Ottima idea. Per rendere il post su DEV.to davvero "possente", dobbiamo trasformare il fatto che i modelli non siano ancora perfetti in un punto di forza: la trasparenza e il progresso.
Ecco una versione migliorata, professionale e coinvolgente in inglese. Ho aggiunto dei dettagli tecnici per far capire che sai il fatto tuo:
Title: Our Indie Horror Journey: Passion Over Perfection š ļøš§
Hi everyone!
I wanted to share a quick update on the horror game I'm developing with my friend. Currently, we are in the "heavy lifting" phase of creation.
The Art & Models
My friend has already been incredibly busy creating a lot of 3D models for the game. Are they perfect? Not yet. Are they AAA-quality? Not for now. But they are made with 100% passion.
We believe in the "Iterative Process":
Create the basic shape.
Test it in the Unity scene.
Refine and polish later.
As the programmer, Iām already working on integrating these models into the engine. Even if they aren't "beautiful" yet, seeing them move and interact with the environment is the best feeling in the world.
Our Philosophy
We prefer to have a working prototype with simple models than a perfect-looking game that doesn't play well. Once the mechanics (like the car breaking down and the survival system) are solid, we will go back and polish every single texture and vertex.
We are learning everything from scratch, and every small bug we fix is a huge victory for us.
Stay tuned for more updates
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