Game Development Reference
In-Depth Information
When creating this build, Unity puts an extra layer of compression on assets
(LZMA) to try and help the player actually get to play the game faster; so the
build can take a little bit longer to output.
Conclusion
And with that we end. By this point, you should have a build that you can
pass on to most any of your friends with Windows on Mac machines. It's a
functioning game, but just a start.
Through many years of teaching 3D and game design in semester-long formats
and one week seminars and writing many topics, I've seen a lot of students
create a lot of projects. Often these projects are of dazzling complexity, and
sometimes they were more the stuff of very solid foundational understanding.
But in all cases, the nature of topics or classes can yield a kind of dependency
on the information deliverer (either the instructor or the topic).
What this means is that the learners think they've got it all under control and
that they've learned lots—and they have. But usually this new knowledge
is right on the edge of their memory, and without immediate further
application, it slides out of their memory banks.
So here's my plea. If you have not been doing the Homework and Challenges,
go back and hit a few of them to expand on the game we've just built
together. And go back and do this soon (as in today or tomorrow). Then, start
a new project from scratch within the week. Being able to access skills and
techniques and apply them to your unique situation is when a topic or class
has really been worth the money and time you've invested in them.
We've covered a lot in the pages of this topic. Now go make the leap from
tutorial follower to game creator and be brilliant!
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