Re:Basic Concepts in Unity for Software Engineers
by Eyas on Sunday October 11, 2020 @11:20PM
(#24751111)
There is a market for purely code-generated games, and especially so with procedurally generated games. But honestly, for most cases, yes I think the 90th percentile answer is to get over this.
I kind of wrote about "keeping it all in code" and why it isn't desirable in the second installment: https://blog.eyas.sh/2020/10/unity-for-engineers-pt2-six-pra...
But once you get the placement / connection / injection right, you'll still be spending the bulk of your non-testing development time in the code editor.
Re:Basic Concepts in Unity for Software Engineers
by runawaybottle on Sunday October 11, 2020 @11:25PM
(#24751129)
Hah, you literally addressed my concerns in the article. Will sub, thanks for the read.
One thing I noticed from just skimming the tutorials is there is a lot of Unity editor specific creation of stuff. How much of that is the actual game programming? Maybe web dev is headed in that direction if we ever eventually map Figma to components, where you kind of define it via a GUI. Seeing that felt a little off putting since I’m used to working with a tight scaffold that’s mostly code.
Godot looked less GUI intensive so I was thinking about digging into that instead.
I guess another way to pose this question is, do I need to get over this and accept this is how games are made?