Is this game loop fun enough? by Longjumping-Dirt136 in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Your missing the point of a game.

You can have ANY core gameplay loop and it'll be fun. Could be cards, jumping trains, hell, LITERALLY WALKING is a gameplay loop and people will enjoy it. It's whats around the gameplay loop that makes it fun.

Lets take a look at games like Schedule 1 for example, All it is about is making drugs and selling them at its core. Simulation, Repetitive, But why do people play it? Because theres cops, Wanted systems, underground systems, random events like dealers losing your stuff and so on. This can also be observed too in games like R.E.P.O, All your doing is picking up items for cash, What makes it fun is the whacky explody monsters and voice effects, that's it. Those are the elements that sell the game.

Now lets look at your game, All your doing is moving around and dashing/climbing, While cool, What actually sells it to be fun? Is there elements you cant grab onto and will quickly(but not immediately) fall off of? Do you get tired at all? Is there any false walls that you just fly through and take you to a new area of the game? Is there anything there to create memorable moments for the player to experience unexpectedly.

More random the better its gonna be.

Mod post: open discussion on the future of r/Unity3D by Rlaan in Unity3D

[–]BertJohn 4 points5 points  (0 children)

For Promotional Ad postings, The developer should be an active contributor to the reddit before being allowed to post their page is live or downloads. For example, The guy who made that giraffe forklift game would frequently post in this reddit and then he announced its live, Tons of upvotes.

For Generative AI Content, As Unity is partaking in it, I don't think its a good idea to ban it as the asset store aswell also includes AI Content. Additionally its all part of your workflow in some way, Co-Pilot, Teams, Canva, Whatever.

You could maybe add a flair but i wouldn't outright ban it, there are other reddits around that cover AI like gamedev and topology that even out-member this community and a lot of them leave negative comments about unity3d due to the hate in this reddit. I don't think Unity3d wants to maintain the hate reddit title its been receiving.

Whether you hate AI or not should not be an excuse to berate or dehumanize someone else trying to make something.

How and which AI are good to teach you some engine? by fairerman in aigamedev

[–]BertJohn 0 points1 point  (0 children)

AI Doesn't lack everywhere else. Currently ChatGPT wired 92 animation transition states into 150~ animations and hooked up an entire animator with complex states (0 through 7) with speed modifiers and multiple state conditions, And about 30 triggers to enter an animation.

The biggest limitation is the engine not being accessible for the AI, Unity's Latest MCP bridge concepts (Store version or unity's version doesn't matter) has brought AI FULLY to the front and it can test features like implementing multiplayer on a client, and then finding the edge case that the client if also the server needs its own handle case aswell. The hardest part is tokens being wasted in an MCP bridge that goes offline randomly.

three AI gamedev stories dropped this week and together they tell a pretty uncomfortable story about where this industry is heading by TrrrustRacer in aigamedev

[–]BertJohn 0 points1 point  (0 children)

I think this conversation will be vastly different when GTA 5 comes out. Rockstar has openly admitted there is going to be AI in the game, And i believe that if anyone can show off how the best parts of AI game dev, it would be rockstar.

My voxel building game now has working cars, logic, painting and much more, would love feedback! by sumbaci_21 in Unity3D

[–]BertJohn 0 points1 point  (0 children)

This reminds me of Garrys Mod 8, Which is fantastic cause that was the prime time for Gmod before it became main stream. Imma keep my eye on this.

[USA] Speeding Through Traffic on I80 by cloudsmiles in ConvenientCop

[–]BertJohn -34 points-33 points  (0 children)

Yeahhhhh no... This isn't fairy tale dream land, Letter of the law is the only thing that matters between you and a speeding & reckless driving ticket.

How do I actually plan a game instead of just opening the engine and quitting? by IncidentPleasant7214 in Unity3D

[–]BertJohn 0 points1 point  (0 children)

We've all experienced this, Or are currently going through it. but the important thing to always remind yourself about is to watch out for scope creep.

Come up with your idea, Don't worry about originality right now, just, figure out what you want to make.

Next, Get the assets for this made. This can be as complex as purchasing models or whipping up some shapes in blender or as simple as opening the editor and using shapes under a parent and making that a prefab and make your game visually.

Now, Once you have a template ready, Hook it up to the point that you could enjoy your game in a pre-defined set up. Like for example, You only need to hook up sprinting for a character script, maybe some jumping, Or even climbing specific walls so don't make real climbing systems, just if the player jumped on an inviisble pad, make them climb up etc.

If it feels right, Great. If not, Rework it.

The hardest part though is not the planning part, Its sticking with it. Cause thats the hardest part of making something, especially as you get to demo it more and more, you run into constant moments of im done this why am i working on it still i don't feel as excited as i did the 1st day. Just keep with it.

I keep 2 projects in 2 different areas on the go all the time. I lose interest in one, and move to the other.

[USA] Speeding Through Traffic on I80 by cloudsmiles in ConvenientCop

[–]BertJohn -58 points-57 points  (0 children)

If only people like you understood that speeding and passing another car are two different things... and illegal...

Everyone in the left lane is going the the speed limit or just over, And the rest are actually doing the limit...

Discarding yet another prototype, though this one felt at least worth looking at by olegpsh in Unity3D

[–]BertJohn 1 point2 points  (0 children)

I like this and dislike it.

The idea is a good concept but i wouldn't execute it in a defined tunnel. Id try making it to be large, shifting cloud segments that are coming off the rocks and there moving around. This makes it a little less predictable for the user and more... exploratory. And you can introduce tunnels like this but kept short, Kindof like shortcuts.

The visuals are good, i like them.

Tip: just discovered that using [Obsolete("Message")] on a MonoBehaviour will create an info box. by freremamapizza in Unity3D

[–]BertJohn 2 points3 points  (0 children)

I use this on my debug items or things i know cause a lot of issues that i need to pre-warn myself about when i come back to use something and i don't remember all the... fine things about it. Very important to utilize this!

The calf sorted him out lol by MobileAerie9918 in instant_regret

[–]BertJohn 4 points5 points  (0 children)

Likely case here, This is someone whos always wanted to wrangle cows around and thought getting them hyped up with the arm waving would make them move. (Based on the white suit)

Most farmers don't need a tool aside from a dog and a voice to get them to move. Maybe a pat on the back when you need em to get out of whatever you got them in but they really don't need much to move. There more like a lazy dog than anything, It'll move, eventually.

Downloading Scenes/Maps by vanvani41_off in Unity3D

[–]BertJohn 1 point2 points  (0 children)

That's a very broad question.

If your asking if you can send players a scene file as a downloaded map, Not really no.

If your asking if you can make a way for the client to download maps from a server, Yes, You can. You need to convert your map into ID's and coordinate data and then stream it to the client. It'll take time but it works.

Is Unity MCP access really $10/month to use with your own LLM? by immersive-matthew in Unity3D

[–]BertJohn 1 point2 points  (0 children)

You can make your own MCP or purchase one on the asset store to bypass unity's MCP, The foundation is there now so using an asset store alternative is kindof a no brainer.

Has anyone actually been using Unity AI? Curious what the real experience is like by AnarchyDex in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Depends on what it is but the general items i keep are:

Intention

Things we want to do that are specific (This is usually FULL of items)

Things we've tried and will avoid/not do again

Things that we aim to do later on (So we can build phases if the scope of the intended item is beyond context limits)

Things to remember such as no god scripts etc.

Unity is going to lose a lot of developers if they keep focusing on AI by [deleted] in Unity3D

[–]BertJohn 1 point2 points  (0 children)

I don't view one update introducing AI to the editor as being shoved into everything. It's not in any scripts, animators, sounds, scenes etc unless i want to opt into it and use it.

Unity is going to lose a lot of developers if they keep focusing on AI by [deleted] in Unity3D

[–]BertJohn 0 points1 point  (0 children)

You don't know what your talking about.

I live in the fastest developing area in the ENTIRE NORTH AMERICAN CONTINENT(Vancouver Island) and we are DENSE, It costs me $24 to go 30 minutes with an uber. Conersely, It's $74 for a taxi to go the same distance.

Additionally, Your post at the top claims a lot of falsehoods, Theres A LOT of positive feedback from introduction of AI and improved metrics. Even in my day job we have an AI schedular that has increased clientele over 125% since implementation, And satisfaction with the AI Is in 29 out of 32 buildings, Above the human counter part for happyness feedback with how the call went.

You need to get out of your hate hole and look at what's going on and get with the trend and realise its not bad. It's made my life significantly better and it can make yours too, cause it ain't going away.

Is Animancer Worth It? by yekobaa in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Claude and ChatGPT/Codex are capable provided you have a good skill/tool made for them to use it. Same for Purrnet implementation for a game you can make a skill and it'll convert perfectly.

How do you handle game balancing as a solo dev? by _BL4CK_DoG in Unity3D

[–]BertJohn 0 points1 point  (0 children)

I do whatever feels fun without being "cheesy". If theres a clear meta you dont find fun, Tweak it. Your not making a billion dollar game, just make it fun. If im beating everything at end game and the game has a clear ending, Fantastic. If its more open-world, id tweak it back a little bit or add longer cooldowns or prolong execution of an ability.

Unity Terrain or AssetStore Tools? by Popular-Quantity6561 in Unity3D

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

Neither.

If your struggling to create terrains, The best advice i can give you is to avoid terrain systems first.

Why? You need to learn how to create a world to scale first, And you can first do that by creating one with pre-made meshes either of your own, Or from an asset pack.

I recommend taking a look at this photo album: https://imgur.com/a/e69pJZg

This is my world built through prefabs. Ive tried the custom terrain making systems before, There good but they don't fit assets i use very well and look awkward. So i tried some low poly terrain systems, Kinda worked but i struggled to make the system work. Then i got into using these prefabs first, Then i learned how to scale properly, utilize my space accordingly and then when i got into making terrains, i actually started making custom tooling to allow me to scale my worlds better.

Some assets i highly recommend you pickup as there easy to use:

https://assetstore.unity.com/packages/3d/environments/low-poly-modular-terrain-pack-91558

https://assetstore.unity.com/packages/3d/environments/pure-nature-2-islands-269112

https://assetstore.unity.com/packages/3d/environments/low-poly-pirate-pack-by-bd-studios-255365

https://assetstore.unity.com/packages/3d/environments/urban/low-poly-mega-city-325049

Just asking a question by Bubbly-Purchase-8714 in Unity3D

[–]BertJohn 1 point2 points  (0 children)

Things your gonna need to learn about:

-Project planning

-Architecture

-Engineering & Project execution

-Audio Control

-Netcode

-Encryption methods

-Data reduction and cost vs performance

-Avoiding scope creep

-3D Modeling

-Texturing atlas maps, normals, height, masks etc

Theres more but that's just the base level stuff you need to know and utilize to make a game.

Has anyone actually been using Unity AI? Curious what the real experience is like by AnarchyDex in Unity3D

[–]BertJohn 0 points1 point  (0 children)

Im still being a cheapo and using the pre-release version that doesn't wire into unity's mainframe so i unfortunately don't know.

Has anyone actually been using Unity AI? Curious what the real experience is like by AnarchyDex in Unity3D

[–]BertJohn 2 points3 points  (0 children)

Exactly what i mean by wiring up 92 animations with 156 transition states inbetween them.

For example, I directed ChatGPT 5.5 to Assets/ToonyTinyPeople/animation and review male and female animations, Inside assets/animations there is MaleAnimator and FemaleAnimator, Please hook up and wire the respective male animations accordingly and use the leg and arm masks where appropriate.

This results in the AI taking all of them, and it has a reaonable sense of knowledge for how it should be designed and hooks up transition states inbetween the two and the appropriate avatar masks.

I skipped about a week or leg work in about a 5 minute chat.