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回報翻譯問題
Such ineexclusive content used as a placeholder until it is later developed further is the correct approach.
Without such, coding can be held up awaiting assets.
In my experience, good programmers are rarely good 3D artists, music composers or such.
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From what I see, the general opinion is that these are broken unentertaining products. The presence or otherwise of Unity Stoore Assets does not seem to be a factor in the reasoning mentioned in reviews.
"What do i know?"
I bet you just discovered the Unity Asset store.
Assets aren't bad in and of themselves, but they're easily abused.
I disagree.
If the UAS assets were not available, there's plenty more (and of variable quality) content easily obtainable regardless.
I'd also like to add on that some peoples replies are trying to advise me and although I appreciate it I'm highly skilled in programming for my age. I've been programming for approximately 6 years! I am creating a game engine (for fun) and I do stream the development process if you doubt me and(or) want to watch me. I have thoroughly planned this game out and have started programming it a while ago. I hope to post the game on Steam Concepts soon.
At some point, if my game is well-received I WILL hire a professional 3D artists to do some art for me but at this stage I just need to get a working beta.
In a good means, I mean.
nevertheless, good luck on your endeavor.
Using existing assets is fine for teaching yourself to make games, but selling projects like that as finished products I personally disagree with. On Steam especially, this sort of thing is met with extremely harsh criticism, where using the excuse of your age and being solo won't work.
Unity's asset store is the equivalent of inserting clipart into a Word document and trying to pass it off as your own art, as far as I'm concerned.