One of the biggest issues beginners make when using unity is setting unreasonable scopes. I’ve seen many cases where people who just started out go out and make a “team” to make the next GTA6. Let’s think for a second here – GTA5 was a multi-million dollar game with hundreds of people working on it simultaneously.
There’s no way a team of beginners can deliver a product of such quality.
Therefore, you need to control your scope. Your first project must be something simple – like a side scroller. With that first project, you can learn about movement, collision detection, life systems, and many other little things that will be helpful for the next game you make.
What matters most if that you learn new things. Although gamedev is a continuous learning cycle, it’s very important that when you’re starting out you try and do things you haven’t done before and leave your comfort zone, so that you can learn how they are done and expand your programming knowledge. You’ll see this will quickly become useful as you start making bigger and bigger games.
And also, your first game will suck. A lot. It is normal, and it happens to everyone.
But don’t worry. You’re learning. You’re absorbing information so that you can use it in later projects. Your next few games will also suck, of course, but with time you’ll see that the knowledge you got from your previous endeavours will allow you to finally achieve a good result.
Scope Small, Constantly Learn, Never Quit.
Almost all the good resources for building games are in the previous section’s resources, so you may want to start with one of those. This section’s resources will be more abstract game development techniques to help with your direction and creativity.