1/8/2024 0 Comments Unity 2017 dark skin ihex* You'll get all kinds of feedback, often with two people telling you the exact opposite advice, don't necessarily try to develop the game your friend wantsĤ) Understand that adding multiplayer means you'll multiply the amount of work to complete the project by at least 3 times * Avoid feature creep, avoid adding every new feature you think of, etcĢ) Come up with clear goals, at least for all major featuresģ) Listen to feedback, but don't necessarily take all feedback as action items Here's my biggest tips for actually completing your project:ġ) Limit the scope of your game as much as is practical Promoting your game is its own animal, but it is still part of the process and will take up a lot of time. Finding a fixing bugs is important and very time consuming. Some of the most important work for your game is still ahead as you focus on little details like game balancing that can make or break your game. Marketing/promotion of the game should be starting by this point. You reach about 2/3 of the way to completion when your entire game is "feature complete." All menus work, all bad guys you kill are implemented, basically every feature in the game is done. You feel like the game is most of the way done at this point, but you're far closer to the beginning than the end. Someone though could sit down and play the game for a bit and give feedback on the gameplay. This is where some menu options don't work or even exist, graphics assets or models aren't complete, victory conditions may not yet be implemented, etc. Getting your game to the point where core gameplay functionality is working, so your game is now fairly playable, is where you're about 1/3 of the way done with your project. So here's what I have found after starting a number of projects. The first game I finished with Unity took about 8-10 months from start to available on Steam. The first game I ever finished was a BBS door program I called Nuclear War. It's primarily for my own amusement I do it, and if someone test the game and enjoy it that's a bonus.īut yeah. Despite the fact that I sound as if I hate my own game, I do enjoy both playing and developing it so I will continue to do so. In order to get some sort of direction of where to head next to encounter more powerful monsters to kill, and collect more stuff! personally, that's enough for me to enjoy a game- but for some redicilous reason I decided that my game should contain NPC's and they should talk and give the player missions, but this just added a really silly gameplay element of you clicking dialogue buttons without reading the text 'cause it's mostly nonsense telling you to "go there, kill that, eat that, poop that, come back". Did I mention that I lacked the better knowledge to do proper planning of the game?Ĭonsidering the "Kill evil monsters and collect stuff" though. Still spending far too little time marketing the game Due to the overambitious game idea the development took so long time that I became better at creating 3d models and textures so that in order to maintain a somewhat regular visual content quality all in-game models and textures had to be re-done / updated software versioning schemes as mentioned above.) Resulting in large chunks of the game beeing completly rewritten and/or replaced by new methods. Did not do enough research for most things regarding the development (eg. yeah, let's leave it at 2.25 for the public to see.) progression, resulting in the game version currently beeing 2.25 even though the game is currently only in a state of "WIP"/Early Access/Beta release or whatever one would like to call it (Actually 4.225 but. No clear landmarks or goals regarding game updates/dev. No clear gameplay concept apart from "You should kill evil monsters and collect stuff" No clear concept of the storyline (It's been mashed together as I've come along with the game- but I guess that could be added to the poor-planning argument) Started over from scratch too many times, due to really poor planning
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