Hey I'm starting to notice this weird pattern in the new examples that are coming out, emphasis for 3D ones, and it'S that a lot of them look good from a player'S perspective but from a developer's perspective, they're poor.
The mechanics are wonky and dodgy at best but most of the time completely nonsensical, and they're like made by someone completely unhinged where instead of showing how to create a system or a mechanic that developers would want in a way that can be developed into a bigger or full game methodically, it'S just garbage dude.
Like, look at this !!!
Who would just slap in there a full complete level as a single image as their max texture size and then slap it in the engine and manually draw a tilemap on top of it for collision
This is the stupidest worst design practices i have ever seen and they're all like this !!! Why are project examples garbage tier design like this ? completely insane !!! what are people supposed to learn from this lmaooo !!!
Give people the most basic camera controller, so they can put it in their game!! Then incrementally more fancy ones that are like elegant, so people understand what's different and they grow their skill and make sure they'Re coded in an independent way that can be put in any game without relying on tier mechanics like this.
The documentation inside the projects is just as bad as the design itself. It never explains how anything works or why it was done a certain way, it'S just "describe what the event does" AS IF YOU COULDN'T SEE THE EVENT THAT'S RIGHT BELOW IT ????? Who wrote these ??? Who's the target audience ??? How is anyone supposed to learn anything ??? It's just pretentious that makes the engine look good "look at the cool things you can make" but they'Re so bad im losing my mind
Templates should be teaching proper methodology and how to create systems that you can implement into or build your games on, not a showcase of an unnamed uncredited probably underpaid artist who deserves mad rep who gets shafted by some idiot programmer trying to build game-jam grade dead end games and wasting that artist's talent so he can take credit in front of the engine's thousands of users and show them horrible coding practices lmaoooo my dude is built inside the engine and sending the community backwards years in literacy
Like I know ashley is busy being the best most awesome mad lad I have ever seen releasing feature after feature but isn't there someone paying attention to these kind of things ? No quality control, or plan on how to educate and grow your community's literacy over time ? Where are the engine veterans, we could use some of their advice!! Is the developer retention really that bad ? Or is there no way for them to effectively share their knowledge because actually helping your community and getting something from it because people have to pay their rent like by advertising a Patreon gets you banned so the only thing they can do is try to get youtube monetisation but that also fails because the user base is too small to get any meaningful amount of ad revenue so like there'S literally nothing we can do as veterans but look at these new templates and be miserable. Are we supposed to use the asset store to sell literacy or something ???? lmao !!! Exploit the illiterates by selling them the idea of being a cool game developer and following their dreams let'S go !!! And then smash them to pieces with garbage templates that don't help them at all and hope that they stay because of the sunk cost fallacy dfsgufgfdgjsd
Sorry that was a bit of a rant jesus christ I have to be more careful with my caffeine intake