!

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      7.1
      Mar 1, 2012 at 12:16 am
  8. Shane
    Posts: 3

    Really – OLD WEB??? – I remember playing lunar lander back in the 80′s, wikipedia says atari released lunar lander back in 1979 – there was also text based versions as early as 1969.

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    8
    Feb 26, 2012 at 4:42 am
    • Posts: 2

      Yeah, the first lunar lander game I played was on an old Osborne computer.

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      8.1
      Jun 29, 2012 at 8:06 pm
  9. Posts: 35

    I notice Gabriel you made quite a point of getting the scale right in 3dMax before importing into Unity – so I have a question.

    I wasted a number of hours on importing meshes from **Blender 2.61** into Unity. They imported fine, but if I tried to apply Unity transforms to them I had a problem. In the “edit” mode they transformed fine, but once I entered “game” mode they snapped back to their original size and position.

    If I do the export from **Blender 2.49**, I do not get these problems. So, is it a problem with the Blender fbx export from 2.6 – or with Unity? And do other programs (like Max) have the same issues?

    The stuff on laying out needs/things to do and getting resources is good though I tend to use Notepad rather than a spreadsheet! I must say though, if you have to work with a committee it can go wrong – very wrong! As I found out working on a project (not 3d) for a big international company.

    Biggest problem I’ve run into though is not the resources and setup – it is the scripting.

    gryff :)

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    9
    Feb 27, 2012 at 3:41 am
    • Gabriel williams
      Posts: 37

      Hi Gryff- sorry, I don’t really have experience with Blender. Almost sounds like there is an animation component on it though…I’d check for that!

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      9.1
      Feb 28, 2012 at 10:16 am
      • Posts: 35

        TY for that thought Gaberiel!!!

        I went throught and *unchecked* everything except “Mesh” and “Selected Object” – works fine in 2.61. Leaving “Armature” and “animation” checked though produces that weird transform effect even though there is no animation on the object.

        However, *disabling* the Animation component in the Inspector in Unity also prevents the transforms from snapping back.

        So it is some kind of animation effect.

        TY again for the suggestion – simplified my workflow.

        gryff :)

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        Feb 29, 2012 at 10:40 am
      • Gabriel williams
        Posts: 37

        Really glad I could help! Too often it’s odd little quirks like this can hang ya up for the most time and trouble. Happy to save you at least some of that time!

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        Mar 1, 2012 at 12:18 am
  10. Posts: 1

    The test game doesnt work :(

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    10
    Feb 27, 2012 at 4:50 am
  11. Paul
    Posts: 1

    Demo link is broke. This one works however:

    http://ofgabriel.com/minelander/minelander_b1/WebPlayer/

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    11
    Feb 27, 2012 at 10:27 pm
    • Gabriel williams
      Posts: 37

      Thanks Paul! I did some thoughtless re-structuring of my web-folders, didn’t realize I was breaking more than a few links. My bad :(

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      11.1
      Mar 1, 2012 at 12:19 am
  12. Posts: 1

    Nice one! Really excited about it :) What language will be the scripting in?

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    12
    Feb 28, 2012 at 3:03 pm
    • Gabriel williams
      Posts: 37

      Good to hear! I’ll be scripting in Javascript, hopefully that’s your preferred language ;)

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      12.1
      Mar 1, 2012 at 12:19 am
  13. Posts: 11

    PART 2!!!!!

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    13
    Mar 1, 2012 at 5:02 pm
  14. Posts: 2

    Excellent tutorial. Can’t wait for part two.
    Does anyone know of any good low-poly character texturing tutorials?

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    14
    Mar 1, 2012 at 10:15 pm
    • Posts: 35

      Try the tutorials on texturing by David Ward and Ben Simonds at Blender Cookie. David textures a troll creature, Rudolph and a ground hog. Ben Simonds has a two parter on texturing an elf.

      gryff :)

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      14.1
      Mar 2, 2012 at 12:57 am
  15. Posts: 7

    Does one need to be a citizen to get the pre-made assets?

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    15
    Mar 13, 2012 at 7:07 pm
    • Posts: 7

      Also, I just want to say, the second level on your browser demo is impossible, even with a fuel upgrade. Almost punched my computer screen.

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      15.1
      Mar 13, 2012 at 7:16 pm
      • Posts: 7

        Haha, nevermind. I got it, finally. Even had %20~ fuel left over.

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        Mar 13, 2012 at 8:34 pm
  16. Posts: 1

    whear do u download the assets?

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    16
    May 7, 2012 at 9:04 pm
    • Posts: 268

      Hi there- you need to be a Citizen to download the Assets, actually. It’s a great way to really learn from these tutorials!

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      16.1
      May 7, 2012 at 10:23 pm
  17. Stef
    Posts: 1

    Awesome Tutorial, love the Skyrim Launcher on your Desktop!

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    17
    Sep 3, 2012 at 12:45 pm
  18. Posts: 14

    AWESOME tutorial ! ^_^

    Do you think you could post the links to those helpful sites in the description? There was CGtextures, the peterson spacescape one, and some others. Instead of rewatching the vid it would be nice to see the links :)

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    18
    Dec 26, 2012 at 9:29 pm
  19. Posts: 2

    If feel like dreamin’. Whole time can’t watch any series of cgcookie because I can’t gain a citizen account and now … IT’S FOR FREE ! yippee ki-yay motherf**ker ( In german it sounds more polite :- ) )

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    19
    Jan 26, 2013 at 3:32 pm
  20. Posts: 3

    Is there a good tutorial specifically for Blender and creating game assets for Unity? I am looking for that covers all the things mention in the video, like collision meshes and scaling. Also I have read quiet a bit about when importing from Blender and rotation. If someone could point me in a good direction, that would be greatly appreciated.

    And nice tutorial, thank you.

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    20
    Jan 28, 2013 at 12:24 pm
  21. Posts: 1

    I keep exploding >.<

    Great series, I'm going to attempt to make my own Lunar Lander! But I should probably learn to play it properly, too.

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    21
    Mar 13, 2013 at 11:32 pm
  22. Posts: 1

    A good ‘free’ spacescape generator is usually very hard to find. But through my research, I have found a software called Sky Panorama by Frecle. Unfortunately, the images are only 512×512 for half dome. Although, it does have nice options, between skybox, panorama, and half-dome. Spacescape “half dome” will render two images to create a full seamless sphere.

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    22
    Apr 7, 2013 at 5:17 pm

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