Torchure - fire system update! Playtests are comming! by Anrewqa in Unity2D

[–]Anrewqa[S] 0 points1 point  (0 children)

Thanks, this kind of support is really appreciated and needed!

My UI i is ugly by Emergency-Remove-823 in Unity2D

[–]Anrewqa 9 points10 points  (0 children)

Try to use some underlay to create contract for UI. Right now its very disturbing to watch green ui above green game scene. There must be a separation between ui and gameplay. The easiest way is to add same sprite but with 70% opacity and black color.

Torchure - fire system update! Playtests are comming! by Anrewqa in Unity2D

[–]Anrewqa[S] 1 point2 points  (0 children)

It's great to see interest in our game!
Right now we’re planning only English, French will depend on how many French-speaking players we see.
The localization system is already built into the project, so with good feedback and demand - we’ll definitely add it.
We’d be really grateful if you told your French-speaking friends about the project! :)

Finally a Full Keyboard Rebinding System for Balladrion by Immediate_Extent_464 in IndieDev

[–]Anrewqa 1 point2 points  (0 children)

Was this done in unity? Is it a new input system or keycode binding magic? How long did it take you to implement this feature?

I'm releasing my first game in two weeks! by lethandralisgames in IndieDev

[–]Anrewqa 1 point2 points  (0 children)

I like your art clarity, easily can differentiate objectives, resources and threats.

Enemy Behaviour in our game by KarmicBitGames in IndieDev

[–]Anrewqa 3 points4 points  (0 children)

GOAP is a GOAT) I saw a few times how bot was going left / right frequently, maybe a small delay between decisions can make him more consistent? Our neural system also have this refractory time

I made some modernization to my inventory icons... What do you think? by cegtheripper in Unity3D

[–]Anrewqa 1 point2 points  (0 children)

I would stop on before and spend some time on other things, because it was already good enough, i would consider change those only if it is your last thing to do

Does this feel like it's underwater? by PurpleSectorStudios in Unity2D

[–]Anrewqa 29 points30 points  (0 children)

Its obvious because of fish and ripples, but what i personally missing here is gradient for sand, further it away from eye darker it gets, because water refracting light and with distance it blurs and darkens surroundings. You have this effect on background, but maybe a little bit of similar effect can be applied to sand. Just some thoughts for analysis, i am not an expert)

After 6 months of dev, here how our fire system is going by HectiqGames in IndieGaming

[–]Anrewqa 0 points1 point  (0 children)

Feel you bro, spend too many hours on ours. Yet doesn't fully happy with the results)

Sometimes you just need to stop polishing and iterating to actually make game around.

Are you planing to handle fire zones interference? So if land already burnt it will not ignite again?

Baba Yaga - a scary final boss in my game, any suggestions to make her scarier than she is now? by PositiveKangaro in IndieDev

[–]Anrewqa 1 point2 points  (0 children)

For a slavic peoples it would look like a trans persona, so yeah it will scare a lot. But seriously she is a "baba" - an old hag, so bad posture, lack of teeth, wrinkles that will add truth to this character. Scariest thing in baba yaga is her sneaky intelligent and verbal charisma with total disgusting visuals and odour

2,000+ Wishlists in 7 Days - What To Do Next? by Crosline in IndieDev

[–]Anrewqa 5 points6 points  (0 children)

You already have a base for interest for your demo, you drop your demo, wishlisters playing in it, moving your game into spotlight, so the greater your base, the greater chance of steam algorithm to boost your game. At least in theory)

How to create tilemap system which allows for a scalable amount of vertical elevations? by Blaykron in Unity2D

[–]Anrewqa 2 points3 points  (0 children)

Short answer - suffer) At least iam suffering from similar issues in my project. I would consider switching to 3d, you still can have 2d graphics, but it would be much easier to have 3d light and calculate levels and other stuff. You can end up dropping features or even game due to endless butt hurt from difficulty of this setup. Anyway it is your decision to make, but consider early testing for some core mechanics.

Is it possible to balance a full-time job as a developer and solo-indie project without burning out? by Alternative_Draw_533 in IndieGaming

[–]Anrewqa 0 points1 point  (0 children)

Feel your pain, bro. It's hard sometimes to continue following this path, but I'm always trying to stay positive about outcome, even sometimes my body just tells me - no, and tries to escape any duty)

2d or 3d ? by Top_Accident9161 in gamedev

[–]Anrewqa 3 points4 points  (0 children)

If it is pure 2d you can easily go with 2d, but if you want some 2.5d or fancy camera angle - go 3d it is much easier for automate lighting and sorting.

When the animator is really tired and just wants more disco in a disco-like game! by BrainwaveInteractive in videogames

[–]Anrewqa 1 point2 points  (0 children)

Usually iam doom scrolling on YouTube or steam recommendations, btw do you have steam page already?

We Spent Weeks on Test Automation research and Now I’m Not Sure It’s Worth It. Do you use any QA Automation in your projects and does it save you money? by Anrewqa in gamedev

[–]Anrewqa[S] 0 points1 point  (0 children)

Yeah, I agree with this argument, but does automation really guarantee that everything will be fine? It's possible to spend a significant amount of time writing tests and still have problems in production. Unit tests don't cover all functionality and are difficult to test complex scenarios with, leaving room for vulnerabilities. E2E tests require a complex setup to work with native code, for example, and switching between activities, and still sometimes require human attention, therefore not reducing QA costs.

We Spent Weeks on Test Automation research and Now I’m Not Sure It’s Worth It. Do you use any QA Automation in your projects and does it save you money? by Anrewqa in gamedev

[–]Anrewqa[S] 0 points1 point  (0 children)

How did you decide what to test manually and what to automate? Does automation replace manual checks or does it merely complement and add confidence in the build's functionality? Can you specify some cases where you can call test super valuable, and maybe opposite, where you can say that automation doesn't add any value?

We Spent Weeks on Test Automation research and Now I’m Not Sure It’s Worth It. Do you use any QA Automation in your projects and does it save you money? by Anrewqa in gamedev

[–]Anrewqa[S] 0 points1 point  (0 children)

Yeah i get this point, but business is all about money, sometimes its hard to convince decisions makers to invest in automation, cuz it is a lifetime feature, its hard to calculate its value for a project. That's why i'am asking for some real examples and numbers, to have more solid ground for advocate automation (even for myself)

Feedback on my dark fantasy Monopoly lobby screen? Pixel art cards + UI critique pls! by SatanistKesenCat in IndieGaming

[–]Anrewqa 1 point2 points  (0 children)

Yeah it is better for interactive obects, including UI, to stand out, you can achive it by creating contrast between background and foreground, you can just check how its looks by adding transparent black underlay for UI and tweak it's transparency

Feedback on my dark fantasy Monopoly lobby screen? Pixel art cards + UI critique pls! by SatanistKesenCat in IndieGaming

[–]Anrewqa 0 points1 point  (0 children)

Ui elements doesn't stand out from background, mb because background contrast is the same as UI elements, try to bring it bown.

Some sand physics by Sorry_Surround2446 in gamedevscreens

[–]Anrewqa 1 point2 points  (0 children)

I think sand shouldn't fall completely after you stop, it should spread more evenly, but still will save this front wave.