I was the sole developer on this project. This game was my first to use Unity. Up until Mini Golf Classic Course we have been using an in-house engine (Hamster Dash uses the old engine which I wrote in Cocoa + OpenGL from scratch). The game took 2 months to develop, that includes time to get up to speed with Unity. Texturing + applying lightmaps was by far the most time consuming part.
Wow, very impressive! Any advice for a Unity noob as far as developing another mini golf game? I am having quite a few problems with mine at the moment and I only have made one hole so far.
Developing a mini golf game in Unity should be fairly straight forward so I don’t have a lot of advice to give you on the technical side… the only big issue I ran into during development was a physics bug described in this post:
As far as mini golf games for the iphone in general I can offer a bit of advice…
People don’t seem to like accelerometer based controls. This has been the #1 complaint I’ve received.
1 course (18 holes) is not enough. It is pretty rough for small iPhone developers because people now expect a whole lot for a dollar (or $1.99 in my case). The original goal was to offer 3 courses with a higher price point. I opted instead to offer one course at a much lower price. The bar is getting higher and higher every day while the race to the bottom ($0.99) continues. I think this is going to really hurt developers in the long term…