general in GameDev

What success would look like for my current project is finally gets the recognition. The game is a homage of the 1980s and 1990s arcade fps for fans of retro gaming. It appeals to non-casual fans that attract them for simple game play.
1
1What scares me the most about releasing a game goes back to double checking on the hidden bugs. While marketing it is one of the worries if the game is appealing or not but it the bugs that worries me the most.
1
1The way that I share my dev progress thru indieDB, youtube and gamejolt. I try to give out as much daily update on the process of the game. Its not easy lately with job and family can slow down the update. But still not given up.
Dev taught me the hard way: don’t love your game for what it is—love it for why players care. Fun, challenge, and engagement guide everything I build.
1
1
1
1The 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.
1
1
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.
1
1
1How I usually plan a game dev project by study tends of what the audience like about a game or dislike for improvement. Then apply them in the GDD to list the mechanic, difficulty and levels before adding the aesthetic as part of the gameplay.
1
1
1




