So, I just finished a 60 hour interactive Unity development course from Udemy - and it was surprisingly useful and insightful.
Learned a ton of stuff about Unity paradigms that should make my game that much easier to make.
I was sceptical about Udemy - because it seemed a little cash-grabby. It probably IS that - but some of the courses are definitely worth it, as they're on sale so often.
For instance, this one was like 10 euro - and is among the best courses I've ever taken - online or "real". Well, maybe that's more about my own motivation than the actual course - but still.
I've started an RPG development course now, which is going to be even more relevant.
My game is doing a few neat things that I thought would be harder to achieve - but I'm only starting to get to the meat of it now.
It's a little scary to be at this stage, because I've run out of excuses. The current plan is to have something semi-finished in spring 2020. At least good enough for some kind of Early Access - even if I don't particularly like the idea of it.
As usual, I started out with an idea that should be simple enough - but I keep adding stuff that I feel the game needs.
As it turns out, my game will mostly resemble Rebel Galaxy (though more RPG-ish and less action-ish) - which is a little surprising to me, because I don't actually like RG much.
But that's good, because I know what to avoid
Not that I didn't already - but it actually seems we might have started out with similar premises.
For an added challenge, it's actually going really, really well with my "real" job. I'm doing things that would probably make other kinds of people feel good about themselves (like saving the public a significant amount of money) - but I don't really think it's worth feeling good about. It's trivial stuff.
But it's enough to keep me engaged with the job - which is a problem, because it's cutting into my focus on development.
Fuck!
Anyway, just a little update in case anyone is curious.