- Feels powerful and is “easy” to create great stuff. And is free!
- I didn’t like MonoDevelop at the beginning (the development environment that ships with Unity, in order to code and compile C#), felt clunky and slow compared with tools I use every day for web development (aka Sublime Text), however this is normal as I haven’t used an IDE before and always relied on simple text editors. You can also use a text editor for C# and Unity but you’ll be missing out lots of added functionalities, like code completion. Plot twist: Few days into using Unity it was updated to version 2018.1, which deprecates Monodevelop and stops being shipped and supported with Unity. Now this is shipped with Visual Studio Community instead. I also have seen that Jetbrains has an available tool for C#/Unity called Rider , which may be interesting to try out sometime in the future.
- I don’t understand yet how to debug properly. Most error messages are not clear enough. Fatal errors are easier to catch, however warnings may just slip through and you’ll only see weird behavior as a result, but you won’t be entirely sure where are the problems coming from. I’ll dig into Unit Testing and Debugging as soon as possible.
I’m using this game as a base to create my own: I’ll be tweaking the mechanics in order to make something different, learn from it, and iterate on new features until I get something totally different. I’m using the tutorial as a canvas. Here’s the status of the game last winter when I stopped working on it, currently it has more features like the possibility to move between levels and a shooting feature:
Don’t miss out next week update!