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The answer to every 'Can it be done?' and 'I've lost my way' post.

Discussion in 'General Discussion' started by Gigiwoo, Jun 3, 2013.

  1. Gigiwoo

    Gigiwoo

    Joined:
    Mar 16, 2011
    Posts:
    2,981
    Congrats on taking the next step on your journey! Take a moment to savor the experience - you released a game into the wild! When you're ready, roll up your sleeves, and do it again - try, improve, repeat.

    Gigi
     
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  2. czkczm

    czkczm

    Joined:
    Nov 13, 2016
    Posts:
    2
    Hi guys! I`m sorry - I forgot to tell you, that my game "Spiro" from Gigi Challenge was released on Google Play Store on 19.09.2017 :) To be honest, it took me 16 weeks, because it was my first game and I had to learn Unity first :D My experience in making games was zero. For now it got 196 downloads, one-third are foreign players and I am so proud that I made it :) There were times when I wanted to break the project because I was stuck on something. Sometimes I wondered if I wanted to do it, to make games, to sit after working hours and - try, improve, repeat - again and again. But after all I learned many important things:
    1. Scope small, start right - Minimum Viable Product. You need to watch this great short film -
    2. How to organize your time and work - I use Trello board. It is important to have a place that remembers what you need to do. And for me the best idea was to create tasks that you can probably do in 30 minutes! Even if it`s watching a tutorial on youtube. Thanks to it, even if there is one thing after another that day, you can still make a little progress in your game and make you feel good.
    3. Don`t try to invent the wheel again - more of the problems were solved on the unity/stack/gamedev forums, which help me a lot .If you can not find help and you stuck on something longer than 1-2 hours, just stop:) and came back to the problem in time and go for a walk or something. For me it works great but before I started using this method I lost so many days for simple problems that I think most of beginner gamedev also make.
    4. Work and life balance - sounds trivial but too many developers feel compelled to put in extra hours on nights and weekends, even as studies suggest crunching can actually hurt a game’s outcome. Unplug the mind, do sport, eat healthy and sleep well! Don`t forget to socialize with other like minded people;)
    Thanks to all for your wonderful stories that motivated me to create my first game! Thanks Gigiwoo for your 12 weeks challenge thanks to which i am here where i am:)

    Ps. Now I`m working on another game and I will be in touch with you guys more often:) and I hope that my story will also inspire someone to create something of their own.

    SPIRO GAME
     
  3. Gigiwoo

    Gigiwoo

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    Mar 16, 2011
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    2,981
    @czkczm - Grats!!!! A small step for man, a giant leap for czkczm :).
    Gigi
     
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  4. alexvinik2

    alexvinik2

    Joined:
    Feb 16, 2018
    Posts:
    2
    Accept
     
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  5. alexvinik2

    alexvinik2

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    Feb 16, 2018
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    DId I do that right?
     
  6. angrypenguin

    angrypenguin

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    Dec 29, 2011
    Posts:
    14,659
    Well, you didn't do it wrong. ;)
     
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  7. RJ-MacReady

    RJ-MacReady

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    Jun 14, 2013
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    Plast from the bast.
     
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  8. FMark92

    FMark92

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    May 18, 2017
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    1,244
    Slightly more acceptable necro. >_>
     
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  9. Farelle

    Farelle

    Joined:
    Feb 20, 2015
    Posts:
    504
    this thread is worth the necro :) just read through the entry post again and it makes me feel a little warm and fuzzy ^^
     
  10. CarterG81

    CarterG81

    Joined:
    Jul 25, 2013
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    I didn't realize it, but I am doing exactly this challenge myself. 4-12 weeks of work to complete & release our first game, Traveler's Tale

    We're a part time team, but our goal is to stick with this timeline in real world time (1-3 months), not just in hours worked (4-12 weeks = 160-480 hours per person).

    Tried to start this late November, but Christmas & a bit after took over. We're booting up fresh now, so I'll post back how far we got when we release or progress around 5/16.

    I ACCEPT
     
    Last edited: Feb 17, 2018
  11. Martin_H

    Martin_H

    Joined:
    Jul 11, 2015
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    4,405
    Sounds cool, best of luck to you! I'd love to read about your progress, but the link under "Traveler's Tale" goes to a user profile, that doesn't seem like it's supposed to be like that.
     
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  12. CarterG81

    CarterG81

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    Jul 25, 2013
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    Doh! Copied the wrong link. Thanks for pointing that out! Just fixed it.
     
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  13. RJ-MacReady

    RJ-MacReady

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    Jun 14, 2013
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    What if one of us makes an awesome game, first. I think that person should win a prize.
     
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  14. Master-Frog

    Master-Frog

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    Jun 22, 2015
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    2,302
     
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  15. creat327

    creat327

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    czkczm and Gigiwoo like this.
  16. Gigiwoo

    Gigiwoo

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    Could finishing be the reward?

    Gigi
     
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  17. CarterG81

    CarterG81

    Joined:
    Jul 25, 2013
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    That's exactly what I was thinking. Releasing one of my games would be the biggest reward possible.

    Releasing any of the 3 games we have worked on would be my team's biggest dream fulfilled. To become a "successful" (in any measurement) game developer would be fantastic for us. Even if all that meant was just a release.

    On a side note, I keep having to fight feature creep. I'm drawing from pre-established lore & finding myself thinking about all these different calculations & complex math for procedurally generating the entire massive world the game is based on, just so I can get some insignificant numbers for my small game (ex. like crunching population numbers based on land density to determine the chance of a party member being a Half Elf compared to a Human). It's silly, when my game is something like <1% of said world - and not even necessarily a part of the same lore

    I need to realize I'm not making the enormous game I originally planned over 8 years ago. I'm making an entirely different game - a very small project that just derives a tiny bit of lore from it. Sometimes it's hard to separate the two though since the smaller project could easily transform into the bigger one if I let it.
     
    Last edited: Feb 24, 2018
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