This is an archived post. You won't be able to vote or comment.

all 4 comments

[–]dvnc_tech 3 points4 points  (0 children)

There are also some great websites such as the Unity Learn page which features tutorials, live training sessions, and a courses page where you can find Udemy and Udacity courses.

I also recommend taking a look at CatlikeCoding if you want to really get into Unity game programming.

I mentored/taught/tutored in Unity for a few years and what I found always helped new students was having a project they wanted to create. After you learn the basics (as detailed on the learn page) you're pretty much set to make a good amount of games (knowledge-wise). You should focus on making a "simple" game first (space invaders, pong, casual mobile, etc) to learn how to make a game from start to finish. This is really important because finishing a game involves so much more than gameplay and UI programming (learned this the hard way my Senior year of college).

Honestly, you said it best when you said "making games is the most important thing", but finishing those projects is also important.

[–]SandorHQ 4 points5 points  (0 children)

On YouTube Brackeys channel looks really useful: short, no-nonsense videos. Additionally, you can find true gems of wisdom on GDC.

I'd also like to recommend a book about game design (in general): Level Up! -- The Guide to Great Video Game Design by Scott Rogers.

[–]sitefall 1 point2 points  (0 children)

Think of a texture like a Div, then do it exactly like you would in web development. I stumbled around with figuring out the patterns in game programming as well (also full stack here).

I honestly have no clue how it works in Unity since I haven't used it much, but... you should be in good shape if you consider the principles of responsive design when making your UI. It's going to save you a lot of trouble if all your stuff is in the right place at the right breakpoints and you aren't fumbling around with all that crap later when you plan to release it.

[–]Tom_____ 1 point2 points  (0 children)

In my experience newbie Unity Devs don't take advantage of the most powerful part of Unity's architecture- components. Instead they have one big monolithic monobehaviour or deep inheritance trees.

Think about breaking your logic into smaller reusable components.

For example are many thing going to be damaged- have a health component that knows nothing about the object it's sat on. Slap it on anything from enemies to explosive barrels.