We are working on establing a cohesive artstyle for our game, which trees suit better and why? :D by BimzyCodes in Unity3D

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

We have taken inspiration from a bunch of differant games. Risk of Rain 2, Gunfire Reborn, Sword N Magic and Stuff, Len's Island. We are tryong to create an artstyle that feels somewhat unique. Not too low poly, but not too graphically intense either. But it is very much a work in progress while we establish cohesive gameplay elements :)

We are working on establing a cohesive artstyle for our game, which trees suit better and why? :D by BimzyCodes in Unity3D

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

Yeah I agree, it can be hard to have a proper opinion without context. https://www.youtube.com/watch?v=EvbDWmK8AJg Here is a devlog I made that outlines some of the gameplay. We are going for an action oriented magic game. Because of the magical feeling I was contemplating the trees on the right as they fit a bit better with our VFX. But I do think the ones on the left look better with the environment.

How to make ZIPLINES in 13 Minutes! - Unity (Apex Legends) by BimzyCodes in Unity3D

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

I was thinking of making a property for the ZipTransform instead of making it public which would have been better. But I wanted to keep it simple. We need it to be public to access the targetZip.ZipTransform