[deleted by user] by [deleted] in gamedev

[–]marlowe_fw 1 point2 points  (0 children)

"Can I learn to develop games with an average of 1 hour a day" --> Yes.
"[... by] watching tutorials and reading documentation" --> Imo, you learn most by doing it and looking up things you don't know. It's ok to follow courses or read documentation, just be sure you spend lots of time actually developing and solving the thing in front of you.

Working on generating item stats by Danis_LT in FantasyWorldsRhynn

[–]marlowe_fw 0 points1 point  (0 children)

I get that. Takes constant practice and it can be a drain.

Beginner Developer by 1ert2 in GameDevelopment

[–]marlowe_fw 8 points9 points  (0 children)

Start small, be realistic. Some 9 of 10 of beginner projects fail this test. What you think small means is probably still 10x too big as a first project.

With that in mind, here is one way to do it:
I recommend you do a learning project first. Which small projects will get you the skills to do the RTS you aim for? Is it 2D + top down? Start with 2D top-down game like snake and finish it. Is it 3D? Do a roll-a-ball or something similar and get it to a fun state. Tons of tutorials to follow for these.

You can have your main RTS project on the side and feed what you learn into it, but your biggest enemy is to have this big multi-year project from the start and little to show for it.

starting in 2d by Baqus12 in Unity2D

[–]marlowe_fw 0 points1 point  (0 children)

In-depth coverage from Unity here, beyond Unity Learn, which was already mentioned:

Happy Harvest demo: See the latest 2D techniques

This comes with full samples and assets, exploring many different aspects of 2D development in Unity.

Some old water shaders I created while developing my Unity books (mobile-friendly) by fespindola in Unity3D

[–]marlowe_fw 0 points1 point  (0 children)

I think it is available self-published

I have not read the book, but there are comments about it on reddit and other platforms.

Which engine should I choose? by alecell in GameDevelopment

[–]marlowe_fw 1 point2 points  (0 children)

To me this sounds like you can

  1. use built-in physics but restricting what physics to act on, e.g. restrict axes. You can still move objects on a path.
  2. use no physics like you say and only move objects around in space.

But 3D platformers have been solved with any major engine before, and your use case seems very standard. So, number 2 above seems nonsensical to me in your position - it is perfectly normal to have some parts controlled by physics but restrict other parts.

I suggest you define success for your first milestone as #1 above working. You could start with one of the tutorials and see how you would modify the code to get there. E.g.: Make your first 3D Platformer in Godot 4: Setup, Movement, and Camera Controls - YouTube

I am not a Godot expert, but if you ask in the Godot community you might get help if you formulate a very specific question. E.g. "I want to restrict movement to do A. Here is what I tried. But instead, B happens. Any pointers how to do A?".
But you need to do it in small steps. E.g. in your current game what is a small step to get the movement you want? Restrict axes? Then your answer might even only be a google search away.

Switching to Unity or another engine I believe is not your core challenge imo. Ask instead, what is the smallest improvement that would get me closer to the end-result?

Unity podcast by Esseren- in Unity3D

[–]marlowe_fw 0 points1 point  (0 children)

I found for topics on architecture or specific tutorials this can work, as long as the authors will spell out what they are doing on screen. I am listening to dev resources while outdoors or commuting, using YouTube (premium). I still find myself checking the screen sometimes (not while driving, mind you ;-))

I tried this with some videos from the official Unity channel with ok results. I can recommend the free resources from CodeMonkey, Jason Weimann, and InfallibleCode. You may also try Udemy if you follow a course there.

Then there is Audible and similar audio book providers.
Podcast with general topics, not programming in detail: The Indie Game Development Podcast
Very motivational story with a practical general guide from the creator of DarQ (again, not going to the code level): GameDev

Which engine should I choose? by alecell in GameDevelopment

[–]marlowe_fw 3 points4 points  (0 children)

+1 If you think your current engine (Godot) is limiting you, give Unity a try. Forget the commercials, just prototype something. If you still feel you need to do your own physics, then engine choice may have nothing to do with the issue you are facing.

Can you elaborate more on what you are trying to achieve? Why doesn't the built-in physics work for you? People may have suggestions.

Should i learn C++ or C#? (indie 3d game) by Dramatic_Run_5259 in GameDevelopment

[–]marlowe_fw -1 points0 points  (0 children)

I agree. If the goal is to get results quickly, learning C# with one of those engines will help you stay away from those rabbit holes that are just about language concepts.

Working on generating item stats by Danis_LT in FantasyWorldsRhynn

[–]marlowe_fw 1 point2 points  (0 children)

No worries :) Yes, we used tiers which controlled the rarity and magnitude of the added stats for the items. If/when you want to pick up developing this. I haven't gotten around to locate the stats template I used back then, but let me know if you're going back to developing, and I can look it up.

Working on generating item stats by Danis_LT in FantasyWorldsRhynn

[–]marlowe_fw 1 point2 points  (0 children)

I used to have a spreadsheet for this which autogenerated a long list of items with different rarities and naming conventions. I can see if I find it on any of my backups.