And most importantly, even something simple, when done well, offers a lot of opportunity for craft and learning. Reading this post, someone might say, "Dude, there are a gazillion Unity tank game demos out there, what is the point of doing another one?" My answer comes back to the "built, not bought" approach and having some personal goals for my game projects: Standalone executable (not just running in the editor), an actual game loop that can be played repeatedly without exiting and restarting, and something that has gameplay to it and not just a demo of a basic mechanic or system. Lastly, there are dozens if not hundreds of online tutorials and books available covering all kinds of projects and games in Unity, including tank games. ( Here's a post about a VR project I did in Unity using the HTC Vive and Steam VR.) The Asset Store also has many, many demos and systems of various sizes and complexities that can be downloaded and tinkered with or used as examples. The cool thing about Unity in my view is that it's easy to get something basic up and working quickly (and sometimes without needing to do any real coding), but there is no limit to how advanced a project can get, all the way to shipping a complete professional game for console, PC, mobile and VR.
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