general in GameDev

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.
1The 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.
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.

Getting really close to the release of Monkey Midnight! It's going to be a bittersweet experience with multiple endings.
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.
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