I love Battle Buggy Glitch to death. And what’s amazing is that it has been quite well received. To be quite frank, when just 5 people said it wasn’t bad.. I felt like I accomplished something really really huge.
It motivated me to work on it non-stop for months.
After the release of the first demo, I was fortunate to temporarily work with experts in the indie dev space that had me do more “professional” user tests. The feedback I got from it was gold. It was a balance of good reviews with constructive criticize from actual players.
Of course that meant even more work. Demo two sort of just gave a trailer of what some of those changes were.
Now… I’m still committed to making sure that the game’s development keeps going. But I need to take a break. The project is fairly large (to me at least) and managing it has become some kind of chore because GameMaker Studio 1.4 isn’t all that great to manage really large and complex projects. I love the Engine, I love the language, but the IDE tends to fight me the more I add stuff to it.
Which is something I don’t experience with Unity.
So to take a break, I decided to jump back into Unity.
I have gotten a lot better at game deving, so I decided to see if that was true for Unity as well. My first unity game Battle Zero Gravity wasn’t a bad title, but it shows just how much of an amateur I was. It was completely not optimized, I still sucked at 3D modelling, and C#… boy oh boy C#.
public Rigidbody rigidyguy;
Start(){
rigidguy = GetComponent<Rigidbody>();
}
I mean WTF?
In the end, the game suffered for it. It fell short on so many areas.
But these days, I’m not so bad at game deving.
Anyway…
I feel it’s important for me to put out quick projects as well. Spending years on a project is great and all… but I want to start and finish small things too. It’s good for morale, you could say.
And with that loooooong dev note piece… I invite you to take a look at my upcoming 3D mobile project Battle Zero Gravity 2!
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