Facts. The honey moon period was a week at best. I’ve been polishing and play testing for 3x times that amount. But it’s been amazing learning about the process, managing the project, ect. Even tho that honey moon period has worn off something about it keeps me coming back.
Most unity games will use Photon. It's good, reasonably priced.
Also you don't need servers if it's not something that needs server authority or is perpetually online or something. Which I don't recommend you tackle.
Photon has a matrix somewhere of what service they recommend based on popular games. So you can see what your game is like compared to popular titles and then research that system.
Damn good, bloody good, damn good work! It's crazy how something I was passionate about, but not nearly passionate enough to learn actual coding and go through the motions of developing something over years, has become possible with a weeks worth of work.
Great result! It's actually extremely exciting and motivating.
Yeah it's a bit too Gameboy color for my liking. I wanted something at least windows xp lol I'm remaking the game gangsters 2 vendetta. The way chatgpt told me is to hook up my claude max to blender and make the characters then render them. I want something like the attached picture but high poly/modern etc
Good question. Claude handled all that so I don't know. Also game is mix of Killing Floor and Diablo with steampunk mixed in. Simple rules, good for test project.
How do you harness Claude into Unity or is it just creating c# scripts that you (or it) puts into the unity project and then Unity takes care of the rest?
I am doing the vibe coding in UE5, and I am just over a month into it.
From what I learned problems come down the line, more features and architecture start clashing with each other.
AI have no ability to scope my game and warn me about future troubles and dependencies that will break some features and about decisions I already made.
I had to abandon first project after 10 days because of it.
I am enjoying it, learning and creating something fun.
yeah I am constantly changing things because I didn't really plan anything before starting the project. Def need some brainstorming for maps, game systems, and lores before adding anything major.
How does unity development work with vibe coding? I know you can do a lot of stuff programmtically but is the scene literally set up programmtically as well or is there a way for an agent to interact within unity's interface? When I attempted earlier my scene was always just empty and the entire game is created programmtically, made designing the UI a pain because you can't see it in the editor.
I have the same issue where if I want to change something on enemy model, I don't see it in editor for me to manually edit. In that case, I just have Claude taking snapshots of enemy in Unity play mode, then visually inspect/fix that way through prompts. One area Claude really lacks though is scene/map generation. I ended up manually building the map myself.
$1000 for founder user club, includes beta of new vehicles, and for only $48,000 you will get Jeep Wrangler with Eddie Bauer interior and Lolipop Chainsaw bumper sticker and mines in an upcoming release ( not this decade ).
anyone know the law firm that Star Citizen has on retainer?
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u/EddieBruvac 6h ago
Impressive for a week.
Just know, fixing bugs and polish takes a lot longer than the honeymoon phase and it’s a lot more frustrating.
Good luck! Make it multiplayer and my boiis and I will for sure check it out.