mthwl
TIGBaby
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« Reply #22 on: July 14, 2016, 12:40:59 AM » |
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Just registered for a forum account specifically to post this, so, hello everyone!
First, let me say: don't get discouraged! Lots of other first time (or thereabout) gamedevs are in the same boat, myself included. Spending time learning, reading, aimlessly Googling, scheming to switch to some other engine that will make our life better, etc. After a while, it can feel like you've accomplished very little and are no closer to getting the core of your game buttoned up.
For making an 2D RPG(ish) game in Unity (which I came to just last week, after adventures in several other engines), this was what saved me:
This set of tutorials was such a breath of fresh air. It's goal is getting you from WHATISUNITY to having a small, simple RPG prototype core that can be expanded on. Then it continues, and grows the game into a something more specific. It encourages you to turn your game into whatever you want, but use the core foundation that it lays out.
Give the first few videos a shot and you'll have a character walking around a tilemap in a few hours. Such a great feeling!
If you're still looking for other engines and just not enjoying Unity, that's ok. I will offer one bit of caution: the grass can always be greener. Some other engine is always easier to learn, more performant, deploys to more platforms, has a better community, has more tutorials, has more features, has better documentation, supports HD-VR-TRIPLE-SOMETHING, has built in magic, etc. So, just pick a few that seem reasonable, make sure they can accomplish your goals (broadly speaking, like if you want to release on mobile, make sure there's a path to that), and then play around with them and see how they feel.
If you're successful in making your game (any game) then you're going to spend a lot of time with the tools that you choose. It's ok to be a bit picky (especially in the beginning). Try to stay positive and focused on your game.
I recently just spent a couple of weeks with Phaser and even though I moved to Unity, I'm glad that I spent that time. I put together a prototype that I was really happy with in a few weeks. It booted up a simple menu, launched into a game world, loaded tilemaps, set up collision layers, built a player sprite, animated it, got keyboard controls working, rigged a camera up and everything was wonderful! Spent a few days polishing it up before I decided to try it out on mobile. My experience (happy to hear if anyone has had better!) was a little disappointing, particularly around audio support. So, after some research, I decided that (for me, planning to release on iOS and Android) audio support was a core need.
I'd been staying away from Unity for what I can summarize as one reason: can I make my game, without giving up anything, with a simpler (easier, quicker) tool? The Phaser example was one (of several) attempts to answer that question. Yep, I can make that game in Phaser (again, really nice framework!), but I might have lots of problems getting audio working on mobile (or might not work at all). So, let's move on and see if something else is a better fit.
Hope some of this rambling was helpful. Good luck!
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