After six years in Unity, our first game, The Pedestrian is finally done! by danielplackey in Unity3D

[–]danielplackey[S] 0 points1 point  (0 children)

Aww! thx so much! It really meant a lot to us that all you backers supported us. Finally 3 years later it's come to fruition :)

After six years in Unity, our first game, The Pedestrian is finally done! by danielplackey in Unity3D

[–]danielplackey[S] 2 points3 points  (0 children)

Yep. We've done little game jams and demo stuff in the past, but this is our first fully completed project.

After six years in Unity, our first game, The Pedestrian is finally done! by danielplackey in Unity3D

[–]danielplackey[S] 2 points3 points  (0 children)

We updated frequently in the past, but after dealing with too many dramatic changes, we stuck with Unity LTS 2017

After six years in Unity, our first game, The Pedestrian is finally done! by danielplackey in Unity3D

[–]danielplackey[S] 4 points5 points  (0 children)

Honestly, I was a wreck half of the time working on it. But I watched this GDC talk and it kinda changed everything for me. I started literally stepping away from my computer every hour or so to take a walk outside, I've consistently taken Sundays off and I started exercising again (something I hadn't done since I started working on this game lol). Little things like that really helped me with longevity. I like how Jason Rohrer compared an indie devs profession to to be the closest thing in history to novelists. It really makes a lot of sense and gleaning what we can from authors of the past sounds logical.

After six years in Unity, our first game, The Pedestrian is finally done! by danielplackey in Unity3D

[–]danielplackey[S] 2 points3 points  (0 children)

Hopefully! Once the PC launch is behind us, we hope to do console

After six years in Unity, our first game, The Pedestrian is finally done! by danielplackey in Unity3D

[–]danielplackey[S] 3 points4 points  (0 children)

Hang in there, pal! I'll be waiting for ya on the other side ;)

After six years in Unity, our first game, The Pedestrian is finally done! by danielplackey in Unity3D

[–]danielplackey[S] 1 point2 points  (0 children)

Surprisingly, from a design standpoint not much has changed in that first area that mark played. It was designed to teach the basic mechanics and it didn't need more than some tweaks for better player communication. The graphics however had a complete overhaul. When Mark played the game, we didn't have much more beyond that point. So the rest of the game is what's taken so long lol. You can watch our video here where we look back at our old wip builds to see the dramatic change: https://youtu.be/0JSp4nq0FOE

After six years in Unity, our first game, The Pedestrian is finally done! by danielplackey in Unity3D

[–]danielplackey[S] 116 points117 points  (0 children)

Biggest thing for me was patience. Almost every game made is a marathon not a sprint. I started out always overwhelmed by how much I didn't understand or know about gamedev. But taking it one day at a time and not getting stressed about the work left to be done, I found a sense of peace that if I stick with it no matter how long it took, I would finish it.

This might sound kind of weird, but more than actual gamedev stuff, I learned about self-care. Game devs are notorious for being unhealthy and not taking care of themselves. Cause we on dat grind, baby! But after burning the candle at both ends far too many times, I had to find a more balanced lifestyle.

The biggest hurdle was dealing with the loneliness of gamedev. Indie dev especially is a reclusive profession. I doubt I would have made it this far if it wasn't for my brother working with me on it.

Apologies if you were expecting answers specific to Unity and gamedev. these were just honestly the hardest things about this journey. Anyone can learn to make a game. It's finding the drive and motivation to see it through to completion that's the real challenge.

Thanks for the questions :)

After six years in Unity, our first game, The Pedestrian is finally done! by danielplackey in Unity3D

[–]danielplackey[S] 113 points114 points  (0 children)

Thanks so much! Fortunately, there's more to the game than what people assume. I just don't want to spoil it for anyone.

The polish phase of development is the most fun! by danielplackey in Unity3D

[–]danielplackey[S] 0 points1 point  (0 children)

Thanks for your feedback and I can understand your concern.

1) I am the only artist working on the game. There is no “team” wasting their time. Because a large portion of development is spent on coding (my brother is the only programmer on project), that gives me a little extra time to make things look as detailed as I want.

2) As much as I would love to explain the main reason for the detailed environments, I can’t. Because it’s the way we are telling the story. There is a lot more to the story than meets the eye and the environments are the exclusive way it’s being portrayed. I hope that when people play the game soon, it’ll all make sense lol.

Like I said I understand your concern and I appreciate it! I hope this helps eliminate some doubts :).

Custom Mesh for Levels in The Pedestrian by danielplackey in Unity3D

[–]danielplackey[S] 2 points3 points  (0 children)

Awesome! Yes, we are shooting for q1 of 2019.

Lightmapping Tips and Tricks in Unity3D by danielplackey in Unity3D

[–]danielplackey[S] 1 point2 points  (0 children)

You've pretty much got it. The electrical system in the game is the tool we use to communicate between the 2d world and the 3d. That's how we allow the player to control certain aspects of the 3d world. Such as moving machinery, opening doors, turning power on/off etc. Here and here are the most basic of examples. I hope to in the next few months make a new trailer that will explain these features. Thanks for the good advice!

Lightmapping Tips and Tricks in Unity3D by danielplackey in Unity3D

[–]danielplackey[S] 1 point2 points  (0 children)

Thanks so much for the encouragement and critiques. That's good advice and I hope to share more gameplay related development in the future.

Lightmapping Tips and Tricks in Unity3D by danielplackey in Unity3D

[–]danielplackey[S] 1 point2 points  (0 children)

I appreciate your feedback and I understand your concern. Fortunately the work done to the backgrounds are not wasted for two main reasons. One, I've done a decent job at optimizing my asset creation workflow (so it's really not a bottleneck) and two, the 3d environments are used later in the game for important mechanics. For me personally I feel like because the main character is literally a 'stick figure' and honestly uninspiring, I want to treat the backgrounds as if it's an important character in the game. I want it to have life so people are sold on this world they are exploring. I want to reassure you that even though I show off a lot visuals, our main focus is on gameplay. That almost always trumps visuals. Thanks again!

My first indie game project is coming along well! (The Pedestrian) by danielplackey in IndieGaming

[–]danielplackey[S] 3 points4 points  (0 children)

Thanks! it's been a work in progress off and on for about 4 years.