Game Feel Course ...and also your VS code settings

@Stephen_Hubbard

Hi,

I was your udemy ARPG 4.5 star review from last week. I nocked a half star for not using any design patterns(excluding singleton if that counts). thanks for the response. I fully appreciated the shameless plug for your new course, and decided to buy it here after seeing how much udemy was taking(50% is insane).

this it looks like exactly what i was talking about! though you may have undersold its value by naming it " game feel". i saw the title when it first launched on GDTV and immediately skipped it as i didn’t care about camera shake, haptics, rumble features, post processing stuff etc. If i had taken 2 minutes to actually read through the curriculum i would have snap purchased it a week ago and probably finished the course by now.

easily the most excited i have been for a course in months. there is a clear gap that exists in courses between beginner and intermediate and almost nothing to really help you fine tune past intermediate(except for listening to unite lectures). its nice to see you trying to fill some of these gaps.

P.S. I rather like your VS code setup. What extensions are you using? id like to yoink the theme at the least.

Thank you

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Appreciate the feedback! I agree with pretty much every thing you mentioned! I’m always looking to improve. Lmk what you think of the game feel course after you’ve taken it, I’d love to hear your thoughts on what else can be improved on my go around :smiley:

Here’s screen shot of relative extensions I’m using. I do really like my theme! I think they have a free version or free trial but I did buy the full license but I can’t remember how much it cost.

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this course is GREAT! I could feel the tutorial hell closing in around me before this! ill probably have it finished this week. Thank you so much!

I know its early access, and i have not finished(on jumping presently), but out of curiosity are you planning on lightly touching SOLID ? Good decoupling is kind of what I’m struggling with, and the current gun class seems primed for a lot of decoupling. it is handing animation, object rotation, damage, rate of fire, and an object pool where i am in the course.

Thanks for your time, and feel free to just completely ignore the rambling example below lol.

For example you had a lesson close to the beginning with establishing a delay between shots. i thought the best thing to do would have been to refactor to separate the functions of the gun into more modular classes’, i just was not sure what to parse to where. I set up a bool for isAutomatic and an nullcheck for a rate of fire script. the idea being you could manage rate of fire independently from the main script. if either thebool was false or the script weren’t attached, it would shoot a single shot per click. if they were both on, it would use a coroutine in rate of fire script to manage the time between shots. I felt like i was possibly making the code more complicated in an effort to decouple. Unfortunately i messed it up and couldn’t get the rate of fire to work properly. i then realized i was probably deviating from the intended challenge too much. i ended up just basically yoinking from the coroutine temporarily used for the staff in the ARPG course and passing through the cooldown into WaitForSeconds.

I think a lot of the topics we talk about during the course relate directly to SOLID principles but I never come out and talk about following SOLID principles specifically if that makes sense. It was a bit tricky for me to the find the balance between a “game feel” course and not just diving into hours of software architecture.

I think you’re on the right track refactoring some of your gun logic. I think if I was to do something like this in a more scalable way with say numerous pickup-able guns or something I’d have a bunch of scriptable objects for different guns. Then each gun could have an “isAutomatic” feature, ammo field, rateOfFire field, etc. Then the script above what’s equipped could tap into those as needed. That way there would still only be one “Shoot()” class for example.

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