The entire game is made using assets purchased from the Unity Store -visual effects, post processors effects, models and textures and game character controller ,sounds , along with some assets that I downloaded for free as they were offered by their authors at no cost. All authors are credited accordingly in credit file, To be honest, it doesn’t make the job much easier because you still need to understand how all these assets work and make them function together. It’s a real headache, and on top of that, you have to build scripts to connect all the game’s systems. It’s a very time-consuming process, especially when creating complex mechanics, like getting out of a car or implementing something like fishing, if that’s part of the game.
Viewing post in Fear The Unknown Dave Story comments
Thanks for the information man. I see the file now, I didn't know if you could do it that way or not. Or if you had to mention it in the game itself.
It took me an insane amount of time to make what I made by myself. I did use some free assets, but for the most part I coded most of everything myself, and even the free assets I had to modify to work for my game. And damn man, was that A PAIN. I even created sounds by myself. And yet I still have a lot more to finish it.
(I spent about 3+ months on just the Prototype that I have on my page)
It's always been on my mind, thinking of how much time can I save if I just buy at least 1 thing I need. And when I saw your game, I was honestly bashing myself for not living up to such standards. It's nice to know that at least it wasn't all free assets and pure fucking determination, ahaha. I don't mean to discredit the efforts, but I sometimes feel like if that's how much effort people put into the game, with you know, everything being made by them, and free assets. And then publish for free too. I feel that I don't wanna be a game dev if it's THAT much effort, you know?
Anyway, I liked your short game. It was very decent quality, all the trees and enviroment was great to look at~
To be honest, this process has no end. You could start by making a game from scratch in C++, creating your own engine, dealing with mathematics, and implementing algorithms for file handling—it all depends on your goals.
You could also use an existing engine and focus solely on creating assets.
In both cases, the process is extremely long, and the result you achieve might feel underwhelming.
That’s because it takes years to hone skills in programming, modeling, and texturing.
I think it comes down to this: if you’re an engineer at heart and your goal is to master technical skills, then this is the right path for you.
But if you’re more of an artist at heart, and your goal is to share a beautiful idea with people so they can appreciate it as a work of art, then you should choose a different path.
In that case, it’s more like making a movie, where you act as a director who brings everything together. We’ve seen films that earned a 9+ rating on IMDb, even though the assets in those films were fairly basic.
If you want to chat about these topics, feel free to email me.