I’m currently working my way through the Codemonkey 10 hour Unity video (it’s my first experience of Unity development but I’m an experienced C# developer of 10 years).
After this I would like to create a prototype for a game I hope to eventually make in 3D, but make it in 2D.
I have already prototyped it in HTML5 and javascript in 2D but I’d like to do it in Unity in 2D…is this a stupid/unnecessary step in the development process? Should I just jump straight for the 3D one?
There are some systems that are intended for 2D but aside from that nothing changes. You can combine 2D and 3D components in the same scene. For example if you wanted 3D visuals but 2D gameplay you simply make 3D objects, attach 2D physics components, and treat one of the axis as a way to layer objects.
I am realising this increasingly. In fact I think it’s actually a very small advantage over someone who has never programmed before. What I am realising increasingly is that what Unity actually is designed to do is to create a tool that requires very limited programming abilities but essentially streamlines things for artists and animators etc. It seems very asset focused in terms of its workflow
On the surface it definitely seems like that. Though a lot of things you can do primarily or purely through code. In the end you’ll always need a scene, game objects and various assets, but you can definitely still leverage your programming skills as much as you care to.
I’m finishing this CodeMonkey course and looking at what I want to do. I think I’m going to prototype this again in Unity in 2D, but make somewhat decent art. My main issue with trying something in 3D is I find I am terrible at the animation side of things, and in order to get even remotely good, it would take ages. Alternatively I am quite good at drawing and think I could do 2d sprites a lot better than I can make 3D models.
I would imagine this is one reason that a lot of people want to go with 2D over 3D games? The approachability of creating the assets? Creating 3D assets seems like it would take maybe even 10x longer than programming the game, with regards Unity.
That’s really a thing you have to answer for yourself… to me the best way to do that is to do lots of different games, and focus on lots of different elements of those games: code, art, sound, gameplay, etc.
Each area is a different specialty, and as you can see from the “Stop Making Excuses!” video above, there are plenty of free assets out there to start from. No sense forcing yourself to do something you’re not good at.
I recommend spending one hour each day, just pick your favorite high energy time of day and sink into it.
Don’t be afraid to abandon stuff you’re not getting. Save it and move on. Expose yourself to LOTS of different challenges, ideally challenges just beyond your capability, so it is both within reach and requires you to grow.