13 Hours to build a level of a retro game in Unity? I challenge you to actually attempt this and report back results in 13 hours time. ![]()
Iām looking at a remake/demake (e.g. 8 bit/low poly version of modern classic game) as way to test your skills and because you have the original as a reference a good way to analyse your own weaknesses. Which is hard to do when youāre working on your own ādreamā project.
Or goal driven long term development is a totally separate skill set from using retro games to self test your skills.
The problem here is that analyzing your own weaknesses while working on something else does not bring you any closer to completion of your ādreamā or non-dream project, and may ultimately be just one more distraction. Which brings us back to the point of having too much fun. Getting something done usually requires completion of some unfun tasks as well.
More importantly, if your weaknesses are lack of creativity and/or problem solving. The whole exercise in just one of avoidance.
This is a great thread. I love seeing peopleās work and hearing the challenges.
@ikazrima - prince of persia is an amazing game.
I would put money down that Prince of Persia was the core inspiration for Assassins Creed. The way Prince of Persia did animation was just sooo much better than anything else at the time. It was really years ahead of itās time.
@Blacklight - I love that you took so much care in nailing the āfeelā. It really gives you some respect for older games when you try to recreate something like that and see how hard it is to recreate on the same level.
I think the thing is - quality isnāt a linear cost. As you raise the quality bar - the cost in time goes up at an exponential rate. Thatās why thereās a huge gap between gamejam or prototype games and complete, polished games.
That cost isnāt just art and it isnāt just code, the further you reach the better everything needs to be.
I went and played āA Sensible Initiantionā which is the first level of Cannon Fodder. It contained all of the things I had on the list.
So while you are free to make whatever you want, you have cut down the slope quite dramatically from the first level of Cannon Fodder. Be honest with yourself as to what youāve made, and what you are trying to make.
Well I based my remake off the youtube video I linked to in the post above.
- Enemy spawn points *OOS - There are only two enemies and no spawn buildings in level 1
- Buildings *OOS - See above.
- Character promotions *OOS - Itās an inter/post level feature.
- Inventory and item pickups *OOS - In crates which are do not appear in the reference video I used, please disprove.
- Cut scenes *OOS - Itās an inter/post level feature.
Or from a certain point of view (above linked video).

One important thing to keep in mind is @Arowx has used only about 1/4 of his estimated time. He still has about 15 hours remaining. He should be able to do a lot of the things mentioned in that amount of time. 15 hours is nearly 2 full workdays or about 3 weeks of game dev for me at current pace. Basically itās a lot of time (if not focused on presentation concerns).
Okay, just watched the video. Apparently there were multiple different versions of āA sensible initiationā. In my version itās a ice level. There are a handful of buildings, cliffs, grenades and so on. Which comes in at level three in other versions.
That would explain the differences in our opinions, apparently we were both playing very different first levels. Your prototype is pretty close to the first level you were working from.
Nope, they are 2D sprites on the canvas. Iām screencasting them to 2 points in front of the player (currently 30 and 15 units).
I see two problems with your solution:
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The reticle is going to be jumping all over the place as enemies are killed or move to different positions, and if you try to smooth the transitions thereās going to be a lot of times where itās not accurate at all.
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Itās only going to be accurate against one enemy (or small group) at a time.
Iāve actually sort of solved the issue with a different (and simpler method). I raycast from the camera to the reticle position and instead of just shooting the projectile forward, use the ray to aim. Instant accuracy at all ranges. There are some minor issues with this method but they arenāt really noticeable. Turns out I just needed to treat it like any other shooter game Iāve made.
Thanks for the suggestion, though!
Interesting topic. I donāt think I could give a legitimate answer, as different retro games will take vastly different amounts of time to make.
I reckon i could fully make Scramble, for instance (if someone else did the art) in less than a day. Elite? er, a little more time.
Having made some games on old computers, weād probably spend 90% or more of the development time actually getting things to work quickly enough, and in the memory space available.
These arenāt issues in Unity, so at the very least it should take ~10x less time. Then factor in having to work in asm vs c#, assembly times of 10 mins or more, sometimes even no Undo functionality in your editor⦠it should take 100x less time to make something in Unity! ![]()
Your right and a lot of retro games were made by single developers or very small teams and made in relatively short periods (weeks-months). If you check out some of the old timer interviews, they were often able to port a game in a matter of months to new hardware with only a few team members.
Note on Art: Check out 8 bit (ZX Spectrum, Commodore 64) games they have very simple art, and sometimes an entire ālevelā was just one screen.

Manic Miner (a retro classic and programme art).

Elite would be trickier to do a level of, as it was one of the earliest open world/universe games. What would you class as an Elite level a flight from Lave to Finji?
So you would include Launch / Flying Out / Fighting Pirates / Jumping / Fighting Thargoids (50%) / Jumping / Fighting Pirates / Flying In / Docking.

Iāve written a Elite Dangerous Ship Database (with flying), so itās doable.
The radar/UI and feel might be tricky to get right.

Talking of ports⦠I did quite a few ports, Amiga ā ST ā PC / Genesis, etc. Line by line code conversion stuff. I could get a conversion done in a week or two using that technique.
Youād think so and that was my expectation as well but in my experience at least it doesnāt work that way. Some of those old games were made literally by one person in 3 to 4 weeks. Assuming they worked 5 days per week for a month averaging 10 hour days thatās about 220 hours. 1/100th of that time would be 2.2 hours.
Realistic I think is reducing the time down to about 1/5 to 1/4 so what took 1 month back then may be completed in 1 week now. IF the person knows what they are doing. A lot of the older games look the way they do simply because these people were primarily code warriors not artists. Superb programmers and that is why they were able to produce the games so quickly. Certainly just anybody couldnāt have done it then or now.
This is why I firmly believe the major bottleneck is in the presentation layer. The creation of the graphics, music and sound fx. Especially today.
Itās basically like your ports. How fast would it be to port only the codebase compared to having to also create the graphics, music and sounds from scratch even using the original work as references? I bet it would add a significant amount of time.
The same is true now. If you had a huge library of assets (say the Asset store actually had everything you need to complete your game except for all of the programming) making a game would be incredibly easy and fast at least compared to having to create all of the content as well which will almost certainly take far more time than any other aspect⦠particularly if you get caught up in the continual iteration, tweaking of the graphics as so many do.
There are other bottlenecks such as the greater complexity of the tools used. If you are using something like Unity Animator defining state machines that is way more time consuming than simply defining an animation in code even for the more complex cases where you define an animation table. In code that is dead easy and fast to do. Visually in a tool with state machine it is cumbersome and time consuming in comparison.
EDIT: Thatās an awesome background you have. Can you share the names of some of the games you ported?
Oh I agree, the presentation is the slow part - unless you are someone who can do it really quickly of course - there are those people around too ![]()
Edit:
McDonald Land PC
Thatās one of mine⦠68k to 086 conversion. That didnt take long, primarily because my mate Derrick;'s original 68k code was so damn good. Art was just passed through a converter to my format, so that took no time. I already had my library of sprite / scroll / audio routines.
Definitely. I have worked with many pixel artists and one guy in particular can knock out very high quality pixel art animations (for the size and color limitations given) incredibly fast. Literally like a set of 6 images for a character animation in about 20 minutes or so.
There is a lady I hire out work to as well who does excellent work and again is very fast. Now the crazy thing is neither of these people do this professionally. They do it simply because it is their passion. They make graphics constantly in their free time just for fun. So that is the kind of people I always look for to hire. Such people are usually highly experienced and very fast.
Awesome! How long do you think it would take to recreate in Unity assuming you could simply do the same kind of conversion process for the graphics, sounds and music? Less time, more time or about the same?
Well to make it identical would be very hard indeed! As the original was just code conversion. Translating asm to c# would be trickier, i would assume. So in this case itād take longer.
However to get something complete which looked and played similarly would take a week perhaps? (for the full game).
Itās not something Iād like to attempt! ![]()
OK Doom Level 1: Low Poly 3D + Low Rez Textures
Time Estimate
3h 3D Map Model
4h Map Textures
6h 2h Monsters x 3 ? I think
2h UI Bottom Bar
1h Gun
1h Shotgun
1h Armour / Health pickups
1h Doors
1h Door Buttons
2h Basic SFX
2h Basic FX e.g. Gore
3h Very Basic Music Track
5h Putting it together and Playtesting (Should be FUN)
32 hrs Total Time
Actual Time Taken About 40 hrs over 5 days
Finished Result [spoiler]
Try it here ā https://arowx.itch.io/doom-retro-remake-level-1[/spoiler]
Start Time Now - Wish Me Luck!
Doom 1 is one of my favorite games. Be ready for your example to be torn apart and criticized into oblivion.