Henlo guys i’m looking forward to develop my first game in Unity for both Android and IoS.
I have some experience with this engine but i’ve never developed a mobile game.
My ideea is to create some sort of isometric top-down parking game with some cool features but i don’t know how to start. Can you provide me some links,tutorials,classes and maybe docs to achieve this kind of look and gameplay?
The graphics won’t be a problem for me but the phishics are. Also,i’d like some info about car-map interactions (like crashes,flying parts,wrecking the car,flat tires). Thank you for attention and have a great day!
Please don’t spam your question to multiple areas, it will just add more clutter to the forums. And perhaps you could think about the naming of your thread a bit more ? What happens when there’s hundreds and thousands of “I need help”, “plz halp” messages? It will become impossible to go through the non-descriptive, uninformative message topics.
But those things aside, why don’t you just try searching for specific things? You need to start from somewhere, so start from the first thing you need to know. If you don’t know how to write a script, search for a tutorial on C# basics. If you don’t know how to import a mesh, search for how to import a mesh… and so on.
There’s almost endless amount of tutorials all over the web (videos, text, free, commercial) on how to produce certain art style. For physics or vehicle movement it’s just the same.
Split your problem to atomic parts, and then try to figure them out one by one. Search for solutions to specific problems.
It will be slow if you are just starting, but usually there’s no magic easy way out by finding a tutorial that exactly matches your needs.
I don’t think this is good advice, for someone who is starting dev journey.
One may think, that need to spend money. But it is not. Also, risking hitting outdated assets, for ones, who is not careful.
While there are free assets there, there are plenty free leading by hand tutorials out on the internet, as @Olmi suggested.
As already mentioned, narrow problem down, to atomic level, then investigate the problem, search for answers. And if these can not be found, ask questions in proper manner. Starting from editing this thread title, to be more informative.
What’s even worse advice, is for someone starting out thinking they would have to write their own vehicle physics, which I would argue is even more daunting.
My point is, that assets can be overwhelming, without grasping the principles, of how they work in details.
This one for example (free) is nice one, I believe
But I would still rather point toward some related tutorials, as next question will be, how to change A or B.
I don’t know how good this one is, but 2 min search, yield it for me
Well, they don’t have to, even the example asset pack has a car controller in it. Even without that, a lot of the work is already done for you - there are already rigidbody and wheel systems you can just bolt together.
That aside, I’m of two minds.
On one hand, I’d be a little concerned if someone wanted to make a car game and wasn’t interested in making their own car system. And there’s a list of mechanics there (“crashes,flying parts,wrecking the car,flat tires”) which will probably be much more controllable if you understand in detail how that car system works, and ideally design it with them in mind in the first place.
On the other hand, with an off-the-shelf system you can skip the “make it functional” part of the work and go straight to tuning it. I often do this kind of thing for prototyping, because it gets results super quickly. But also, I often then end up re-implementing the system myself based around what I learned from the prototype.
Other thoughts:
There are loads of vehicle physics tutorials out there, so it’s likely a good learning opportunity to do it yourself. If someone doesn’t know much about physics, this is a nice, well defined problem to frame learning around.
3rd party code is more likely to be considered “magic” or “black box” from the inexperienced developer’s position. So it’s a big, important part of their gameplay which they know nothing about, and are entirely reliant on someone else for.
I’ve used various Asset Store vehicle systems and… lets say the quality varies a lot.
Each has its pros and cons. It really depends on what you want to get out of the experience.
That’s the same as saying “I’d be a little concerned if someone wanted to make a game but wasn’t interested in making their own game engine”…
I found something suited to my needs, and sure, tweaking bits and pieces has taken many hours, but nowhere near the level of frustration and understanding and time it would take to learn all the theory around coding my own vehicle physics system from scratch. It may have taken 40 hours to implement this physics package in my game to get it where I want, had I written the same package from scratch, we’re easily talking 600 hours.
My goal was always to build a racing game, which I had a vision in mind for, and as a businessman, building it for the lowest cost possible is the right way to do it.
If you say so. I think that’s a trivialisation, though.
I’ve not had to modify the internal workings of Unity / Unreal / OGRE / whatever to get my game operating as intended. I’ve regularly modified stuff like off-the-shelf vehicle systems, because they’re often tied to game-specific mechanics in a way that directly impacts how they feel to a player. And for reasons in my last post, I often end up writing my own anyway even if that’s not how I started.
That’s why, personally, I’d be concerned with someone making a car game without wokring on a car system, but wouldn’t be worried about off-the-shelf engine or not. Even if you do use an off-the-shelf vehicle system you’re likely going to need to learn it intimately anyway.
But here’s the most important message from my post:
So thats basically saying “can you tell me how to literally do everything needed to make this game”. Why dont you actually try starting something on your own and see where you get and then start with the questions - based on what you get stuck on?
For example you ask about how to achieve that “look”. Have you even tried to put together an isometric scene yet? Why not start with that and then come back about the next piece, such as “Okay I have an environment and car model, how could I get started making it controllable”.
Each step is a massive massive amount of knowledge and you asking for it all is not really going to get any good responses other than the same that are repeated on every low effort thread like this. Go try something and start looking for specific things that you have been unable to do, instead of looking for someone to generalise the entire thing for you and in the process you would skip all the actual learning and get nowhere long term.
I think the point @Antypodish was making is not about the content of the video, but that there are tons of videos out there that can be found with a very quick google search.
Not helpful at all. I am not sure what you trying to achieve here? At least you should be pointing out, what in your opinion is misinformed.
I haven’t watched video myself. That wasn’t my goal. I just skimmed through. And seems is helpful for others. But if video can be replicated, it hits the spot.
I think you missed the main point. Don’t forget we are discussing on beginner level.