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The thing I was talking about while messing in Unity year ago? On long hold, at the time all the Steem drama started happening and I completely lost the will to continue. Also I realized doing it solo would require all sorts of skills I needed to learn, the idea is still here, however I don't know will I ever be able to realize it.

They are a lot of work and take years to do depending on the scope. In my own project, there are some things I might consider cutting at some point that might save me 6 months to a year at least. I do keep expecting at some point to hit a wall in something I just can’t work. I’m hoping it won’t be something critical to the underlining idea of the game as a whole.

When you do get back on that horse you are more than welcome to share your game development journey in Game Development if you like. Cross-posting is more than fine. It's a community I started not to long ago.

Some months I have found the motivation to keep working on my game during these crazy times was I needed to make another post about my game. Therefore, I had to get something done in it. Motivation is quite a hard thing to keep going in game development in general. It is however the thing that makes people successful in finishing a game one day.

It is crazy the amount of work it needs to be done if you want to create for example a simple ARPG which was my idea back in the day. I made a demo map, a movable player avatar from top down perspective, simple inventory, placed some monsters on the map, felt nice, but once the sound, animations, programing and connecting all the dots together started happening it felt overwhelming.

Also it felt weird using other people assets which Unity provides for free, then combining those assets into something that makes sense also wasn't easy. Then errors started happening a lot, and it quickly drains you when you don't have any developer background from before. Making a smaller game in Unity would definitely be possible though.

One of the first thoughts I had when making my game is I want an open world. Than I thought that could be a pain in the behind to track down bugs and other issues. That is why I have stuck with creating a bunch of dungeons. While that presents its own issues at least for that part of the game I can track down issues to an individual zone.

As far as animating humanoids goes I know Mixamo works for standard UE4 skeleton models and Unity should be similar from my understanding.

I’m not sure if Unity provides you guys with a “Control Rig” for whatever your standard mannequin model is. I have not played around yet with the one in UE4 that is supposed to help the ease of animation rigging. I suspect it is something I’ll be trying out this year.

As far as the errors, yes, those will drive you crazy they have me. If you get lighting builds errors for instance where it can’t finish it’s more than likely one of the free assets you are using. I myself have nuked an entire zone just to find the darn object giving me the issue.

Other types of errors are much harder to track down and deal with. I'm hoping if I can grow the game development community it will end up being a place people can try to get some help. So many errors out there have endless questions on development forms with zero answers. Leaving you stuck trying work it out on your own.

I have learned I want to keep my main project as clean as possible. If I’m trying to learn something new I tend to do it in a separate project. It costs more time and you can still run into unexpected issue conflicting with what you have already done moving it over. It however makes it easier when things don’t work out to deal with it.

Have a great week.