- Jun 2, 2018
- 543
- 686
I'm reaching out to my fam because I've just spent 2 weeks learning C# and I wanted some feedback because I'm worried that I can accomplish the same goal using a simpler method. I'm not looking for the "easy way out" per se, I don't have a lot of free time at the moment and I've got more ideas and concepts rolling in my head than I have months left to live. (True statement but it's intended to be humorous).
My primary concern is quality of life. I want to give the player many options in the simplest possible way. I want the player to be able to choose between up to 16 different options in a single instance without hassle on screen or via (very) convenient sub-menus. I need the appearance to induce/aid a feeling of freedom as appose to feeling overwhelmed by choices. I need to be able to run up to 6- 8 audio files simultaneously. I've got quite a few ideas that don't rely heavily on visuals so I'm flexible there. The closest thing I can think of is Lilith's Throne when I imagine my games in their simplest form (format specifically, I'm not trying to rival LT with my first game).
For my first game I wanted to make a sandbox, choice-based, text game with heavy mechanics tucked away under the surface. Comparable to just about any of those dating sims where you move around the map making choices except with none of the restrictions on progression. Mechanically... think Monstergirl Dreams (outside of combat) and with twice as many factors/options that effect choices like they would in Newlife or Divinity. It's pretty difficult to compare my concepts because if someone creates one too similar to mine I just scratch it off my list.
That said, learning Unity is going to take a while and honestly it feels like overkill. I'm confident that it will pay off in the long run but I'm reaching out here for feedback for a more practical alternative if one exists. The only thing I'm sure of is that C++ is more difficult than C#. Other than that I have no clue about how long other languages take to learn.
Thanks team.
My primary concern is quality of life. I want to give the player many options in the simplest possible way. I want the player to be able to choose between up to 16 different options in a single instance without hassle on screen or via (very) convenient sub-menus. I need the appearance to induce/aid a feeling of freedom as appose to feeling overwhelmed by choices. I need to be able to run up to 6- 8 audio files simultaneously. I've got quite a few ideas that don't rely heavily on visuals so I'm flexible there. The closest thing I can think of is Lilith's Throne when I imagine my games in their simplest form (format specifically, I'm not trying to rival LT with my first game).
For my first game I wanted to make a sandbox, choice-based, text game with heavy mechanics tucked away under the surface. Comparable to just about any of those dating sims where you move around the map making choices except with none of the restrictions on progression. Mechanically... think Monstergirl Dreams (outside of combat) and with twice as many factors/options that effect choices like they would in Newlife or Divinity. It's pretty difficult to compare my concepts because if someone creates one too similar to mine I just scratch it off my list.
That said, learning Unity is going to take a while and honestly it feels like overkill. I'm confident that it will pay off in the long run but I'm reaching out here for feedback for a more practical alternative if one exists. The only thing I'm sure of is that C++ is more difficult than C#. Other than that I have no clue about how long other languages take to learn.
Thanks team.