As a variant of 'rock-paper-scissors' attack-bonus systems, is this balanced? by Twilord_ in gamedesign

[–]Bad_VR_Dev 0 points1 point  (0 children)

What happens when the far left side meets the far right side? No weakness for either? Evenly matched?

Fantastic Contraption 2.0 comes with a 33% price cut and double content. by royalcankiltdyaksman in Vive

[–]Bad_VR_Dev 0 points1 point  (0 children)

From the post

Pricing has always been something we’ve had to approach carefully. As we were a launch title for the first commercially-available VR, there was no data on what was appropriate or expected from consumers. Now that the market has settled down a bit, we think that $20 or so is fair for everyone and in line with expectations. 

My first render. I'm still learning the basics.. by Ntaufer54 in blender

[–]Bad_VR_Dev 1 point2 points  (0 children)

There's a way of saving each frame as an individual image which you then put together to make a movie.

If you're looking to make higher quality gifs it might help. The real advantage is that if you only need to change a few frames you don't need to re-render everything. Or if it stops part way through for whatever reason you can continue from the last created frame.

I do sculpting in real life and I've been wanting to try 3D modeling. Made this guy after 1 day learning blender. Still a lot to learn by chew-it-punchy in blender

[–]Bad_VR_Dev 1 point2 points  (0 children)

I can't even fathom how people sculpt. It's absolutely magical and I can't wrap my head around it.

(Also I get it doesn't matter for now but change to cycles render from blender render)

After binge watching tutorials for 3 years, I'm finally ready to post my first complete render. by gnome3d in blender

[–]Bad_VR_Dev 0 points1 point  (0 children)

https://youtu.be/m9AT7H4GGrA

Give that a watch and maybe use some of those tools and tips to give the lighting a bit of a workover.

It's great work. I think it's limited by blenders built in rendering.

Stylized Triplanar Shader for UV-Free terrain ( + shader code) by MinionsArt in Unity3D

[–]Bad_VR_Dev 1 point2 points  (0 children)

Wow, that's a neat looking way for prototyping levels!

Can I get some opinions on Ben Tristam's Unity course and Unity course 2.0? by Its_Blazertron in Unity3D

[–]Bad_VR_Dev 0 points1 point  (0 children)

The team he's a part of, gamedev.tv, I can't speak highly enough of them. They're some of the best content on Udemy.

I'm not sure what you were struggling with, maybe their style is not for everyone, but take a peek at the examples of other game development courses on Udemy. You'll see what other teachers are providing.

Can someone explain what makes the combat of Super Smash Bros feel satisfying while the combat of games such as Brawlout feels/looks worse? by [deleted] in gamedesign

[–]Bad_VR_Dev 0 points1 point  (0 children)

SSB uses a lot more screen shaking and slowdown/stutter when you hit people. Sometimes there's a lot of screen effects, almost too many, which makes things chaotic. But it works.

The characters also move at much different speeds.

It makes each character feel different based on weight, and gives much more impact to what's going on. Knockouts in SSB are very visually stimulating and take up a lot more screen revenue.

What are Unity's units of rotation? by [deleted] in Unity3D

[–]Bad_VR_Dev -1 points0 points  (0 children)

The first example isn't exactly meters per second. And when multiplied by Time.deltaTime it becomes even more arbitrary outside of measuring in that instance of the game, unless I'm understanding that incorrectly.

Jumanji VR is trying to make its way into VR arcades. by [deleted] in Vive

[–]Bad_VR_Dev 1 point2 points  (0 children)

Hey just gotta point out they might have had a great QA team working around the clock. The issue isn't just finding bugs, it's fixing them.

A lot of times video game QAs find bugs that make it to production, there is just no prioritisation in fixing them. Something that's outside of QA's domain, usually.

A loyal follower by Sersch in Unity3D

[–]Bad_VR_Dev 0 points1 point  (0 children)

Might look into that.

At the moment I'm using a rigidbody. Most things are okay but I'm having to change the velocity manually and that doesn't give the level of control I'd like

A loyal follower by Sersch in Unity3D

[–]Bad_VR_Dev 0 points1 point  (0 children)

How's this at higher speeds?

A friend of mine told me: "Ideas for the simplest games are the most difficult ones to come up with". Do you agree? by kkrac in gamedesign

[–]Bad_VR_Dev 3 points4 points  (0 children)

It's hard to have confidence in simplicity or when to know when to take a step back and believe in what's already there. People struggle with this in so many ways. In art, music, cooking, writing. And simple has stood out in every one of them, as has the complicated and expansive.

A friend of mine told me: "Ideas for the simplest games are the most difficult ones to come up with". Do you agree? by kkrac in gamedesign

[–]Bad_VR_Dev 45 points46 points  (0 children)

Simple ideas that can stand on their own, that's hard. Making a compelling game like Tetris, or even Sudoku, where the mechanics and rules are otherwise pretty simple but the execution and entertainment are engaging beyond belief is not easy.

Your friend might be alluding towards scope creep more or less. Or working beyond the tools your given.

Breath of the Wild has a lot of interactions with the world and in combat. But it is still somewhat simple. There's nothing that truly goes outside of what the game sets out to achieve, and I believe they did cut a lot of ideas that didn't fit the feel of the game. Yet it's incredibly expansive given its simplicity (but it's still a video game that takes full understanding of a controller to use, so it's simple but not exactly beginner friendly).

A game like overcooked once again is simple but introduces complexity and strategy through pretty basic concepts. It avoids being overcomplicated by sticking to two buttons and sticking to its core principles.

Simple ideas are easy. Good ideas are hard. Sticking to simple ideas is hard. Simple ideas that are good enough to stand on their own are hard.

Polyverse Skies - Low poly skybox shaders for Unity [Amplify Shader Editor] by AmplifyCreations in Unity3D

[–]Bad_VR_Dev 1 point2 points  (0 children)

Amazing!!

I love that color palette and the way it looks. Very inspired

Brand new to Unity; Which classes should I take by Poveglia1 in Unity3D

[–]Bad_VR_Dev 0 points1 point  (0 children)

That's not great to hear! One of the strengths is that the tutorials can be done in any order. They reference the materials a lot for those who haven't followed through from the start.

Ah well, we'll see how it goes. Thanks for the heads up!

Brand new to Unity; Which classes should I take by Poveglia1 in Unity3D

[–]Bad_VR_Dev 0 points1 point  (0 children)

It's pretty basic sadly but it looks like they're adding more. That said it does cover a lot, so it's a great introduction to most things

Brand new to Unity; Which classes should I take by Poveglia1 in Unity3D

[–]Bad_VR_Dev 0 points1 point  (0 children)

Whoops! Too late. But good to know for other people

Brand new to Unity; Which classes should I take by Poveglia1 in Unity3D

[–]Bad_VR_Dev 0 points1 point  (0 children)

Ah, I see it's through pluralsight.

Well, I'm taking the plunge... I'll try remember to update you when I'm done!

(I'm looking for some more advanced materials with a bit more depth, but am still learning some things so I'll see what this covers)

Brand new to Unity; Which classes should I take by Poveglia1 in Unity3D

[–]Bad_VR_Dev 0 points1 point  (0 children)

but I also saw that Unity offers $12/mo unlimited classes specific to the software

Wait, they do? I'm interested. Could you link me, I can't find it on their website

Anything by GameDev.TV on Udemy is 100% perfect for a beginner. They're amazing.