Showing posts with label featured. Show all posts
Showing posts with label featured. Show all posts

Wednesday, October 26, 2016

Monster in Doodland - discovering Escape Doodland: Invader Dash

Have you ever dreamed, while being on boring lessons at school or at work, to be moved into a relam from your own doodles, which you have made on margins of your notebooks? Been able to roam across green plains with hand-drawn creatures, instead of sitting and counting lamps on the celling seventeenth time in a row... Thanks to to small indie studio from Poland, those dreams can become a reality - welcome in Doodland!

Monday, March 21, 2016

Space Tactics - awesome indie strategy game by 13branniy

Hi!
Today, I want to tell you a word about upcoming indie game by 13branniy - Space Tactics. This game reminds me hours spend on playing Starsector and I must to say - it looks better! In ST player takes a role of a fleet commander or fighter pilot and fight fiercy space battles!

 
Graphics is minimalistic. Ship models and patricles looks like objects seen on radar screen in command center or in some kind of a tactics simulation. Great idea! I would like to see The Tanks looks at least half as good as Space Tactics one day.
 

But the most important thing is the gameplay - and Space Tactics is designed to give you a lot of fun while fighting enemy fleet! Whether are you a fleet commander or fighter pilot, it's very demanding, but it gives you a lot of satisfaction. Ships can use special abilities and rest assured, you will use them a lot.



The game will be released on mobile platforms and Steam. Check https://twitter.com/13branniy, if you want to stay in touch. You can also check 13branniy devblog on: http://spacetactics.blogspot.com/

 I can't wait to play this game on my PC!

Original concept of War - Original War review


Hi!
This time, I would like to remind you of the classic RTS genre, a genre that it's glorious years has sadly passed. This game is - Original War, the game of Czech studio Altar Interactive, now Altar Games - yes, the creator of the very popular game UFO: Aftershock. Original War is a wonderful mix of strategy and RPG game, where we lead a group of American or Russian soldiers, who are trying to take control of the mysterious mineral (Series C & C bows), where? Exactly!

 
 
Welcome to Siberia!
The game story takes player only 2 million years BC somewhere in the endless wastes of Siberia. Despite the passage of years, graphics has barely grown old. Hand-drawn backgrounds and complex object models, neat special effects (and a great burst of "nuclear" weapon) even today delight the eye of player.



Build my tank

Original War has an incredible feature. Because of a mix of strategy and RPG, you have only limited amount people. Your soldiers are not produced in the barracks here, so you need to take care of every of them. On the other hand, we can construct a whole lot of types of vehicles, because we have the opportunity to choose the individual components of our new tanks, such as chassis, engine, weapons and the driver type. In later stages of camapign we can invent a technology that allows us to replace people with computers, making the game a little easier, because we do not have to worry about the loss of our peole lifes. But still we need to fuel our tanks in time, otherwise they will be only a dead piece of junk.




It was a long, long time ago

In my opinion, Original War is one of the best-routed in the history of gaming ever. You can feel the depth of the story and you can easily identify with the characters of the game. The stories are very complex, the main characters have a rich background. The dialogues are written lightly and with flair. Interestingly, some of the decisions taken at the beginning of the game have an impact on the further course of the game, eg. If you kill your prisoner, he won't be able to free one of our comrades from enemy hands (because he's dead) and at the very end of the game, our comrade does not come to our rescue at a crucial moment of the battle.



Game in the hands of players

After a few years since the release of the game, Altar Interactive has decided to give away the source code and tools in the hands of players (precisely in 2005). And it was a very good decision. Community took care of the patching the errors and fix multiplayer issues. That allowed every willing to create their own missions, and even his own campaign. The programs gives you so much possibilities, that you can even alter the mechanics of the game and, for example, add new graphics of vehicles or buildings, or entire new factions. There was a time, I worked as modder in the Original War coding team and it was the time when almost every multiplayer clan made its own mini-campaigns with teammates as characters to memorise their glory and great victories in Original War contests (this is just a sensation! does players in CS do machinimas about their teams?) I tried to create a good history - a spin-off for American campaign. Community in game is still active and interestingly, despite the 15 years since game release, the latest patch was published on 6 December 2015 and introduced - among other things - support for Steam Workshop!



It's boring to play alone 

So why won't we play a round in Owar? I do not know how it looks like today, but a few years ago, servers were crowded by players. Creating a thousands of game modes, most of which were based solely on honor of the players and were extremely engaging.



So old that no one had heard about it 

Unfortunatelly, the game has not obtained great popularity in the west. But today, in the era of electronic distribution of this reheated pork, but rather a delicious stew tasted anyone who likes really good RTSy. I highly recommend to any fan of good RTS games and the players who appreciate the story.

If you want to play it: http://store.steampowered.com/app/235320/


Thursday, March 10, 2016

Rimworld - space Dwarf Fortress

Hi!
I want to tell you about great indie game developed by Ludeon Studios - Rimworld. The game is a kind of science - fiction colony simulator, but for me it is one of the most brilliant production that appeared in recent years. Why? Because it is the spiritual heir of Dwarf Fortress - I would even venture to say that this is his worthy successor.




In the
game of Tynan Sylvester, we are given control of a small group of cosmic survivors who are trying to survive in a very hostile world. We build structures, we plan to land at the farm, we develop extraction of valuable minerals and cutting of trees - in a word, we take care of every aspect of our colony.



The game has a world generator that is heavily inspired by Dwarf Fortress. Our survivors can land on an inhospitable area of ​​the Arctic, where just keeping them alive is a challenge, a welcoming tropical areas, where the only threat is posed by the bandits and tropical diseases, or inaccessible desert, where we will fight to the ubiquitous heat.



Rimworld has a very sophisticated system of fighting and injury. Virtually every part of the body can be injured or damaged, which could lead to a situation where some of our men become crippled and will be worse while performing their duties. The bad beared wounds may intervene infection, and our people can suffer hypothermia and frostbite due to cold. In order to save the lives of our people (and sometimes out of pure greed) we can transplant body parts and bionic enhancements (well, at the beginning just ordinary peg legs in place of shattered limbs).




Colonists can also produce a number of weapons and items, which can then be sold to ocassionally arriving traders. It's highly recommended to equip our people with good weaponn, as the bandits attacking us from the beginning may not be too strong, but their attacks rapidly increasing in intensity and strength.




Colonists must have something to eat. For this, we grow many kinds of plants and hunt animals. It is even possible to use meat from fallen enemies or colonists, however, colonists forced to cannibalism loose morale quickly and leave our village. In order to store food, we should build cold storage, as well as air conditioning, which cools down our buildings on hot days.





The game gives us a lot of opportunities and solutions to the problems in front of us. I love when game gives me complete freedom of action, and the Rim World is perhaps the most sandbox game of all the strategies I know. Games like World Rim and Kenshi are also an inspiration for me - for what? This you will find out soon ...


 In case you want to play yourself: http://rimworldgame.com/index.php?lang=en


Hej!
Chciałbym wam opowiedzieć o grze indie rozwijanej przez Ludeon Studios - Rimworld. Gra ta jest rodzajem symulatora kosmicznej kolonii, ale dla mnie to jedna z najgenialniejszych produkcji jakie ukazały się na przestrzeni ostatnich lat. Dlaczego? Gdyż to duchowy spadkobierca Dwarf Fortress - mógłbym nawet zaryzykować stwierdzenie, że to jego godny następca.


W grze Tynana Sylvestra kontrolujemy małą grupkę kosmicznych rozbitków, którzy próbują przeżyć w dość niegościnnym świecie. Budujemy konstrukcje, planujemy tereny pod gospodarstwa, zlecamy wydobycie cennych minerałów i wycinkę drzew - słowem, dbamy o każdy aspekt naszej kolonii.


Gra wyposażona jest w generator światów wzorowany na tym z Dwarf Fortress. Nasi rozbitkowie mogą wylądować na niegościnnym terenie podbiegunowym, gdzie samo utrzymanie ich przy życiu jest nie lada wyzwaniem, w gościnnej strefie tropikalnej, gdzie jedyne zagrożenie stanowią bandyci i choroby tropikalne i na niedostępnej pustyni, gdzie będziemy walczyć z wszechobecnym upałem.


Rimworld posiada bardzo zaawansowany system walki i obrażeń. Praktycznie każda część ciała może zostać zraniona lub zniszczona, co może doprowadzić do sytuacji w której część naszych podopiecznych stanie się kalekami i będzie gorzej wykonywać swoje obowiązki. W źle opatrzone rany może wdać się zakażenie, a nasi ludzie mogą doznać hipotermii i odmrożeń w wyniku zimna. W celu ratowania życia naszych podopiecznych (a czasem z czystej chciwości) możemy przesczepiać organy, a także wczepiać bioniczne ulepszenia (no dobrze, na początku to zwykłe drewniane nogi w miejsce urwanych kończyn).


Koloniści potrafią też wytwarzać szereg broni i przedmiotów, które potem możemy sprzedać przybywającym okazyjnie handlarzom. Warto się zaopatrzyć w dobrą broń, gdyż atakujący nas bandyci może z początku nie są zbyt mocni, ale ich ataki bardzo szybko przybierają na sile.


Koloniści muszą coś jeść. W tym celu możemy hodować wiele rodzajów roślin i polować na zwierzęta. Możliwe jest nawet przerobienie na mięso poległych wrogów lub kolonistów, jednak zmuszeni do kanibalizmu podwładni szybko się zbuntują i opuszczą naszą osadę. W celu przechowywania żywności warto zbudować chłodnię, a także zbudować klimatyzację, która ochłodzi nasze budynki w upalne dni.


Gra daje nam mnóstwo możliwości i rozwiązań dla piętrzących się przed nami problemów. Uwielbiam gry dające mi pełną swobodę działania, a Rim World jest chyba najbardziej sandboxową ze wszystkich strategii jakie znam. Gry takie jak Rim World i Kenshi są też dla mnie inspiracją - do czego? Tego dowiecie się wkrótce...

W razie gdybyście chcieli zagrać sami: http://rimworldgame.com/index.php?lang=pl

Sunday, March 6, 2016

Amnesia - my dark descent/Amnesia - mój mroczny obłęd

 Hello!
A few days ago I finishedt Amnesia: The Dark Descent at least and I would like to share with you my opinion about the game.

The game really crushes with it's story. In September, I played it for the first time. Finishing it took me a while,because of a whole lot of things to do and a desire to play other games (Kenshi!). At the beginning, the game really frighten me, but recently I played Layers of Fear and after what I have expirienced through painting mine masterpiece, nothing in Amnesia I was able to scare me. History, which presents us the creators of Amnesia, is undoubtedly at the highest level when it comes to horror movies and games in general. The story is so addictive and developed that only searching for curiosities and analyzing it gives a lot of fun. And there is still exploration, beautiful dark castle. Exploration partly impeded by rummaging inside the creatures. The creatures, which were at the beginning my nightmare. I like playing games with the dark story, but foes in Amnesia The Dark Descent exceptionally acted on my psyche. I have not been experiencing something like this for a long time in the game. 

 


Amnesia: A machine from pigs is a little different story. I played it as the first game in series and I was very positive about it afterwards. It is also great, but if I had to point my favorite, it would be the first part. First of all, because "Amnesia 2" does not frighten so much. It actually does not frighten at all. Maybe because everything happens in the middle of a town and we do not have such a strong feeling of alienation and beeing alone. 
 


I recommend Amnesia series to anyone who like to be scared. The positives of the games are graphics, attention to detail, deep history and rich story-shell. Creatures are very scary and annoying, but you have to admit, that without them the game would be simply boring. A choice of game ending is also very positive.
 
Summing up the Amnesia rules in the terms of the history, history and history once again, created by music, disturbing noises, all-encompassing darkness and a great plot!


Witam!
Kilka dni temu skończyłem wreszcie Amnesia: The Dark Decent i chciałbym podzielić się z wami moją opinią.
Gra naprawdę powala swoim klimatem. We wrześniu włączyłem ją po raz pierwszy. Przejście jej trochę mi zajęło, przez natłok zajęć i chęć zagrania w inne gry (Kenshi!). Na początku gra bardzo mnie straszyła, lecz ostatnio zagrałem w Layers of Fear i po tym co przeszedłem malując swoje arcydzieło już nic w Amnesia nie było mnie w stanie przerazić. Historia, którą prezentują nam twórcy Amnesia bez wątpienia jest na najwyższym poziomie jeżeli chodzi o horrory i gry w ogóle. Fabuła jest tak wciągająca i rozbudowana, że samo poszukiwanie ciekawostek i analizowanie ich daje mnóstwo frajdy. A pozostaje jeszcze eksploracja, przepięknego mrocznego zamczyska. Eksploracja częściowo utrudniona przez wałęsające się wewnątrz stwory. Stwory, które były na początku moją zmorą. Lubię gry o mrocznym klimacie, ale przeciwnicy w Amnesia The Dark Descent wyjątkowo działali na moją psychikę. Od dawna nie doświadczyłem czegoś takiego w grze.



Amnesia: A machine from pigs to trochę odrębna historia. W nią zagrałem jako pierwszą i byłem bardzo pozytywnie nastawiony po jej zakończeniu. Również jest świetna, jednak gdybym miał wskazać faworyta, byłaby to część pierwsza. Przede wszystkim dlatego, że "Amnesia 2" nie straszy aż tak bardzo. Tak naprawdę to nie straszy prawie wcale. Może dlatego, że wszystko dzieje się w środku miasta i nie mamy tak silnego uczucia wyobcowania i pozostawienia samemu sobie.



Serię Amnesia mogę polecić każdemu lubiącemu się bać. Do plusów gry należy grafika, dbałość o szczegóły, głęboka historia i bogata otoczka fabularna. Stwory jak dla mnie bardzo straszne, lecz trzeba przyznać bez nich gra byłaby po prostu nudna. Możliwość wyboru zakończenia jak najbardziej na plus :)

Podsumowując w Amnesia rządzi klimat, klimat i jeszcze raz klimat, stworzony muzyką, niepokojącymi odgłosami, wszechogarniającą ciemnością i świetną historią!

Sunday, February 28, 2016

Kenshi - squad based RPG sandbox

Hi!
Today, I wanted to share with you some information about the game -  Kenshi, created by independent studio LoFi Games (http://lofigames.com/). The game takes place in a post-apocalyptic samurai setting and gives us a lot of freedom in the (very) rough world.


The main emphasis in the game was placed on freedom and the possibility of genuine empathy in the role. At the beginning of the game under his command (depending on the beginning) we get from one to several people. We land in one of the cities ... and at the end the assistance provided by the game. From that moment we can rely only on themselves. How will end this adventure depends only on us, but the lack of any introduction of many may reject it. A pity, because the game is really interesting.
 

But what can you do but if you want to stay longer? Everything, well at least a lot. We can be mercenaries, traders, thieves, bounty hunters, thugs, slaves, or open our own business somewhere in the desert and focus on, for example, production of weapons in self-built fortress.


Beginning is the most difficult. I recommend you as the first work to roam around and search for some battlefields to loot. This way you can earn the first penny, you need to do anything else. You should also, if possible, train your people, because the more experienced they are, the greater chance they have to survive in this harsh world.


  
The game world is unforgiving. Bandits and wild beasts roam everywhere, and in outside areas cannibals are hunting. If you plan to open your own database, better get ready to be frequently visited by robbers wandering the wasteland. Successfully defending your base against the invasion, especially at the beginning, when your people are poorly equipped and inexperienced, is practically a miracle. Only when we build the wall, and we train defenders that are able to effectively defend us from attacks, we stand some chance.

Unfortunately, the game, in the present phase of development has many annoying and sometimes laughable errors. People routinely locking up on buildings and running in place. Unconscious bodies and dead, sinking into the earth. Problems with loading the game. Opponents chasing us to the end of the world. City guards, attacking us without a word of explanation. And perhaps the most annoying thing - the swarms of bandits. You can not let the eye, even at the moment, from your bases and convoys, because the bandits are everywhere and will likely attack either your village or your people passing-by. In addition, the bandits have suicidal thoughts and often throw themselves on your well-fortified city just to die and tear our people away from their work. Sometimes it is enough, that the two warring factions bandits invade us one after the other and we can say goodbye to our base. Not to mention desert ninjas, because they are better than a thousand of terminators and rest assured, they will kick your ass constantly, sometimes beating your people to death.


Thursday, February 25, 2016

Ja i Gwiezdne Wrota/Me and the Stargate

Hi!
I love the Stargate series. I watched all sessons 10 of Stargate SG-1, 5 seasons of Stargate: Atlantis and both seasons of Stargate: Universe. Personally, I do not really like the Stargate movie from 1994. Of course, it laid the background for the show and you can not underestimate the role it played - without the film, there would not be the series, but the role of Kurt Russell and the someone who played dr. Jackson - it's not my climate. While the series... yes, my childhood and youth! I watched repeatedly, particulary seasons 1-7.

I regret that I live in Poland, as in the US and Canada, I could own the entire collection of props from Stargate and so I'm limited to what I can do or find by myself.

I always dreamed to make a Stargate strategy game. Lead in your own base (of one of the faction from stargate) and explore procedurally generated galaxy, make alliances etc. I even tried to do someching like that once as a mod to Operation Flashpoint, but it was beyond my capabilities then. This strategy would have to be quite unusual, offering first person perspective, because otherwise the whole effect would not be that good.

The player could extract raw materials or recive funds for successful missions. A lot of missions would be generated at random but not quite. I mean the level of side quests from the third Witcher, where additional missions often contains mini-campaigns. Because the game would be the Sandbox, the player must be offered enough additional challenges to not to bore him during the game. Of course, the player could explore other worlds from the perspective of first / third person and use a variety of weapons and gadgets.


Wednesday, February 24, 2016

Moja podróż do Krainy Czarów/My travel to Wonderland

Hello!
Last night, I launched Alice: Madness Returns. The game, according to various sources, was supposed to be really good, so I was very positively oriented.



At first, everything seemed to be fine. Intro was very atmospheric. Very nice scenery and cartoon graphics. Controls proved to be very affordable for me - reminded me of the movement dynamics in Kingdoms of Amalur: Reckoning, but my girlfriend didn't like it - reminded her of the trauma associated with the camera work in Silent Hill 2.



The first chapter - begins well. First obstacles and opponents. Nice fight and cool idea of collecting teeth. Alice can shrink and look for shattered memories which I really liked, but those memories were  in fact not as interesting as they should be in the game, which plot is so important. The landscape was also lovely - a great setting.



And so it was a fairy tale for the first hour of the game. When I came to the factory of Mad Hatter thi gs started to get boring and sometimes annoying. Everything seemed to be extended too much. I was surprised by the lack of fighting "boss" that appearing in the final cutscene.I hoped to see more creature types too. All this made me rather lost interest to play the second chapter. The game does not attract me at all. Fragments of history Alice can find are average addictive. The devs should shorten the stages and add more variety. In my opinion, it would be better to do more short chapters, instead of less but so long.


Tuesday, February 23, 2016

Moje poszukiwania Ethana Cartera/My looking for Ethan Carter

English version: 
Hi!
Yesterday, I decided to do my "game" homework and play The Vanishing of Ethan Carter, thanks to my friend, who provided me the opportunity to play it on Steam. He has spoken very positively, all the time saying, that it is worth the time, makes me wow and has a great story. So I decided to take a break from coding and play the production of the polish studio: The Astronauts.


The beginning - very positive. Cute main menu, very minimalist. As for me - unusual approach to the subject. I like it, although I preffer the traditional menu style. A few clicks in the options (very rich!) and I jumped into the game.

First Look - minimalism! Complete lack of interface. I think - okay, it has to be fashionable and unusual, so I do not complain. The first puzzle - those goddamn traps in the forest. I'll tell you sincerely, that at the beggining I was probably too stupid for this game. I walked through the forest and ran into the trap falling from a tree. I made interaction, there was little cloud vision - I tthought, probably as it should be. I went ahead and ran into the bridge at the end of which stands trolley. I thought, it will be fine, I watched the stream of Wonziu (at least two minutes of it) it will handle this. I examined trolley, there was a pile of sentences about the crank and the blood trail and the screen was suddenly attacked by the cranks - literally! The screen was buried under a "crank" sentence. These subtitles as intrusive flock of flies began to attack my character obscuring the vision of the world. The world, which is lovely, but more on that in a minute.


I went on. I run into two shopping bags and a pool of blood. The main character began its deliberations and it turen out that these bags are cut legs! I folowed the blood trail and found the body, and there began my drama - perhaps an hour looking for the damn crank! While trying to find it, I solved the riddle of the traps, an astronaut and a house full of portals!

Resigned, I started to admire the landscape. A true masterpiece! I have not seen so beautiful views for a long time. Skyrim can hide, Chernarus too. Looking from the dam on the distant landscape  was so damn relaxing that I stopped even angry with that damn crank.



I finished the game in about 3 hours. I found the crank and this damn bloody stone too. Honestly, I think that if not for these moments with the search for objects, I would have finished this game in an hour.

As for the end - very unusual. To be honest, I was surprised and left unsure. The idea for the game - great, realization- too, but those puzzles, actually "puzzles", annoying, by the need to seek a stupid stone, which is a must to put in its place. Annoying, attacking subtitles, and no journal for the writings. I know, it was supposed to be that way, but for me it is a conn.


Summary? Worth seeing, but is it is not a must-have. Gameplay is very short, it could do with more puzzles. I see in this game unused potential.

ps. I hope translation is undestandable. I can usually speak english, but when I try to translate polish grammar into english sometimes a new language is born :-D 



Wednesday, February 17, 2016

Książka o Unity 3D/A book about Unity 3D

 A word to my polish friends. Wiem że przewijanie strony aby przeczytać polską wersję jest irytujące. Niestety mam tak cholernie dużo roboty, że nie mam kiedy dodać opcji zmiany języka na blogu, wytrzymajcie jeszcze trochę.

Hi!
Today I have something other for you. I wish to tell you a little about book, I have said before in my older post here: Two books impulse to my passion. Unity 3.x Game Development Essentials by Will Goldstone was published in Poland by Helion and it's "must-have" for everyone who starts his journey into magical world of gamedev. Why? There are some reasons, I have posted a copule of them bellow.

Reason one: Simplicity, simplicity, simplicity!
The book, or actually manual, is written so simple, that common mr. Smith can understand it. What is important, every aspect of complete game is shown here with examples. So even, if coding is not a bright side of you and you get sick, hearing about JavaScript or C#, don't worry! Author shows every part of a script and describes its funcionality, and shows how those scripts work.

Reason two: Variety of contents.
Will Goldstone in his book took a good use of every page. You don't find here boring lectures about physics or maths, or discussions about advantages of one game engine or another. Damn, this manual let you make your own simple game in an hour! And you will have a lots of fun with it! And if you give the book some of your time, it will take you down all the road of the gamemaking, and you will never get bored.


Reason three: A lot of good advice
This book is full of advice and tips for future gamemaker. It also tries to teach its reader how NOT to take elementary mistakes and what to do, to find yourself in chaos growing with every new asset.

Conn: Lack of actualisation
My book is three years old and through this time unity had 3 major updates. Some things changed and what's worse, some of the scripts changed. But Unity 3D is a smart engine and suggests you what is wrong and what's changed. You can also find a lot of help online.

I encourage you to give a chance to this book and enjoy this crazy gamedev ride given by Unity 3.x Game Development Essentials

You can check the book here: http://unitybook.net/
Best regards :-)

Hej!
Dziś z trochę innej beczki. Chciałem wam napisać kilka słów o książce, o której wspominałem w moim wcześniejszym wpisie: Dwie książki impulsem do mojej pasji. "Projektowanie gier" Willa Goldstone'a wydany w Polsce przez Helion to obowiązkowy "must-have" dla każdego początkującego twórcy gier. Dlaczego? Jest ku temu kilka powodów.


Powód pierwszy: Prostota, prostota, prostota!
Książka, a właściwie podręcznik, jest napisany tak, że zrozumie go przeciętny Kowalski. Co istotne, wszystkie aspekty każdej gry zostały tu poruszone wraz z przykładami. Więc nawet, jeśli kodowanie nie idzie ci najlepiej, a na widok słów JavaScript albo C# dostajesz białej gorączki, nie martw się! Autor w przystępny sposób tłumaczy działanie każdego skryptu i zawiera wszystkie listingi (przepisane kody źródłowe) oraz sposób na ich wykorzystanie.

Powód drugi: Bogactwo treści.
Will Goldstone w swojej książce dobrze wykorzystał każdą stronę. Nie znajdziemy tu nudnych wykładów z dziedziny fizyki i matematyki, ani dywagacji na temat przewag jednego silnika nad drugim. Autor od razu przechodzi do sedna sprawy. Do cholery, podręcznik jest tak ułożony, że w godzinę stworzysz swoją pierwszą prostą grę! I będziesz się przy tym dobrze bawił! A jeśli poświęcisz książce trochę czasu, przeprowadzi cię ona przez wszystkie etapy i nigdy nie będziesz się nudził.

 

Powód trzeci: Mnóstwo dobrych rad
Podręcznik jest pełen rad i sugestii dla przyszłego twórcy gier. Stara się też nauczyć czytelnika, jak nie popełniać podstawowych błędów i co robić, żeby odnaleźć się w rosnącym z elementu na element chaosie.

Wada: Brak aktualizacji
Niestety, książka na przestrzeni lat (moje wydanie z 2013 r.) zdążyła się trochę zdeaktualizować. Przez ten czas wyszły dwie znaczące aktualizacje Unity 3D, zmieniające część funkcji programu, albo (co gorsza) wymuszając zmianę części skryptów. Całe szczęście, Unity 3D jest na tyle sprytnym programem, że pomaga w obejściu prawie wszystkich problemów, a w przypadku pozostałych można znaleźć łatwo odpowiedź, co zrobić, na forach dyskusyjnych.

Gorąco polecam książkę każdemu początkującemu twórcy, albo komuś kto dopiero uczy się obsługi Unity 3D. Moim zdaniem podręcznik ten jest wart każdych pieniędzy.

Oficjalna strona książki: http://unitybook.net/
Pozdrawiam :-)