Done I guess?
I think this is about as passable as this game will end up getting for now. I may come back to it. It was a game I built over the course about 5 days (18 Jan first commit, 23 Jan last commit), although I did port some work from an old project (in the default render pipeline).
It's decently entertaining and I accomplished my goal of building and releasing a game that's small in scope for my first one.
My only real complaint about the game is you can fence yourself in. If I come back to this, I think that's the first thing I want to fix. Maybe a min-distance between fences or some grid based 'only place fences here' mechanic. (I think I like the latter the most)
I setup my own wiki (WikiJS) via Docker on my home (media) dedicated Dell server in my basement. It's way way way easier to input thoughts and collect useful code snippets and examples in a wiki than by trying to maintain a very nice book mark system. I currently am treating my unity bookmark folder as a queue to move things over to the wiki. That one was a pretty good learning point.
Also need to learn a ton more about overall unity architecture and how larger scale games organize code. I ended up with a manager script that would setup actions / callbacks between scripts for specific events (death, score/ammo count change etc etc). The scripts were all decoupled and didn't need to know about each other, just expose their callback interfaces which was nice. I'm just not sure if this is the right way going forward. I have both a unity cookbook that I'll have to go through now that I have at least some small idea of what i'm doing.
I also want to learn a ton more about shaders/shadergraph. I built a shader following a youtube tutorial (mostly) about being able to see through walls. It was helpful but I didn't end up applying the material (or adjusting cinemachine vcam) when I built the buildings in probuilder.
Till next time....Adam
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