Still I think I can wrap up the player getting destroyed and respawning if lives are remaining. Maybe more but girlfriend deserves some time and I have a birthday bbq to go to. I'll try to get a solid 2 hours on it tonight. I have the player shooting and collisions in, enemies destroyed (well simply disappearing) and the enemy wave adjusting the horizontal movement limits based on the enemies on the edge being "removed". Obviously I came to the forum a couple of times as well but it all evens out in the end so I'll count the full hour. So in an effort to speed things along I spent most of my lunch break today working on the project. But I think another reason is their minds are not filled with all of these modern software engineering best practices. Sure scope likely plays some part in that in some cases. I've also noticed a lot of beginners seem to complete more games quicker than many of us experienced people. The game needs to bring in 5 times as much money for it to have been a good decision. well the one way has increased the cost of the game development by 5 times. which makes the most sense from a business perspective? If that is applied across the entire project scope. If you can knock something out in 2 hours by just "getting it done" or spend 10 hours building an elegant solution a fine engineering example. Especially if someone is trying to do this for a living. I see it like it's all about getting the most done in the least amount of time. But after the job ends and I work on this stuff efficiency becomes an even greater priority. Of course, productivity is high on the priority list. Going to sleep now.Ĭlick to expand.Yep that's it exactly! And I think this is actually the key difference between my two states of mind. Yeah I will get focused on knocking it out. Just throwing together a game to show how I developed it. I guess I kind of forgot I am not trying to make a great game. I guess I won't do much beyond the basics because it is just not needed. Instead, the game switches to a Space Harrier type of pseudo-3D stage where you have to battle those remaining enemies.Īnd thinking about it. Another idea is that when the enemies reach the bottom the game does not end. Like occasionally an enemy breaking formation and attacking. All depends I suppose on if I do some of the ideas I had. I'd expect by the weekend even working at a very relaxed pace this thing should be ready to post. Tomorrow, I will update it so when all enemies are inactive on the extreme left or right edges the boundary for movement is adjusted. Nothing major.ĭespite a tiring day I managed to put some time into the project tonight. Especially if they jacked up the game a bit to include some more stuff maybe something showing how they handle communication between a couple different object and stuff like that. On the other hand, if someone with a lot of game dev experience and maybe at least 4 to 5 years of Unity game dev experience made a Space Invaders style game and released that source I think it would be a huge benefit to many people. Which could lead to a case of the "blind leading the blind" Well not just effort and time but more importantly make a thread on it covering how it works and include the full project source.įrom the assets I have bought on the store I have the impression that many of the people making templates (and also the folks making articles and videos around the web) are beginners themselves. It would be great if someone else used the more traditional Unity dev approach and created a SI style game from scratch graphics and all see how much time it takes. ![]() I could have used solid rectangles for the visuals but thought it'd be good to make a fairly decent attempt and see just how much time it takes. This is focused on the dev style I am using. I hope folks remember this is not a WIP thread about making the greatest SI style game ever. At their heart basically a sort of micro rpg / roguelike. Click to expand.I think there is a lot of potential in such things.
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