I stole the fashion of Brackeys’ naming scheme with cubes and decided to call it SuperCubeWorld. The game is not that impressive, but it taught me a great deal about the engine.
The goal of the game is to collect all the coins in a level to move on to the next level, each harder than before. It’s built very modularly so adding levels is a simple as dragging some platforms around and adding some coin prefabs. Here are some images:
Here are some of the things I learned how to do in this engine:
- How to set up lighting, skies, graphics, and PostFX
- How to use Flax’s scripting API
- How to set up and play animations
- How to do some scene transitions and level restarting
- Some basic UI, such as menu screens
- How to search through documentation efficiently
Here are some things I like about the engine and workflow so far:
- How easy it is to set up good graphics (Looking at you, Unity)
- The instant playtesting (Still looking at you, Unity)
- The awesome material editor
- The separate files for each section of project/export settings
- The Toolbox Window
- The clean UI
- The overall speed of everything
And dislikes:
- The lack of a quick way to toggle visibility of an actor from the Scene Window
- The SceneAnimationPlayer Window, namely, working with curves and moving keyframes around
- Setting up animations with prefabs
- Having so much boilerplate code in every single new script
- Trying to get a sky to have one single background color
- How dark a default sky is
- The documentation can be vague or missing in some cases
Overall I had a great experience with the engine when making this game. It surprised me. I had to visit the forums a couple times, but that’s expected with such a young engine. I will keep this on my list of engines to consider if I ever make a big game. Thanks to @mafiesto4 for making such a great engine!
Related links: My Experience With Flax Compared With Other Engines