I like the sounds of that Ben. I'd be down with that. Although I guess if you're putting it through the YT channel a discount doesn't work anymore, right?
I'd be happy to do this again for $10, especially if it polished some of the latter sections that felt rushed.
I'd be even happier to see another unity course with slightly different games that teaches a few new things but also heavily reinforces what was learnt ibn the first.
In v2 I'd also like to see some use of best programming practices like Serialize Field, Events etc just to get us into good habits.
Do you have any idea on the timeline for a v2?
Due to these being towards the start of the Complete Unity Developer course I see importance in these being up to date. At this stage of the course many students will not be capable of converting obsolete APIs themselves and that difficulty curve could turn them off the rest of the course.
I also think having reworked sections could allow for tighter, or more intelligent, polished solutions to those projects. Sam probably brings a different perspective and fresh eyes.
Those things said, I have far more interest in new courses such as the AI and pathfinding course, so if it didn't take away from a new resource I am absolutely all for it. I'd go back and do Laser Defender again if it were a fresh take on it!
Having had a quick glance through that guide I saw several things I've been wanting to learn about just for the sake of all-round good practice so I think it's a great idea that could benefit anyone looking to get serious.
Count me in!
This looks like it’s going to be happening! Go back it over on Kickstarter and let’s make this project awesome.
Pledged immediately. So pumped!
What's the Moneisation ideas.png [sic] about?
If this existed as Logan Lux suggested I'd be all over this.
I've seen and read parts of Game Programming Patterns (http://gameprogrammingpatterns.com/contents.html) but because I'm only new to programming I can't quite grasp it. If it were in a familiar environment (like Unity) and the games were simple I could focus purely on the explanation and new technique.
I'd like to see this course modelled around Bastion. It's a well designed game that's simple on the surface yet offers considerable depth. Out of the suggestions I believe it would give us the widest foundation to apply to games of our own, without becoming a bloated project.
Having said that, if the topics/modules (and their components) were somewhat modular perhaps it doesn't matter for a larger project to become bloated if you can pick bits out easily.
Woohoo! Great to hear Ben. Thanks for the update.
I don't know why I didn't think of this earlier, but Cody made me realise that I'd really enjoy a old school Zelda, Hyper Light Drifter style game. That element of discovery is what I love about those old games. Imagine a Dark Souls in that old style. Yes!
Instead of it becoming bloated with feature creep I'd love to see a lot more polish added to it. Things like UI animations, particle effects, colour grading, camera shake, and general "juice" (to use the phrase of the moment).
Perhaps even Don't Starve could serve as some inspiration.
I agree with Jack. So long as it has a strong focus on the RPG elements, I don't think it needs to be over complicated. Something like Stardew Valley would be fine!
Calm down, Bernhard. The status says "refining", which indicates Ben and team are working on some details. Courses like these aren't just generated by pressing a big red button, they take a lot of planning and consideration. I'm sure Ben will let us know in due time, when he knows himself and can manage expectations.
You know who's a great instructor and would work great with your direction and challenges? Sebastian Lague!
Here's the Unreal suggestion for more info: http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/13517481-game-ai-pathfinding-in-unreal-engine-4
It'd be nice to cover free versions too, like BitBucket and Sourcetree (as you can have as many private repos as you like). Perhaps the source control programs are all similar enough that you could fumble your way around.
I'm keen to learn about branching and merging, but also the super simple stuff like if you create and work on a project locally, how to push it to a new remote repo easily. On the Mac, SourceTree seems to handle it nicely, but not so much on PC. Seems like a real hassle to the uneducated like me.
As mentioned with the Unreal course, I'd love to see all of the same content developed in a C#, Unity environment (for no other reason than that's the language and engine I've already invested considerable time in).
Just re-adding my interest to this having seen the ProcJam 2016 begin (and still feeling burnt by Brice's course).
I'm super keen on this, especially given the sad state of Brice's Proc Gen course. (Preference: Unity)
That looks interesting and thorough, Karleen! I signed up to see how it develops.
My only issue is that whilst FL Studio looks great I'm certain it will be quite expensive for many--myself included--without some sort of discount.
Count me in, for sure!
Okily Dokily, I'm in total agreement with you on the application of a math-based course. Math in itself is one thing (and can be practiced really well on Khan as you mentioned), but knowing how to solve a design problem in your game is an entirely different thing.
I frequently feel hamstrung because I can't make those associations by myself and if I had a course with a heap of different mini-scenarios that could form that connection for me I'd be so happy.
My initial thoughts are around 2D character movement in a non-physics implementation. Eg. How do I fire a projectile in an arc? How do I jump? I'm willing to bet that there are heaps of situations I could've solved had I known the type of math to apply to it. I JUST need that abstraction.
I'm finding more and more as I get deeper into game dev that I keep coming up against road blocks that could be solved easily if I had a better understanding of math and were able to identify the problem better. This one can't come soon enough for me!
I'm definitely up for this. I wouldn't have the slightest clue about math anymore and would love practical examples of how to achieve a heap of varying common game activities.
This sounds like it would fit into the [Maths for Games - A Fresh Start for Mathematics](http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/13518672-maths-for-games-a-fresh-start-for-mathematics) suggestion.
I'm not saying Ben and Co. couldn't do a great job of this, but there is already an amazing free series out there called Handmade Hero, by Casey Muratori. It's super-in depth and the theory behind everything is great to learn about as well as the code. Check it out: https://www.youtube.com/user/handmadeheroarchive