Thank you for the feedback and support. I appreciate it <3
nynox
Creator of
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- The basic Day loop seems to work, could not get past Day 1
- I understood the given tasks and had tools to address them
- The UI was a bit out of screen
- The basic mechanics seem to work, great job
- Feels like this type of game needs an overarching storyline that you can get into to as well as personal motivation to not adhere to the instructions given
- Feels insane that you were able to build all of this in the time we had in the bootcamp. Kudos!
- The core loops feels good.
- Potential improvements might be: enemy HP, more detailed relationships of the stats, spells and status effects.
- Figured out by chance that "ESC" wins the fight, you might want to remove that
Thank you for the feedback, I appreciate it. Looking back I feel like I underestimated the complexities of the underlying systems that would need to be in place in order for it to sing. It's not even the systems that I find problematic to build. I discovered that I am not enjoying content creation (story) and felt that I lean more toward systematic games.
Thus, I will probably not be finishing the game. The amount of time I would need to put in the project does not feel justified against:
- the timeline we have for the bootcamp
- the fun-factor that it would result in
- a healthy rule of twice
I still think it was a good learning experience in terms of to be more careful around game concepts where you don't have experience building the fun factor.
In hindsight, I might have to go with a different path next time around. Might need to first establish my fun-building skill as well as completing short projects before I try to "innovate", since the unknown always takes up more time than we anticipate.
It's hard to pinpoint where I went wrong, which is a bit frustrating in regards to "how to get better?"
Since you guided me how to help make my project better, I can only return the favour.
Currently in Chicken Catch it seems like the mouse position in my operating system is not the same as the cursor in the game e.g. the location of the Chicken. It might be a bit better UX if the speed of the moving chicken (position) would be the same, or to speak more clearly:
private float leftBound; // the most left you want on X axis private float rightBound; // the most right you want on X axis ...and then in Update something like UpdatePosition() ... if (mouse.position.x < leftBound){ chicken.position.x = leftBound; } if (mouse.position.x > rightBound){ chicken.position.x = rightBound; } else {chicken.position.x = mouse.position.x;}
Hope this feedback helped. If you try it out, let me know if you like it better that way.
Great job man! I was not in the mood then to look for other solutions, but this is great. And it makes so much sense... if you use Wheel Colliders to add torque to the wheels instead of Force to the car.
Kudos to you for this! Thank you!
I added your suggestion and reference to the YouTube video and my original comment on the Unity course
You deserve the reference.