experience of solo development on Unity

Future plans:

  1. Level development: Right now my main task is to create a full level to test the basic mechanics and gameplay.

  2. Multiplayer/co-op: in the long term I would like to add the ability to play with friends to the game, but this is still just an idea that requires more detailed development.

  3. Surround Sound: in the mid-term, I have plans to deal with sound in Unity. I believe that a very large part of the game depends on the sound quality, because without cool music, Doom would hardly have worked very well. (the one from 2016)

How will my game stand out from the rest?

Hardcore gameplay: Forget about endless respawns and first aid kits around every corner. Realism reigns in my game – one bullet, one death. This forces the player to carefully think through every step, analyze the situation and act with cold calculation.

Tactical positioning: lie down, sit or stand – the choice is yours. The ability to change the character's pose adds depth to the gameplay and opens up scope for tactical maneuvers. Hug cover, sneak past enemies, or take an advantageous shooting position – every decision affects the outcome of the battle.

Gloomy atmosphere: The dark visual style creates a sense of constant danger and keeps the player on edge. There is no place for bright colors and frivolity – only harsh reality and the struggle for survival.

A journey of a thousand miles begins with the first step

Right now I'm focused on developing the first full level. This will allow me to test the core mechanics, hone the gameplay, and make sure the game is truly fun and challenging. Of course, I understand how enormous tasks I place on my shoulders, but this does not mean that I should not strive for the limits of the possible.

I'm not saying I'm going to make a Witcher, Rainbow, or Cyberpunk killer. I understand perfectly well that the tasks that were written here cannot be achieved in one, two or four weeks, but this is not a reason to retreat from the goal.

In the future, once the foundation of the game is laid, I plan to explore the possibility of adding multiplayer or co-op. Imagine how cool it will be to go through difficult missions shoulder to shoulder with friends, coordinating your actions and covering each other!

However, nothing has been written here about the plot yet, because now I am actively dealing with the technical component, and not with the narrative part and narrative. As soon as I finish designing, I will immediately start writing the plot, or “plot”, as it turns out. The plans are to exit the design stage in 4-6 months and begin active development.

(Honestly, while I was trying to somehow adequately compose the text, I thought several times, but *№;?: is this necessary?)

And now I want to attach a few photos of progress (exactly the kind for which you won’t be directly ashamed).

View of the main menu of the game (in my opinion, it looks good)

View of the main menu of the game (in my opinion, it looks good)

Here, of course, it is not visible, but the player and the enemy (blue and red, respectively) move and can shoot

Here, of course, it is not visible, but the player and the enemy (blue and red, respectively) move and can shoot

Oh, by the way, I completely forgot to write. I'm making a game in 3D, but the camera will be on top, it turns out something like 2.5D. I made this choice intentionally, because in the future I also plan to do a lot of work with shadows and light. (but this is somewhere out there, in the future)

Pause menu (looks terrible)

Pause menu (looks terrible)

Developing alone is a challenge, but also an incredibly fun process. I am constantly learning new things, experimenting and trying to realize my vision of the game. I'd love to hear your feedback, ideas and suggestions! Perhaps your opinion will help me make the game even better. Stay tuned for updates, it will be even more interesting! (Hope)

PS In the future I will talk about the development progress in separate posts. Stay tuned!

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