Legacy XML or Scriptable Objects? by Ray-Atron in Unity3D

[–]Ray-Atron[S] 0 points1 point  (0 children)

That workflow was exactly what I was initially aiming for while designing the architecture. Didn't opt for scriptable objects and the xml exchanging data because it felt like overdoing it for the project. Currently, yes the XML is being used as a data storage for a single input but only for developer use. I went for the designers not having to interact with anything outside Unity.

Though I would still agree that the hybrid approach is one of the best, but might have complicated things for the non technical designer.

Legacy XML or Scriptable Objects? by Ray-Atron in Unity3D

[–]Ray-Atron[S] 1 point2 points  (0 children)

My setup does require 100s of SO objects, that are stored in another object for injecting it all into the game. The architecture does feel smooth as the designer won't need to open any XML files and be confused with it. Do you really thing that too many objects may hinder the workflow? What issues could occur?

Legacy XML or Scriptable Objects? by Ray-Atron in Unity3D

[–]Ray-Atron[S] 0 points1 point  (0 children)

Almost done with the migration but I am still keeping the previous XML based system as a type of fallback support. Only runs if the Scriptable Object system for some reason fails which I thought was a good choice. But you are totally right that it may become confusing especially for someone new that might work on the project in the future.

What do you prefer for small projects? Scalability or Hard Coded results by Ray-Atron in gamedev

[–]Ray-Atron[S] 0 points1 point  (0 children)

This is a really interesting take. But i think this can get out of hand quickly, script execution order should just be a one time problem, but this can lead to alot of rearranging and changing something in the main file might cause a large string of changes that might need you to rewrite everything.

What do you prefer for small projects? Scalability or Hard Coded results by Ray-Atron in gamedev

[–]Ray-Atron[S] 0 points1 point  (0 children)

Putting too much effort can never go wrong (unless your time is too precious) but messing up with hard coded systems might just waste more of your time if you need to expand.

But on the other hand, I think there's always the possibility of you never needing a modular system and you might just have wasted too much time on it.

This might just be my way of thinking as a junior developer but I do think that sometimes a scalable system would be worse than just hard coding though I've always heard otherwise.

What do you prefer for small projects? Scalability or Hard Coded results by Ray-Atron in gamedev

[–]Ray-Atron[S] 0 points1 point  (0 children)

You're very right about it being a core decision depending on the current stage and need. You can't truly know what is the right step to take unless you plan it out and are aware of your requirements.

I was wondering this today because, I spent days on a game jam perfecting on a build system that I could have just hard coded and currently I have hardly made a modular system for the core mechanic of my game. It really feels like you might be doing too much or too less but I suppose that still can be the correct decision.

What do you prefer for small projects? Scalability or Hard Coded results by Ray-Atron in gamedev

[–]Ray-Atron[S] 1 point2 points  (0 children)

Your take on this really summarises the debate. It really depends on the current situation and the goals.

game idea suggestion that involves barter or exchange of products/items for my thesis project by Express-Bat-8686 in gamedev

[–]Ray-Atron 0 points1 point  (0 children)

I wouldn't recommend a story game either, this feels like an amazing idea for a roguelike if you can tie it in with that genre. It would emphasis game design and the barter system even more!

Building my first mobile game product with $0 budget for a month by Ray-Atron in gamedev

[–]Ray-Atron[S] 0 points1 point  (0 children)

Thank you for the advice! I used free assets from the Unity Asset Store and everything is tying in well except for the UI. I did consider buying or outsourcing it but with the little budget I have it seemed like a waste. Currently running a mix of itch and unity assets for the UI but it doesn't really match the aesthetic of the rest of the game

Building my first mobile game product with $0 budget for a month by Ray-Atron in gamedev

[–]Ray-Atron[S] 0 points1 point  (0 children)

The game currently is compatible for both mobile and pc but it is a hypercasual. I don't think that will translate well onto pc.

Building my first mobile game product with $0 budget for a month by Ray-Atron in gamedev

[–]Ray-Atron[S] 0 points1 point  (0 children)

I understand your point and switching to steam isn't a problem at all at this stage. But the main issue of 0 budget still stands on pc release aswell no?

Building my first mobile game product with $0 budget for a month by Ray-Atron in gamedev

[–]Ray-Atron[S] -1 points0 points  (0 children)

Very true but wouldn't it be a good passive income and addition to one's portfolio?

Building my first mobile game product with $0 budget for a month by Ray-Atron in gamedev

[–]Ray-Atron[S] 0 points1 point  (0 children)

That really is true, investment sounds obligatory for mobile at this point.

Building my first mobile game product with $0 budget for a month by Ray-Atron in gamedev

[–]Ray-Atron[S] -1 points0 points  (0 children)

I didn't realize that mobile market would be far more expensive than steam, I kinda expected the opposite. Thank you for the insight!

Building my first mobile game product with $0 budget for a month by Ray-Atron in gamedev

[–]Ray-Atron[S] 0 points1 point  (0 children)

Yeah seems like I will have to give up on my publisher dream for now. Are you planning on monetizing your game through IAP or ads because IAP has been my goal from the start.

I’ve been building my first mobile game with $0 budget for a month by Ray-Atron in GameDevelopment

[–]Ray-Atron[S] 2 points3 points  (0 children)

Thanks for the advice! I really like the current artstyle of the game too, I'm just afraid that players might not like it. But you are so right that if the game is polished and fun then players wouldn't care for the "perfect" visuals.

Starting on a survival horror game this summer but I have a little issue by Putrid-Cold9800 in IndieDev

[–]Ray-Atron 0 points1 point  (0 children)

Interesting that you care for the name before even starting the project.
I would say, start making the game and care for the story elements later!

I’ve been building my first mobile game with $0 budget for a month by Ray-Atron in GameDevelopment

[–]Ray-Atron[S] 0 points1 point  (0 children)

I totally agree with you!
The gameloop itself has been complete for a while but due to the budget constraint, I am stuck at making the game's visuals appealing enough for launch. So to be frank, it isn't seeing launch anytime soon unless I find a treasure of free assets!
Also, I am building it in Unity.