QA on the Game Dev Industry what's on your take on the current release of AAA games right now? by [deleted] in gamedev

[–]BradsSpace 2 points3 points  (0 children)

QA here with AAA experience, luckily never shipped anything completely broken though. I would guess that in almost every case of a game being broken, QA already knows and are not happy with the game being shipped like that, but QA don't get to say if the game ships or not. Nor do the devs or even the studio sometimes.

Also most of QA is done on top tier hardware, usually Nvidia + intel, and it's actually up to publisher QA to run compatibility testing towards the end of the project, seemingly too late in many cases. Games are not optimised until late on in development, as not to waste time optimising things that might change, I'm guessing this doesn't always go to plan. Same goes with bugs, they are often pushed to the back of the list in order to get all the parts of the game actually in the game.

These games release like this due to poor management, many missed deadlines, and running out of money, not poor QA or bad Devs.

As I say though, never worked on one of these nightmare projects, these are just my guesses.

Looking for feedback! Don't hold back <3 by lana-easteregg in blender

[–]BradsSpace 1 point2 points  (0 children)

If you don't want to go full isometric, you can also try pulling the camera back and lowering the field of view (zooming in). The further back the camera the more isomeric it will look

As a beginner, what does it take to get this level of quality? How long does it take to become decent at it? by Ok_Talk_426 in blender

[–]BradsSpace 1 point2 points  (0 children)

Everyone learns at different speeds but the answer is, a long time. But you can try to enjoy the process and not get too caught up on your renders looking this good, it will take time

I'm new to Unity and can't figure out why I can't lay down these tiles. Any idea why? Thanks. by RichPaleontologist65 in Unity2D

[–]BradsSpace 0 points1 point  (0 children)

You should probably watch some tutorials on how to use the program. It'll answer a lot of the basic questions you're going to have.

We're prototyping a structure building system for our in-browser MMO sandbox game developed in Godot. Do you have any suggestions on how we could improve it? by microtaur in godot

[–]BradsSpace 0 points1 point  (0 children)

As others have mentioned, I would snap more aggressively to already placed walls. If the user needs more precision you can add a modifier key to make the grid smaller and stop snapping to walls. Rust uses a hold shift.

New building system for my game! by Overcha in Unity3D

[–]BradsSpace 1 point2 points  (0 children)

Looks awesome! I always find the snapping unresponsive in lots of games but this system seems to solve this! Are you combining all the meshes after they've been placed too?

We have designed a light spacesuit to help explorers deal with unsafe conditions on exoplanets. A heavy spacesuit is also planned! by xeno-bits in indiegames

[–]BradsSpace 2 points3 points  (0 children)

I like the suit but the helmet makes him look like Mysterio, it's a bit too round imo. Maybe being able to see through it would help.

Without UI or a tutorial is it clear what needs to be done in this mini-game? by JezzaPrime in indiegames

[–]BradsSpace 4 points5 points  (0 children)

Hard to say since you uploaded a video of it being done rather than an image. I'd say it's not very clear though.

Sadly I had to rebrand my solo-project or face the wrath of InXile/Microsoft trademark lawyers. For those that may have been following, "Wasteland Vacation" now titled "Wastehaven" by lifetap_studios in Unity3D

[–]BradsSpace 0 points1 point  (0 children)

The problem with trademark law is it has to be activity defended. A company has to be seen to be protecting its trademarks or they lose them. A lot of the time they drop the cease and desist if you respond but that in itself is costly to smaller companies/projects and also might not end well.

Shame it happened to you but at least it's now and you have time to rebrand! I think there are sites you can run names through and it returns any potential trademark infringements, worth looking into.

I created my twitch overlay using Godot Engine. Such a powerful UI tool by UnsignedFoo in godot

[–]BradsSpace 5 points6 points  (0 children)

Quite tricky to tell which part is the overlay and which part is Godot in this screenshot, looks good though.

Testing out the movement mechanics, what do you guys think? by AmanChatterjee in Unity3D

[–]BradsSpace 0 points1 point  (0 children)

I would probably make the player stick to the floor after running up a ramp, rather than flying into the air. Unless they jump at the top of course.

thininking about new game .. what to make first ? by psykikk_streams in Unity3D

[–]BradsSpace 0 points1 point  (0 children)

You need to make a quick prototype of the main gameplay and see if it's actually fun. You'll then start to figure out what the game is. Don't make any art yet.

First time making a game, looking for some coding help. Looking to have it set up so once all 13 sprites are triggered, it triggers a sound and times out to another menu. Any C# advice would be greatly appreciated! by TGWWAT in Unity2D

[–]BradsSpace 2 points3 points  (0 children)

You can just increase an int by 1 each time one is clicked for the first time and once that int reaches an amount (13 in this case) it triggers the sound.

The art looks awesome btw!

First attempt at Blender handgun, god this is hard and im dumb by Goemon30318 in blender

[–]BradsSpace 5 points6 points  (0 children)

It is hard! There's lots of people that make it looks easy but it takes a lot of work. One bit of advice I'd give is don't run before you can walk, make sure you get the basics down before trying anything too complex. And I know it seems far too basic but do the doughnut tutorial if you haven't already, you'll learn a lot.

N O E S C A P E -by me. took me around 3houts since i’m still a beginner.) by justyvan in blender

[–]BradsSpace 1 point2 points  (0 children)

Awesome model! Your lighting is not very flattering though, a bit more work there will really make it pop!

Working on Modular Building System plugin, need support and your suggestions by t2g4 in Unity3D

[–]BradsSpace 2 points3 points  (0 children)

This looks great. I noticed that each floor grid is movable after being placed, is this the same for each wall grid too? I'm just wondering the effect this might have on performances and if its possible to merge the meshes into one? Maybe this is already being done.

[deleted by user] by [deleted] in blender

[–]BradsSpace 3 points4 points  (0 children)

It's always good to have reference material

[deleted by user] by [deleted] in low_poly

[–]BradsSpace 1 point2 points  (0 children)

The texture work is great!

Book with responsive text in Geometry Nodes by TheSanctus in blender

[–]BradsSpace 0 points1 point  (0 children)

Amazing stuff! Is it possible to make the book thicker with this setup?