So your learning method is basically as follows; Make a lot of tiny projects and try to create one mechanic in each project, for example you'd focus on a health system in one project and an interaction system in another. This way, you'll learn programming and how to apply the skils. After a couple of months of learning, you make one bigger project that utilizes multiple mechanics. This way you'll learn how to connect the mechanics together, basically coding architecture. Am I correct?
basically I find that going into a large project which you care about and applying new knowledge can cause a lot of problems, and doing this instead helps speed up the process and prevent large roadblocks in development :D
@@theunityguy_yt How would you learn to make even basic mechanics for your micro projects, though? You mentioned the unity docs but those aren't enough to make a mechanic on their own. For example, I already knew every fundamental thing about C# from variables and methods to inheritance and interfaces, yet I had issues making a basic asteroids game. Would you consider looking up specific tutorials for an issue (like "how to make an inventory system) to be a bad thing, even if you come out understanding the concept?
@@Alieldinofficialno absolutely not! My point was that your supposed to use these tutorials to learn the basic ideas in the first place, to learn and extract ideas. my only problem with tutorials is that a lot of people end up on relying on tutorials too much instead of extracting ideas - i probably didn't clarify that well enough in the video
I only just now realized the brilliancy of the name "The Unity Guy", because in case you forget the name, you already know the name again, because its the unity guy How did i not notice earlier
hello again, came back to add to the video, felt bad to just comment on the name lol Anyway A effective method to learn is also to watch a tutorial first and then making the project on your own, this way you know kinda what to do but will run into unique problems to your unique solution Another way I think is useful is to make a different kind of roadmap than you showed where you plan the overall project path like 0.1=Game mechanics, 0.2=Game play, 0.3=Ui, 0.4=Graphics, 0.5=World Building, .. and so on, and once you get to those steps you lay out the more detailed steps you need to take like 0.1.1=Movement ... Haven't tried this myself though but saw it over at ThinMatrix who had a trello board with this concept
So your learning method is basically as follows; Make a lot of tiny projects and try to create one mechanic in each project, for example you'd focus on a health system in one project and an interaction system in another. This way, you'll learn programming and how to apply the skils. After a couple of months of learning, you make one bigger project that utilizes multiple mechanics. This way you'll learn how to connect the mechanics together, basically coding architecture.
Am I correct?
basically
I find that going into a large project which you care about and applying new knowledge can cause a lot of problems, and doing this instead helps speed up the process and prevent large roadblocks in development :D
@@theunityguy_yt How would you learn to make even basic mechanics for your micro projects, though? You mentioned the unity docs but those aren't enough to make a mechanic on their own. For example, I already knew every fundamental thing about C# from variables and methods to inheritance and interfaces, yet I had issues making a basic asteroids game. Would you consider looking up specific tutorials for an issue (like "how to make an inventory system) to be a bad thing, even if you come out understanding the concept?
@@Alieldinofficialno absolutely not! My point was that your supposed to use these tutorials to learn the basic ideas in the first place, to learn and extract ideas.
my only problem with tutorials is that a lot of people end up on relying on tutorials too much instead of extracting ideas -
i probably didn't clarify that well enough in the video
where can I find the Roadmap?
Theunityguy never fails to create quality content
What tool are you using to create your roadmap?
canva - there's actually a template for it so I used that to make my life easier - the specific file format is a "white board"
hope this helps :D
I only just now realized the brilliancy of the name "The Unity Guy", because in case you forget the name, you already know the name again, because its the unity guy
How did i not notice earlier
lol yea - struggled to come up with a good name for a while but I think this is it :D
thurd
fourth
first
second
hello again, came back to add to the video, felt bad to just comment on the name lol
Anyway
A effective method to learn is also to watch a tutorial first and then making the project on your own, this way you know kinda what to do but will run into unique problems to your unique solution
Another way I think is useful is to make a different kind of roadmap than you showed where you plan the overall project path like 0.1=Game mechanics, 0.2=Game play, 0.3=Ui, 0.4=Graphics, 0.5=World Building, .. and so on, and once you get to those steps you lay out the more detailed steps you need to take like 0.1.1=Movement ...
Haven't tried this myself though but saw it over at ThinMatrix who had a trello board with this concept
awesome tips! and yea, don't worry about just commenting on the name - anything is appreciated :D
🔥🔥🤑🤑🤑🤑💯💯💯💯
Step 1: learn godot
Godot is a straight downgrade if you're making a 3d game, and it's not stronger for 2d games, just faster.