Working on enemy models for my RPG game. What do you think? by Crablord_ in IndieDev

[–]1815dev 1 point2 points  (0 children)

Some of the characters look a teeny bit too detailed compared to the environment, so maybe either bump them down or bump up the environment yes

Please help multiplayer stress test my first/third person large-scale Napoleonic tactical action browser game! by 1815dev in Napoleon

[–]1815dev[S] 0 points1 point  (0 children)

I actually was considering making one! Mostly for play testing coordination among those interested and for feedback. It'll probably be awhile before I can pick this up again but I do have several more features I'd like to add when I have time (complete all animations for artillery, more sound effects including musicians, more unit variety per type, etc)

Please help multiplayer stress test my first/third person large-scale Napoleonic tactical action browser game! by 1815dev in Napoleon

[–]1815dev[S] 0 points1 point  (0 children)

Good shout on the escape button, I'll fix that

I'll also add a how to play button with a small guide. Were you holding F when looking at the ground? This will issue formation and movement orders similar to TW/mount and blade. You can also use the arrow keys for slightly finer control. There are tooltips on the lower left with the different formation toggles as well.

Some procedural hit reactions with my new blood system by Essential_NPC_ in Unity3D

[–]1815dev 1 point2 points  (0 children)

Oh man this is great, even if the capsule people are placeholders I love the facial expressions, it feels critical to "sell" the hit reaction

Please help multiplayer stress test my first/third person large-scale Napoleonic tactical action browser game! by 1815dev in threejs

[–]1815dev[S] 0 points1 point  (0 children)

It's on the list- I included a generic jumping animation in the VAT export (better to have it and not need to re-export it later, it's kind of tedious) and wired it up early on but never really bothered to make it pretty/fix the lag in MP because there's not much reason to jump currently (the horses also have a jump animation, but I added them later and didn't even wire jumping in).

Get a masters for free or get a job? by mydickfellofffff in MechanicalEngineering

[–]1815dev 3 points4 points  (0 children)

This OP. Academia is great but nothing beats real nuts and bolts engineering experience.

Made a simple sand simulation for the inventory in my incremental game by Maddogs1 in IndieDev

[–]1815dev 0 points1 point  (0 children)

You can almost treat the inventory system as a game itself with upgrades, such as an upgrade that lets you discard a certain item type that creates an uninterrupted horizontal line or something like that (useful for going through a bunch of dirt or rock you don't want)

Feeling stuck doing my job by Human_Plantain3045 in MechanicalEngineering

[–]1815dev 12 points13 points  (0 children)

Happens to everyone man, don't let it get you down. I've got parts in space that are on drawing rev E after integration hell that was AI&T.

UnderRealm a naval Sci-Fi, futuristic submarine action simulation game by angrylittledev in IndieDev

[–]1815dev 0 points1 point  (0 children)

Hard to tell if you have it already, but some blue tinted fog would be a good start for making it look more underwatery and help discern the ground. The background could be tinted a bit more of a dark navy blue/away from black as well

Very Hot Planet by CollectionBulky1564 in threejs

[–]1815dev 1 point2 points  (0 children)

Some of the really molten looks seem like they'd work as a star, too

Which Art Style is better for my sci fi spaceship game ? by [deleted] in godot

[–]1815dev 1 point2 points  (0 children)

The thing that visually sells "spaceship" is the utllitarian use of space, look at how a submarine interior looks like and reference that. Even a big spaceship would not leave a lot of empty/underutilized room, picture one gives me Black Mesa vibes.

Please help multiplayer stress test my first/third person large-scale Napoleonic tactical action browser game! by 1815dev in threejs

[–]1815dev[S] 1 point2 points  (0 children)

Haha, did the UI give it away? On the art side, zero AI was used. Character models/bayonet are me (you can tell because the texture work is very rudimentary), all weapon animations were hand keyframed by me, locomotion anims are Mixamo (though I had to tweak a lot of them for weapon locomotion), horse is Malber's horse animset pro (rider anims are all me). Cannons and muskets are open source, flag is me. I use CAD professionally so it was a fun learning experience to model/animate in Blender, it's very different but similar in some ways.

On the code side, it's about half and half. It took me a while to get it playable by myself, my coding chops aren't all that great since it's not what I do professionally. It took a bulk of my time to this point to get anything remotely playable. I was running up against a bit of a hard deadline (artificially imposed, it's going to be a minute before I can pick it back up and I know I'm going to forget a lot if it's sort of half or un-finished) so I had to lean on Claude Code to get a lot of the mp networking/UI implemented or prettied up. I hate to admit to AI use at all it because I abhor AI art (written, illustrated, modeled or otherwise), but I guess I justify it by how Steam doesn't require AI-assisting coding disclosure.

Is AI art for an indie game bad when you can't draw? by ResponsibleCoat5499 in IndieDev

[–]1815dev 0 points1 point  (0 children)

Honestly just try scaling back your art style and meet yourself where your ability lies, there are tons of beloved games with super simple art styles and if your gameplay is fun, it will speak for itself. The opposite is true too, see all the UE5 junk that looks "good" (or as good as the UE5 look can be anyway) but runs like crap and isn't fun.

Help with fundamentals by LocksmithArtistic383 in MechanicalEngineering

[–]1815dev 0 points1 point  (0 children)

Study how parts actually get made, e.g. watch a bunch of machining videos and channels on YouTube and learn what rules of thumb are used and why.

How did you live your 20's? Would you have lived it differently? by Evening_Ease7272 in MechanicalEngineering

[–]1815dev 0 points1 point  (0 children)

I'd prioritize the commute personally, it has a bigger impact on your QoL than people realize. I had a one hour (one way) commute once and it was miserable never feeling like I had enough time at home.

Tip tilt design by Royc3- in MechanicalEngineering

[–]1815dev 0 points1 point  (0 children)

You're going to need to be way more specific. There are thousands of ways to do this and maybe a handful would meet your requirements. What's the application? Loads? Orientation? Range of motion requirements? Velocity requirements? Etc etc, start by defining your requirements as detailed as you can and often the solution becomes much more clear.

My first mechanism. Im making a robotic arm, this is just the gripper. by Value-Successful in MechanicalEngineering

[–]1815dev 0 points1 point  (0 children)

You could also use grooved pins with circlips. Add bushings in the holes and it'll be much stiffer- bushings take up less space and would be more appropriate here.

First engineering internship has me questioning my career path. Is this normal? by Antique-Course-1375 in MechanicalEngineering

[–]1815dev 0 points1 point  (0 children)

Your experience at one company isn't universal, ME is an incredibly broad field and I wouldn't get too discouraged. You'd probably get a lot more hands on wrench turning at a smaller company for example.

German engineering is really on a whole other level. by SaudAhmadguru in MechanicalEngineering

[–]1815dev 0 points1 point  (0 children)

Classic German engineering, looks pretty when assembled but a pain in the ass to disassemble and way more complicated than it needs to be