First off...shout out to all you pros.So a while back there was a thread on a vid Jim Sterling made (Thank God For Him). It was about unity asset flips and how a baby can make a unity game, put it on steam, and make some money. I jokingly said I would make a meme game. 2 people suggested I document it, a while passed and I never got to it cuz reasons, but recently my friends birthday was coming up. I have no money cuz #gradschool, so I decided to make a video game starring him. I also had been making alot of custom birthday gifts (music videos, photoshops, etc).I decided to stuff a few things he likes in the game (Doom, Nintendo, Memes) and some things he hates (The Golden State Warriors, basketball for those who are clueless like me). The result is the game below.You play as my friend, who is sleeping. A spirit talks to him and end u up on a random island where you must collect Dramond Green Coins(basketball player) to unlock a gotta go fast sonic running section, then transition to a FPS battle with a cyberdemon that shoots Stephen Curry(basket ball player) homing mistles at you. Meanwhile hordes of uganda knuckles spawn every so often to distract you while
shouting "You do not no de wae!" I've documented everything I've done and how long it took me step by step with some notes. Keep in mind I have no experience in Unity, 3D modeling, art, animation etc. (I have an engineering background tho)
1) Download & Install Unity. 20min
2) Download & Install Blender. 20min
3) Skim over(AKA rapdily tap the right arrow key) for blender modeling fundamentals. 2hrs
4) Model Level. 2hrs
5) Skim over videos on texturing in blender. 30min
6) Texture level. 2hrs
7) Make new Unity Project and get adjusted to UI. 20min
8) Search for third person asset on store(Invector or something like that) and test it. 35min
9) Download and use Makehuman to make character model of my friend. 1hr15min
10) Figure out how to swap my custom model with asset flipped third person thing, and test and tweak. 50min
12) Character can't be controlled in midair platformer style so read over code in assets. 1hr
13) Read Unity Manual on some basic transform/physics API stuff then add code for mid air control. 30min
14) Import/setup my level model into scene and tweak level and copy objects around to make bigger level. 1hr5min
15) Add level textures and test out level. 45min
16) Model and Texture coin then place coins around level. 35min
17) Read Unity Manual on animations and animate Coin. 20min
18) Read Unity Manual on how gameobjects work and interact then write pickup script. 40min
19) Use palm tree and water asset, and place around level. 30min
20) Download sound effects and music, and add code to make them work after reading Unity manual about audio. 1hr
21) Animate a floating platform for cheap shitty floating platforms. (I think u should probs code this, but im lazy) 20min
22) Research how to make cutscenes and make 2 cutscenes to unlock next portion of level, and a secret coin. 1hr15min
23) Code up secret coin puzzle and 2nd portion of the level(rly short meme related thing) after learning how particle systems 'and user input works in manual. 1hr15min
24) Test and tweek things out up to this point. 1hr
25) Realize game is too short, and want to add FPS segment to game so download FPS asset. 20min
26) Read FPS Constructor asset manual (yeah it has a manual), and add/test basic functionality into scene, and fix a shit ton of bugs cuz it was filled with em. 2hr
27) Find cyberdemon model for final boss segment. Its not rigged so I skim over rigging/animation tutorials for blender. 1hr30min
28) Rig model and Animate intro cutscene for boss. 5hrs <---- yeah this sucked ass. God bless you artists
29) Import into Unity, and create cutscene and platformer to FPS mode code. 1hr
30) Code up boss behavior after reading Unity manual on animation and physics stuff. 2hrs
31) Don't want to spend another 5hrs animating so I learn about mixamo which automatically animates thins, and use it for in game boss animations. 30min
32) Test and tweak things. 1hr
33) Model, texture and code cyberdemon rocket behavior. 30min
34) Get uganda knuckles model, use mixamo for animaton, and use included FPS damage detection script, code basic "AI". 40 min
35) Create and add intro, and outro cutscene after downloading lightworks video editor(free). 1hr
36) Figure out, and then fight with the lightmapper, and occlusion culler. 3hrs........(NO UR OBJECT IS TOO BIG UNITY!!!!!)
37) Test everything myself and make minor tweaks. Realize Im spending too much time, and finish things up. 1hr
Total time....40hours soooooo yeaaahhh thats how long it takes to make a shitty asset flipped unity game with no experience.If I learned anything its that Unity is great (except for the lightmapper), but god damn does steam need to step up on curation. The game is janky as all fuck, but only because I had no idea what I was doing. Unity as a tool does exactly what it was intended to do. Make makeing games(and any subset of games shitty or not shitty) easy. The blame is def not with Unity, but rather with steam. As a curation/drm tool steam fails miserably because ...well its obivously not working lol. As for performance... cant really say. Haven't looked into it. The game runs like ass, but only because I
just learned how to use this thing. Def could make my objects smaller. Organize materials n shizz. Runs fine on my PC, but if you throw it at a Intel 530HD on a Mac or something then its like at 30fps @ 2k on medium. I did the bare minimum to make sure it runs on a surface Pro 3 (my friends PC) All I know is that if you try you can actually make Unity look pretty and perform well. (Assault on Android Cactus, Cuphead, etc). Now to go try out Unreal Engine lol....maybe for another
friends birthday tho. lol
DL link:
PC:
https://drive.google.com/open?id=1yOU70RWSTWgzgW3OdhkbbLWUDcnPM1S3
MAC:
https://drive.google.com/open?id=1K35pr7zSYHdaa_w7DQZpsLLaSTcNrUGj
old mac build was broken. Fixed it.