GameFeel Course Feedback

@Stephen_Hubbard

first off, way to nail it. best course i have seen from any instructor on any platform.

the only even slightly meaningful critique was the player respawn. i hated everything about the architecture of that. attaching script directly to an image, having a UI script run respawn. I feel like it was late in the course and maybe there was some “instructor fatigue/rush” setting in. it just felt so messy compared to everything else you did in the course.

Possible bonus ads to this that might not take up too much time

  1. expand the megakill into a basic achievement tracker
  2. using some physics textures or surface effectors to make sticky/bouncy objects or conveyor belts
  3. polish to audio manager to clean up some of those edge cases where the design pattern broke
  4. modifying the jetpack code to be a modular generic movement ability class that could be easily made into a run, dash, roll or whatever just by changing a few values set in the inspector.

side note… i really wish there was a good beginner+ course that included some basic inventory or crafting type stuff. too big of an add for this project and not in scope, but that would be nice to see in your next course.

you nailed this one. if i had purchased on udemy it would be a 5 star easy.

2 Likes

I agree with most of this (and don’t disagree with anything in particular, although I don’t feel its necessary to say anyone is best or not). I feel like while the course was great and introduced some nice design patterns, we just got sloppy at the end there in polish (also, I believe you said we were going to fix the shoot input button in the polish section and we didn’t)

We respawned the player in the UI fader and counted kills in the audio manager. Also felt the misc script folder was a little overused.

On the subject of PlayerInput, I believe the correct property is IsPressed not WasPressedThisFrame, WasPressedThisFrame only seems to fire once even if they keep the button down.

I really didn’t like putting the MegaKill in the audio manager, I know all it did was play a sound but I felt it was better in the player controller or even in another class for those sorts of things, you might have wanted an on-screen effect too or an score multiplier etc - there’s a lot you could do with that that goes beyond audio. Personally I went for more of a “killing spree” effect where there was a set number of kills and a timer, if the timer hit the threshold the kill count was reset to 0, when the kill count hit the target, it invoked the OnMegaKill event.

Hey there! I’m just seeing this as I don’t peruse the forums too all too often! Thank you for the kind words! I think you’re assumption of sloppy code when it comes to the player respawn towards the end of course fatigue is pretty spot on. At the time I justified it and chalked it up to ‘out of scope’ for what I wanted the main focal point of the course to be. But I think if I could go back and re-factor some of that I would.

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