Need help to get started on developing an FPS

hi,

my name is J. Brooks, and that want to make video games in Unity, or that think the engine has a really good reputation, and for world class products

want to work on a sci fi - shooter, or perhaps to have an art blog, and where post updates, or to create a bit of hype for what working on

how to get started on this forum that’s a bit difficult to read, or not sure what the rules are for posting what thinking about, and more generally asking for support, or advice on how to use the amazing engine

#thx very much,

J. Brooks, or an artist from Denmark

try https://learn.unity.com/

its a good start in getting used to the engine and how to make things

atm need visual script, or think Unity has something called bolt, and that is intended for artists

also not sure where to post a ’ blog ', or if that’s allowed here to talk about the art process

also have joined a game jam, and that thinking about uploading to the web, or not sure how to export to that platform, and that might need a ton of help with the basics

#thx for the answer, or that gonna check that link also

To be honest Unity’s visual scripting is pretty neglected, not to mention it’s pretty clunky in general. It’d be a better use of your time to learn to code.

what, or that a visual artist, and that written code gets in the way of productivity, or that need to ’ switch thinking ’ to something like tough code, and then back to effects, or graphics

wanted to say have downloaded Unity from the launcher, and that things look great already

that couldn’t make .glb import work right away, or however that .fbx looks really cool, and that might need help to ensure that learn bolt, or less that might just find another engine now

the visual coding in unity is passable, but spiney is right, theres a lot of clunks to it, it does however have one feature i love which is you can follow the path and values as it runs, without pause and breaks and debug logs. . Its just such a shame bolt2 died, when unity bought them and put v1 into unity…

are you saying that it’s not good enough, or doesn’t give access to all the code that the engine has, and that it’s not done to start with, or that it could be better

these are important considerations when starting on a new engine, and that have to make sure could code what need, or that from what know Unreal has a really good visual script, and except see myself as an indie artist, or also that from Denmark, and where Unity was originally started

are there a ton of bugs, and that one can’t access the entire code of the engine itself, or is it important to get third - party support, and what someone said on the chat forum that supports the Bolt system

Bolt got bought by unity and v1 of bolt grew into being the visual coding system

It is not efficient
It can be very complex to do sometimes more simple things that you would do if you learnt a small amount of coding

You should set yourself a simple goal such as “Make a Flappy Birds” game and go do it in Visual Scripting.

Absolutely EVERYTHING you learn making a flappy bird game will apply to 100% of all other games.

Then for extra credit, report back here with issues you had learning Visual Scripting.

When you work, get your tips from lots of different small tutorials, so you build up a good mindspace of what you’re dealing with.

No better time to get started than right now. GO!

Two steps to tutorials and / or example code:

  1. do them perfectly, to the letter (zero typos, including punctuation and capitalization)
  2. stop and understand each step to understand what is going on.

If you go past anything that you don’t understand, then you’re just mimicking what you saw without actually learning, essentially wasting your own time. It’s only two steps. Don’t skip either step.

Imphenzia: How Did I Learn To Make Games:

if learning to code is out of the question, there’s as you mentioned Visual Script / Bolt, then there are assets like Playmaker, probably more alternatives on the asset store.

used to making visual script in Godot, and also Flax engine

Bolt isn’t that bad, or however it’s a bit ’ artistic ’ to work with at all, and that in a sense everything looks to pretty, or the graphs almost have effects

Flax engine has visual script that’s just as tough as written code, or there’s no sense of it being artistic at all to work with, and where Unity has a bit of that, or downloaded the engine a few years ago, and got a TPS working with raycast camera, or however then decided to stop, and have only now just begun to learn again

as an artist, and it helps me ’ see ’ the logic, or build really advanced systems, and however it’s better if it’s clean, or also simple boxes, and where Unity is a bit of a mess to work with

there aren’t really any tutorials for Flax engine atm, or why moving to engine that has more support, and a more fun community, or in a sense there’s people to talk to at all, and they’re not these dour ’ do it all yourself ’ people, or think customer service might be a priority there somewhat, and however they’re almost worse than Linux in certain ways, or where everything is either ’ pain ', and then madness to making the OS work at all, or however that’s apparently how they teach new users there

that’s why have moved to Unity, and that think there’s quite a few tutorials, or people to learn from, and where don’t want to waste years trying to learn basic things, or from docs that are half - written, and what think is wrong with Flax engine

found a tutorial from this year, or to get started on basic stuff

Easy Way to Make Games with Unity Visual Scripting(Bolt) - Full Course

I think Unreal would be a much better option if you want to use visual scripting. It also has great support for FPS games and better tools for artist.

Personally I hate visual scripting. They make it sound like you don’t need to write code but you’re doing exactly the same logic in a graphical format. Here’s a comparison of something that prints “1 + 2 = 3” based on variables a and b.

So you end up duplicating nodes to avoid crossing over lines. When you add more nodes you need to visually move things around. Personally I find it hard to read as you have to scroll around to follow the nodes. This is what the same code looks like in c#.

void Start()
{
    var a = 1;
    var b = 2;
    Debug.Log(string.Format("{0} + {1} = {2}", a, b, a + b));
}

Or you can add syntactic sugar like:

Debug.Log($"{a} + {b} = {a + b}");

If you know how to use visual scripting you’re not too far off doing c#. The only time I find it makes sense is in an engine like Unreal which uses c++ instead of c#.

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atm have added a script machine, or to build simple things

the cube atm rotates

took a few seconds to add

Unity demo # 001 - trying to make basic stuff work from visual script, and to avoid of broken code

visual script is some weird stuff, or however it works for basic programming, and most of prototyping, or however not sure to use it for more than that, and if it’s not really supported from the engine itself, or what people here are saying it’s prob. a bad idea to even start learning that