My first game
Published 4 years ago
An adventure into the Unity Game Engine and Mobile Games as a whole
Made with Unity Page
Hi, I'm Arman. I have a long and pointless story that I'd love to share, but know in advance that you may well not walk away from it any wiser.
I began my journey at the start of my sandwich year in university. While others sought out prospects of work at companies across the globe, I thought I'd spend my time exploring my own skills as an indie developer.
I've made games in the past across a range of engines but never actually taken one to completion on my own; I was determined to make that change.
A couple months later it hadn’t. Being naïve and foolish in the way of game design my first project idea was a flop and ended up going nowhere. Still, I was undeterred!
Eventually, I would make this underwhelming nonsense:
My second game of the year was a project called Blasteroids. After my earlier failure I simply wished to get a game out as soon as possible. Release another boring clone with a twist here and there that would fade from memory as quickly as it entered it.
As you can probably deduce it was to be an Asteroids clone but as I delved deeper and deeper into production I felt the project pulling me in a different direction. More and more I wanted to see more come of my first game. I was tired of the "pick up, put down, spam with ads" type games that run amok across the various mobile stores.
I played with the idea of minerals/loot, of mining and exploring. Eventually drawing my inspiration more specifically from the game Motherload that I used to enjoy as a child. After a couple months (by which time I'd hoped to be finished) I had the basics of a game!
The possibilities were endless. My plan, which had started out as a few simple bullet points, now exploded into an array of cool and interesting things I could add to the game. Most of which I did.
Exponential difficulty, upgrades, intuitive controls (which I struggled on for the best part of a week) and more. It had cool effects, less cool voice acting and a bunch of stuff that came from a very generous community.
But it was still not complete. However, having spent over 4 months one what was meant to take 2 will leave a man craving an end. So it was that in the August month of 2016 I published my very first game!
It was an abomination. I had learnt by doing and as such the odds and ends of my code tied together as if they were a pair of headphones left too long in a runner’s pocket. Random snippets used out of place for one thing (or not at all). Or giant blocks of code containing unrelated steams that, for some reason, I’d not had the good sense to separate.
Out of all the things I believe I’d accomplished to a decent standard during those months, one thing stood out above all else. I was certain, without a shadow of a doubt, that if my lecturer could see the unholy mess I had created his hands would be around my throat in moments...
Despite all this; it was mine. My own little abomination that I had no trouble loving.
Now called Secret of the Cores (a name I came up with on the spot after copyright issues...) it got a terrific amount of traction. Well, maybe not what you would consider terrific but for someone expecting to scrape maybe 80 plays I was ecstatic to find that I was getting that every single day during its peak!
Of course, as with all things, it died down eventually but by that the fire of creativity had already been stoked within me. Even though I'd not planned to make money of it I still marketed it as aggressively as if it were my livelihood. Mercilessly pushing it everywhere that might want it.
I loved seeing people enjoy my work and giving me helpful feedback to the point that I no longer wanted to start a new project. And so the 2 months that became 4 months were now 6. With more and more updates and fixes, that made the game something I was truly proud of.
I'm sorry I don't have more pictures of my progress. I kind of just ushered everything out there one day which, in hindsight, was yet another foolish error.
I just released the last update a little while ago. A huge update that gave rise to new ships, munitions, trails and other features. I also finally put it on the app store.
Anyway, I discovered a great deal along the way. Not just the little tricks and intricacies that can only be learned but never taught. Not just the basics of how to run a decent project (planning above all else, organise thoroughly, etc). I learned what it felt like to make something.
Along with knowing what it is to have your work enjoyed and to stand at the helm of creation, it's safe to say I love that feeling and I will certainly be seeking it out in the future.
Thanks for reading and I hope you took something from this (although I'm not really sure what I gave). If nothing else I can pass along the advice that aided me: stick with it.
If you're like me and constantly dropping projects; don't. There is nothing better than completing something. It can be as tough as starting but it always rewarding, certainly more so than abandonment is (even when it does look like the end result still should have taken 2 months...)
That's all I've got. Thanks ever so much for reading and have a great day-
Arman A