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The best advice to give for new game dev is to start off small and simple. Be a part of hobby games or game jams is a great start to the get the feel of what making video games is all about and prepare of what to expect realistically.

#Devruary

When dealing with burnout I would take 10-minute break like going outside, exercise or play video games. Majority of the time playing video games or going outside does at time immediately give me idea for a setup game play for the game.

#Devruary

While I was mostly inspiring from the golden era of video games in the 1980s and 1990s. But seeing dev companies like Yacht Club Games and WayForward that are homage of creating retro like games with a modern touch has given me inspiration.

#Devruary

The worst bug so far that I dealt with is the laser beam appearing as a pink mesh after built it to the game in unity. The FX uses material in the particle system while render in URP can be tricky. Update the material seems best.

#Devruary

#GJAsks what game does a lot with a simple idea is Teenage Mutant Ninja Turtles 2 for the NES. Unlike the first game which is an RPG, TMNT2 is more a 2D scroller Beat 'em up. The game play is enhanced of each turtle display a different fighting ability.

The feature that almost broken my game was the number of asteroids in the ring. The ring surrounds the earth as it counter rotates the planet. It slowed the performance of the game to which I lower the asteroid count in the ring to work.

 #Devruary

The biggest dev mistake I’ve made in the past of not adding a variety of enemies per level. I used the same enemy to increase their attack abilities per level like Tetris or Dr Mario in a 3d arcade fps. But was hurting the game play experience.

#Devruary

The best time that I know when a game is ready to ship based on the game's performance. Fewer bugs at times can be overlook if it doesn't disrupt the performance. But glitches is another problem when many onscreen enemies causes it.

#Devruary

The feature that took way more work than I expected was optimize the memories based on the number of asteroid assets when rendering in the unity. I created 10 different asteroid asset with attack abilities but had to cut down the assets to work.

#Devruary

The tool that I am using for Unity is Cinemachine. It create multi-camera shot for a 3d skybox to a space shooter. It create the illusion of the background to change size based on the player's movement. I am using URP that enhanced the visual.

#Devruary