One Year of Unity Game Development!
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 Published On Jul 16, 2019

One year and three months ago, I started developing a medieval physics puzzle game with Unity. Here is my game development progress.

→ Download the demo: https://trickshotlabs.itch.io/siege-p...
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I've been making games for over 5 years, and have had fun the whole way. I started with a game engine called Corona SDK, that would let you build 2D games for mobile devices. Wanting to upgrade to 3D, I started learning Unity. So I began work on a procedural space exploration game, which turned out to be fairly large in scope, and I quit after 9 months of development. After that, I took a small break from game dev, but eventually picked it back up and made a few smaller unity games.

This brings us to last March, when I was ready to start a larger game. I wanted it to involve trebuchets, and I love sandbox games, so I eventually settled on a 2D physics sandbox game where you build siege engines to complete various tasks. Early development focused on making the building system easy and intuitive to use.

As development progressed I ran into problems: the building system is more complicated than expected, the objectives are too complex or not expandable enough, graphics are holding the game back. I try to solve these problems, some of which I'm still working on.

Today the gameplay is centered around transporting a ragdoll foot soldier to the flag. You must build siege engines, machines, vehicles, etc. to successfully get him to his goal. I'm getting so close to a playable version of the game that can be released as a demo. It still needs some things, like sound effects, menu screens, and bug fixes, so I'm really working hard to get this into the hands of players. This would be the best way to gain feedback and improve the game.

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