You NEED to POLISH your games! (and not just at the end)
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- Опубліковано 28 вер 2024
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When to POLISH your games? (Hint: Not just at the end!)
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💬 When should you add polish to your games?
The obvious answer is near the end of development, however that's not the only time where it makes sense, here's 5 stages when you should add polish.
What gave me the idea to make this video is because I'm going through one of those stages right now with my game Dinky Guardians, play the polished Demo and add it to your Wishlist!
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You seem to be missing a link to the FEEL video in this comment.
As a Polish guy i confirm, that You are correct
Polish the game when it's Close to Finnish.
@@alhu5514I'm bet he's polish even he is nit close to Finnish 😂
Wait Russians are coming😂
But don't put too much Polish or you get kotlet schabowy.
what's wrong with breaded pork chop? 😮💨@@eestaashottentotti2242
I bought the Feel asset from the Unity Asset Store last week and I really look forward to use it for my projects once I reach one of these "polish phases".
Your demo looks so much better now !
Wondering if you can answer this question. How do you decide the platform to make your game for? Such as having an idea for a game, how do you decide if you want to make it for mobile, or steam or PC or such? Is there a method to help determine the best route to follow?
Those platforms are completely different so that's up to you to decide. Do you want to make Mobile games or PC games? Personally I don't normally play Mobile games so I only make PC games
A video on using Feel would be good. Their support leaves a lot to be desired.
Fantastic information. Thank for you for sharing about Kickstarter and Publishers, this is something I regularly think about and wonder if they are viable options for a larger project.
Wait. You've been Gigachad this whole time?
Thanks for the video, can you make a tutorial on how to polish your game, maybe a free way to get it done.
I would love to see a tutorial about run-time terrain editing.
Agree, most oft the videos about it are professional level programming or just unclear
I agree, but musisz znaleźć dobrego tłumacza aby prawidłowo spolszczyć grę, otherwise it is not Polish enough, but making it english is fine too, we (Poles) understand it well
I saw your analytics graph and all. Could you make a comment on it (or even better, a video!) discussing how/why/where/etc.?
Right now I just have the basics, really just added analytics to the project and it automatically generates those graphs for unique users and median time played
The only custom events I have right now are for the tutorial stages to see where people drop off
@@CodeMonkeyUnity Thanks for the answer!
You’re angel ❤
very little player amount in polish ^^
What would be cool would be a video on polish with examples. I'm at the polishing stage, and I lack ideas of WHAT to do to add that polish. Your menu buttons are a good example. Yes, adding just a small grow/pop animation makes a ton of difference. 20 examples like that and that'd be a video I want to see.
Could you maybe publish a video on how to access those statistics (for example the ones you show at 04:05)? Are they directly from steamworks?
They Arent Related To Valve And Steam At All! Its Unity Analytics Part Of The Unity Gaming Services, And Its Free!
That's Unity Analytics and Unity Cloud Diagnostics, both are pretty easy to set up the basics, I covered Analytics a long time ago but it has since changed a lot, definitely need to make an updated video.
Tak.
DON 'T OVERDO it with your effects of SHAKING and FLASHES of everything that is !!! IT 'S SO STUPID and confusing !!!
No
He's right. I've played some demos during nextfest that used shaking to a detriment.
Just add options in setting, allowing players to disable flashes and shaking
Problems solved
It can also be an accessibility issue. There was a flash during the menu part that nearly got me, and I'm just sensitive, not epileptic. Helps to have different ppl test to work out the subtle balance points.
Sure, as with anything, use the tools at your disposal with caution.
From my 5 years of experience, don't leave polishing to the end, if you make a system or a mechanic fully polish it, then move on to the next mechanic, basically always making a vertical slice of the game until you finish it
Great tips! Another reason to add polish early is if you're a gamedev youtuber! UA-cam audiences want to see pretty games. I'm approaching my next round of polish and can't wait!!
Yup great point, for a video it really helps to have something visually nice
Its quite funny how i just went through and redid all my menus and made them smooth and crisp and now I see this encouraging me to do it. Im not sure how much polish I can keep cramming.
Just remember not to get stuck on doing nothing but polish, if you're in the middle of development you can take some time to polish a bit but after some time get back to regular development
@@CodeMonkeyUnity for sure, whenever I get stuck during normal dev, I go back and redo things until I lose the tunnel vision! I feel it keeps me going.
I like to 'greybox' my polish. I find that if I out in all the nice stuff too early the compile times becomes enemy #1 to my motivation, even with a lot of nice particles, audio and shaders
Brilliant video thanks! Would you also be interested in making a video that goes over the different methods of polish? So where you'd add animations, effects etc? Seems simple but I bet there's some areas people will overlook, I know I sure do :)
That would be an interesting video but the tricky thing about polish is that it is so specific on a per game basis, every game has different mechanics/worlds/UI that it makes it really difficult to come up with general polish rules
The most general things are what I covered in my own example, almost every game has buttons, so for every button make sure to add some animation and sound effect
I needed this. I'm working on a blind accessible virtual pet game and I could already feel I was getting lazy and didn't want to polish it. Thanks!
Unity just disabled headless activation for personal license which disable tests and build automation for non plus / pro users… all that without warning peoples that this was going to be a paid feature ( was free until 2023.2 ), that’s a huge turn off for me…
Sorry I have no idea what that means, you can no longer use a free license to run a headless Unity instance on a server? That does sound like an odd change
I'm Polish myself
Polish includes optimization. It's just outright better to do it when necessary. This can be to prevent workflow bottlenecks with performance or to get a specific look down early for the design process. I polish certain things before even working on my environments because unpolished environment assets can look vastly different than expected for final results.
Of course, it's really a "as necessary" situation. Same with mechanics. Having a polished mechanic in place before design can in turn affect the design itself, especially if you have low tolerances for, say, puzzles or tight jumps, etc.
If we're talking about props, then yeah, you could save those for the end. But in my opinion, it's a good idea to polish mission critical components earlier rather than later.
I love you Code Monkey, and nothing can change that! ❤❤❤
Maybe your game is really cool without additional mechanics. It's good to see polished version earlier 😂
1:08 was astonished to see EFT there :)
Yep, this is pretty great advice!
I want to Polish my game, but I would rather Czech it 😂
0:56 Thats literally me, jumping around from one project to the next without finishing. Im not proud of that obviously. Im now trying to finish one project before going to the next one, to at least be able to publish it for free, and show it to friends and family.
In my defense, I didn't finish my previous projects because I was convinced I didn't have the experience to finish something with a good enough quality. Now, after doing some of your courses and watching a lot of tutorials I think I am qualified to do something decent, finish it, and then keep doing new projects to perfect myself
@@NachitenRemix hello, it's normal to jump there or there, you will have time that 'this time I love current project, I don't want to start new project' it will come, trust me. So if you have a little interesting in current project, you could try something new xD
Recognizing a problem is the first step to solving it, so that's a good thing!
If you really want to finish games and you know that you have a tendency to abandon projects then you can use that self-knowledge to guide you the next time you feel the urge to jump onto something new.
I recommend using the Kanban method and a Kanban board to better monitor and control what you are doing. Including regularly reflecting on whether what you are doing right now is driving the project towards completion. Sometimes we are prone to do the easy "side-quests" that don't bring you towards shipping a product or worse may even expand scope and delay shipping even further.
I should definitely learn more about feels, I'll check it out, seems very good
As someone who manually polishes every physical copy of my game to make them as shiny as possible I see this as an absolute win
lmao
Lol
Hi Dear Code Monkeym I Learned Unity From Unity Learn!
And I am on Creative Core Stage Lighting!
I Already Finished Junior Code!
I Have Question!
After I Finish Creative Core!
Could I Make Makes Good Graphypisc Game Or
Anyway Can i creat at least Good Game to To put Steam?
Making good graphics depends on your skills as an artist or your skills at combining assets. And putting on Steam sure, as long as you have $100 you can put anything on Steam
Thanks!
hi, can you tell me how to profile 2d games whenever i put 2d lighting or volume my fps drop significantly no matter how good my device is can you make a video or tell me how to handle this issue for a while now i search it online and it always profile it. Thanks for reading.
I'm not very good at rendering profiling but the main thing is usually try to avoid overdraw. That and use the Frame Debugger to see how your scene is being rendered, maybe you're doing way too many draw calls?
Look into using Sprite Atlas to reduce draw calls
4:38: Swim Meet let the girls do the polish :)
Could you do a tutorial on how you did your tutorial ?
sir, what is the name of asset pack om the thumbnail?
It's this one assetstore.unity.com/packages/3d/environments/fantasy/highlands-stylized-environment-255775?aid=1101l96nj
Feel is the best 40$ i have ever spent
@CodeMonkeyUnity thank you for your high quality videos, I'm lacking what you show in this one around analytics, do you have a good video about it or plan to make one ? That could be really useful for devs as we don't usually think about doing that
(edit: something about where to put some events, why, etc.)
Yup I do want to make a dedicated analytics video in the future. In my game I mostly just added analytics to the TutorialStages and then made a funnel to track where people were dropping off and used that to improve the tutorial. Thanks to that data I did manage to improve from about 50% completion to about 80%
@@CodeMonkeyUnity thanks for the reply !
Thanks for your videos! May I ask what's the best way to display a 3d Model within your UI in the main menu, when you display the character? Like when you click your Single Player button? If there's a specific way to do that it would be nice to see a tutorial on this.
The 3D character is spawned off in the world position (1000, 0, 0) then there's a camera in front of it rendering onto a Render Texture which is then shown on the UI with a RawImage unitycodemonkey.com/video.php?v=Ah2862Gz3_s
RenderTextures are awesome!
@@CodeMonkeyUnity Thank you very much! This is awesome, didn't know what exactly to look for
Get your shots of tequila ready! I dare you to down a shot everytime, our all Code Monkey, says "polish".
Get ready to get drunk!🎉
heh that's a dangerous game!
In all seriousness @CodeMonkeyUnity, love your work man *hic!*
2:49 if you don't mind how did you make the UI button animations and those shine effects? Is it just Animators on buttons or through code? Or maybe shaders?
I used the asset Feel, makes it really easy to add all those kinds of effects unitycodemonkey.com/video.php?v=Kx2Pi8yAitw
@@CodeMonkeyUnity ya I remember getting it by watching your video and using ur link :D I'll check it out thz
As my first demo is out, timing on that video was perfect. Thanks Code!
Send link what is your game about ?
@@armoirestudio would love to. but I dont know if its polite to send it here.
Its an action adventure game inspired by zelda, tunic and brave fence musashiden. Need to up a video on it yet. 😅
What do u use to gather feedback from players?
Right now I'm not using anything special, just reading UA-cam comments and the Steam forums, and also looking at the analytics.
However there are some assets on the store that let you easily add a feedback form to the game, I'm planning to add one of those in a future update.
I poland my game
this is helpful
can any one tell what the name that added on buttons in menu 2:48
The name of the Asset that I used to polish? It's Feel unitycodemonkey.com/video.php?v=Kx2Pi8yAitw
how you found sounds for your game?
Bought tons of SFX packs over the years on the Unity Asset Store and HumbleBundle
As always, thank you for your incredibly channel!
Thanks you for the amazing Advice
Great!
I can't hear what the asset is called 3:15
It's called Feel unitycodemonkey.com/video.php?v=Kx2Pi8yAitw
@@CodeMonkeyUnity Thank you
Hey Code, thanks again for great video content. Was going to ask if I have your permission to share this video tutorial link on my website. I am working on creating a community of developers and gamers using Unity that have expressed interest in helping develop a community supported project. If I get that permission from you I will let you know when its up and provide a link to where it is at. :) Thanks.
Sure, go for it, thanks!
What is this FPS at 1:00 btw?
That's Escape from Tarkov
There is no correct or wrong when to start polish. If you have unlimited time and money, you could just say polish your game in the next Leap year xD
heh yeah the rules are always different if you have unlimited money
Hi code monkey, as a part time developer I wanted to ask if it is worth it to write spaghetti code and make things fast up and running instead of struggling hours to learn about arch and patterns that is not really importent for sb as a indie developer or should I indeed stick to some rules about code writing?
Depends on how long you're planning to work on that project. Is it throwaway code that you're never going to touch ever again? Sure write in any way you want.
For anything else, try to write properly, but always remember you can come back and refactor
Is that google analytics on 2:18? I would be very curious to get a crash course on how you get your data and record feedback. Might be a video idea 😉
That's Unity Analytics and Unity Cloud Diagnostics, both are pretty easy to set up the basics, I covered Analytics a long time ago but it has since changed a lot, definitely need to make an updated video.
Hey Code Monkey, could you create a tutorial on developing a gun system similar to Battlebit Remastered? The current tutorials' gun systems lack the dynamic gun feel, such as recoil, bullet spread while hipfiring and etc.
learn how to script, you wont be able to learn how to script by watching someone else do it.
try to learn more before continuing your game dev journey.
I covered how to make a weapon attachment system here unitycodemonkey.com/video.php?v=b6XYqtTYnc4
But as for shooting and recoil, that is a hyper specific niche thing that would be very difficult to cover in a tutorial
thanks for the effort but there is a huge misconception between "polish" and "Juice" in this video.
Game juice is just another synonym for polish. If you don't think so I'd love to hear your definition of "polish", I've never heard anything different
@@CodeMonkeyUnityMy understanding is juice is one part of polish, but not 100% of it. Polish covers anything that gets you from raw assets to the desired user/player experience, including tweaks to the aesthetic, sound design, presentation & pacing of new mechanics, plus how those mechanics actually work/feel, etc.
Could even include meta stuff like the title/logo, marketing, etc. People will feel differently about a game with a flat Arial game title, versus a well-designed logo that matches the style/tone of the game. That too would be polish.
FEEL is a great all-in-one juice asset, and "polish early & often" is solid advice, no matter how one defines the term tho 👍
@@CodeMonkeyUnityLike back when you were playing around with the toon/outline shader (Quibli?) to get the lighting & shader/material you wanted, that was polish. Can't remember if you explicitly called it out as such or I just said it in my head 😆
Oh sure yup I absolutely agree polish is not just juice, juice is a big part of polish but it is indeed just one part.
In the update to my demo I did indeed also polish the user experience by adding more tutorial stages and visual arrows to guide the player, that is indeed polish without being game juice
@@CodeMonkeyUnity You're sanding off the rough edges, hence, "polish" heh. The tutorials are a big improvement btw! Maybe let ppl revisit/rewind them in the full game 🤔
Awesome!
I have a great project idea. make an ai that can hear your footsteps and other sounds and can see you.
can you make a tutorial just over polish?
It's tricky because polish is very specific to each game. Every game has different mechanics/worlds/UI so it's hard to make a general tutorial that is applicable to every game, the example of adding polish to buttons is probably the best general advice I can give
Polish is one of those things I think is worth dropping so cash on an asset like Feel. You gotta do it, but it's not as fun as making the game.
Side note, I'd love to see some videos about how you gather analytics. How you gather them, which ones help you decide where to focus energy, etc.
Keep it up, love your stuff!
Right now I'm just using the most basic analytics, just added events for the tutorial stages. But yup I do want to add a bunch more to understand better how players are playing the game and hopefully do a video on how I chose which events to track
when is next devlog.
Lately I've been mainly working on just this, adding some polish, hopefully this next week I'll be able to get back to adding some more mechanics so perhaps a regular devlog later this month