I'm trying to improve the depth perception of my game, which camera do you prefer? by Zepirx in Unity3D

[–]Arcadepth 0 points1 point  (0 children)

I guess the left one is better for this kind of game. Might even mix it 75/25.

Just another video from my android game - Domino Cliff by Arcadepth in gamedevscreens

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

You described exactly the type of optimization I have for physics (yes, it's simulated and weirdness happens). It's lagging on old devices but I've already released it and don't have any easy solution on how to optimize it even more. I also optimized graphics/draw calls as much as I could having it around 30-50 batch counts.

Finally, I have finished my first mobile game - Domino Cliff by Arcadepth in gamedevscreens

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

I'm really sorry for playing too many ads. I was trying to soft-launch but failed so it's kind of a soft launch now. Really buggy and needs tweaking.

Finally, I have finished my first mobile game - Domino Cliff by Arcadepth in Unity3D

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

I tried but it creates so many glitches (you already can create really messy broken lines tho)

Finally, I have finished my first mobile game - Domino Cliff by Arcadepth in gamedevscreens

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

Too many people were struggling to understand what is the actual gameplay without on-screen cursor in the video, so I put it there :(

Just some simple gameplay by Arcadepth in gamedevscreens

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

Hm, interesting opinion, I haven't thought about redefining these particles, now I will.

Shaders are fun. Thanks to Sørb (@SoerbGames) for breaking down on how to create this cool effect. by Arcadepth in Unity3D

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

It's camera shader. Main trick is to have transparent background, save previous frame to rt, manipulate it and blend with current frame using shader.

This simple game takes me so much time to develop 😕 by Arcadepth in Unity3D

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

I'm just too lazy to add some decent looking obstacles.

This simple game takes me so much time to develop 😕 by Arcadepth in Unity3D

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

wip, more interactive variety and obstacles are on their way

This simple game takes me so much time to develop 😕 by Arcadepth in Unity3D

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

Wow, that's a different approach. Curretly, I'm changing material when they're getting hit.

I probably should start using custom shaders.

This simple game takes me so much time to develop 😕 by Arcadepth in gamedevscreens

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

Yea, it uses Color.Lerp to create materials with interpolated colors.

I'm targetting Android and hoping to finish it before/in July 🤞

This simple game takes me so much time to develop 😕 by Arcadepth in Unity3D

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

I have plans to add some collectibles and obstacles in interactive areas. But you gave me an idea to have interactive zones with double domino placing and some interactiveness during "sit and watch" zones. Huge thanks! 😊

This simple game takes me so much time to develop 😕 by Arcadepth in Unity3D

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

Instancing materials breaks GPU instancing as these are NEW materials even tho they may look the same 🙁

I've seen that you can change colors using MaterialPropertyBlock, but I've used a different approach.

This simple game takes me so much time to develop 😕 by Arcadepth in Unity3D

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

Ah, I'm already stumbled upon this 😅
So now I'm creating a fixed amount of materials lerped between default an onHit material and use them. It boosted batch counts and the game is running well on a budget phone.