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Create a game in two months with no experience.

Started by UnicG Oct 4 at 10:33 PM 2 replies 150+ views
Original Post
UnicG
UnicG

Hi everyone!

I’m a beginner with Unity, and I’d really appreciate some advice from more experienced developers.

For my final project at my institute, I have about two months to create a game from scratch. I’m thinking about making a small 2D game with RPG elements. I’m not trying to make anything huge or overly ambitious — I mainly want to create something small, complete, and actually playable that I can realistically finish within the deadline.

I have some programming experience with Python, but I’m completely new to Unity and C#. I initially thought Unity used C++, so I’m also trying to figure out the best way to approach learning C# and Unity together.

The game needs to run on Android, ideally with the possibility of supporting other mobile devices later.

I’d love to hear your recommendations:

  • What should a complete beginner learn first in Unity/C#?

  • Are there any tutorials or courses you would strongly recommend?

  • What would be a realistic scope for a small 2D RPG made in two months?

  • Should I follow tutorials first, or start building my own project while learning?

  • What should I keep in mind from the beginning for mobile performance and controls?

If you were in my position, what would you focus on learning and what kind of project would you try to make?

Any advice, resources, or lessons from your own first Unity projects would be greatly appreciated. Thanks!

Apologies if this sounds too formal or anything like that; I'm not very good at speaking English, and I had to translate all of this from a Spanish text.

frob
frob

Two months for your final project? You don't know the language, you don't know the tools, you don't know the device, and you're trying to hang your academic career's final project on that. Plus, it's not like making the game is your full time job, it's a project that presumably you have other courses and your regular job to do on top of it.

I strongly disagree with your claim that "I’m not trying to make anything huge or overly ambitious", what you describe absolutely is overly ambitious, and unrealistic.

If you want to learn Unity then by all means follow some tutorials and start learning. But realistically even a simple project like you describe doing it yourself is a years-long project just for a minimal story even if you are using store-bought assets and basic stat formulas rather than the normal stats-heavy games people expect in the genre. Plenty of people spend multiple years tinkering on projects like that on their spare time and never get past the initial prototypes.

gyuforge
gyuforge

With a two-month deadline, I’d define the submission as one short encounter: movement, one enemy, a win/lose screen and a restart button. Build that on the Android phone early, before adding dialogue or inventory, so touch controls and the build setup are part of the prototype rather than a last-week surprise. Once that loop works, one small RPG element—like an upgrade after the encounter—would give you something to demonstrate without needing a whole RPG. I’d reserve the last week for fixes and the presentation.

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