Starting a Platformer - use a premade Unity package?
3 replies, posted
So I did a [URL="http://zacharyhogan.deviantart.com/art/Cardigan-Game-Final-675708806"]quirky little platformer[/URL] in Flash like 5 years ago. A couple of years back I started rebuilding it in Unity, but I don't currently have time to build a platforming system from scratch (and lack the experience/skills to do so). I know the fundamentals of Javascript and can knock basic stuff out, but advanced concepts and best practices are hard to grasp when you're self-taught.
I know that I learn quickly from picking stuff apart, so my plan is to buy a platforming engine from the Unity store and work on top of that for my game. Any suggestions? I've looked at [URL="https://www.assetstore.unity3d.com/en/#!/content/26617"]Corgi[/URL] and it looks like a decent product.
[QUOTE=Maloof?;52158938]but advanced concepts and best practices are hard to grasp when you're self-taught.[/QUOTE]
a lot of people here are self taught, if this is the attitude you have towards programming and you want to learn by picking stuff apart from something someone else has made you'll get no where.
theres plenty of tutorials specifically for unity for making platformers that will explain it along the way. a platformer doesn't require a lot of advanced programming concepts so i'd say your best bet is to google some tutorials or find some on youtube. if you are doing it casually for fun then you do have time to build it from scratch.
[quote]but advanced concepts and best practices are hard to grasp when you're self-taught.[/quote]
Just jump into it. Just do it. Learn about the fundamentals. Collision, movement, input, events.
"Shy" people end up thinking they can survive not knowing the hard stuff. They make games in game maker and toy around with visual scripting. End up never going anywhere.
[URL]https://unity3d.com/learn/tutorials/s/scripting[/URL]
These are great.
Cheers!
I do know the fundamentals, so that's not an issue. It's more dealing with complex and slightly subjective stuff like how best to structure controllers, how far to go with breaking up scripts into smaller components, etc.
I guess my main goal isn't to pick up programming quickly - it's to get into designing and prototyping gameplay systems quickly and develop my programming knowledge along the way, if that makes sense
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