Then burnout hits, but I worked through it for months and months until it was finally done. The first week of development was awesome, I was having fun and learning and solving problems. My advice is to really evaluate how motivated and excited you are to see your game idea become a reality. Obviously, I'm leaving out a lot but this is a long enough post as it is. Then market and release it, or just post it somewhere for people to play. Finalize it and get rid of as many bugs as you can. I got some really good insight from this for things I never thought of adding that improved my game tenfold. Get anyone to test it and ask what they love and hate. You can also add post fx and stuff to make your game prettier. This was pretty grueling and tedious for me, but some people really like level design. For me, it was making a ton of levels within 6 different environment types. Keep working and adding features and elements.I would not recommend going this far with your first game unless you are extremely driven to finish it. Hyperfleet forum trial#It was still very difficult and took a lot of trial and error for someone like me with little experience, and there were some portions I had to decipher the documentation for the API. Hyperfleet forum how to#Luckily, there were also lots of tutorials on how to work PlayFab within Unity. I had to learn how to use a service called PlayFab to implement a store, virtual currency, in-app purchases, steam integration, leaderboards, player inventory, etc.
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