Thanks for a great course, Hugo. I really enjoyed it and learnt a lot. I’m going to take a shot at incorporating the inventory and skill systems from the RPG course.
First up my feedback (in no particular order):
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I find it odd that some of the variables (or magic numbers as I believe they were called) such as stopping distance etc are defined in the methods. It’d be easier to find them if they’re just declared as a class variable.
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I found myself lost on more that a few occasions. When changing files, you’d say “And over here…”, jump to another file & then quickly scroll through to another method. I had no idea where you were and had to rewind to try to catch up. This is also made harder because the capture size is zoomed in, so we can’t see what the method name is. VS Code makes it hard to tell what tab you’re on. Visual Studio Community can show the class & method names along the top of the screen. If this is possible to show in VS Code, it’d make things a lot easier.
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I think I also would have liked to see a few more challenges. I found they helped on the RPG course because I’d have a go myself, see how different my solutions are, then I’d change what I did to match Rick & Sam anyway. That way I’m not trying to adapt two differing sets of code.
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Why no namespaces? It was really pushed in the RPG course about separating code into namespaces to help keep code clean and separate. (I realise this is more of a personal preference).
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I also found the hierarchy getting really messy. All the objects were just dumped in there one after the other, making it hard to find things. For all the talk about “clean code”, I found this odd. I took the time to sort things in named groups.
And now for the fun stuff…the wishlist (in no particular order):
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Multiplayer: I’d love to see this adapted as a multiplayer game. With the COVID pandemic still nipping at our heels, this could be the basis for a fun multiplayer game. It could even be the basis of a Virtual Table Top RPG system. The enemies could be fully AI driven or controlled by a game master player.
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Extend the AI: With the current AI, my enemy units walk straight into the middle of the players. Perhaps they should stop when in shooting range, or even specify between ranged & melee tactics. Ranged enemies will take cover and shoot from a distance, where melee units will rush in with swords ready.
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Cover: Enable terrain such as columns and barrels / crates to provide some kind of cover for units.
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Saving and new levels: I realise this is covered in the RPG course, but it could be good to see your take on how to handle this.
Anyway, that’s my wall of text. Remember that’s all my personal opinion. What didn’t exactly work for me will be fine for plenty of others! Overall I loved the course.
Thanks again and I look forward to seeing hopefully plenty of more tutorials from you on GameDev.tv.
Cheers,
Jim.