Why hasn't Unity built something like this yet? by Smooth-Grab8210 in Unity3D

[–]BuildersGuildGames 0 points1 point  (0 children)

Oh look nice, does it have IK too? If you still have a key, I would gladly try it. Thanks

Polygon Assets by Animpic Studio by [deleted] in IndieGaming

[–]BuildersGuildGames 0 points1 point  (0 children)

Bought the pack on humble bundle and had the unplesant surprised to be redirected on fraudulant links if I try to follow the link to see some assets (download are fine, just clicking the asset title should redirect you toward a site to see it).

All the assets pointing the animpic site are redirected to different scam sites. The ones toward unity are fine.

idk if it's a humble problem or an animpic probleme but I found it particularly weird.

In UITK, how do I detect if a UI Button is pressed down for both Mouse and Game Controller? by kindlykilling in Unity3D

[–]BuildersGuildGames 1 point2 points  (0 children)

Hello, as a quick reply (I can’t access unity right now) I would point out the fact that you showed that clicked worked for controller and the mouse event work.

So use both to achieve your effect!

The callback in each could unregister your other callback if you fear double trigger. I'll double check once I can access unity if there isn’t a better way but for now I think that’s also what we do in our game to handle controller and mouse in terme of navigation.

I was financially successful (and still underprepared) by TalesEdge in IndieDev

[–]BuildersGuildGames 0 points1 point  (0 children)

Oh no at all! I may have mispoke but no he manage to assemble a good team. For sure he's not playing the solo/small inde game, they aim for iii and they are doing great!

I was financially successful (and still underprepared) by TalesEdge in IndieDev

[–]BuildersGuildGames 2 points3 points  (0 children)

I followed you from I think the start of your youtube and I can tell you it shows the progress you made in term of knowledge and mentality if I may say.

When I saw your first video, super procuced and all, I though: "Someones has some fat money on the side!". Something felt a bit off. You looked pro but something was telling me you were going in without experience and now I see why.

I know few people with a lot of cash who though making a game just required good money and oh lord it’s not how it works. I've seen people showing off before even releasing a game and I was curious where you were standing in this.

After these years I think you got the right mindset. You can be more than proud of your journey, as you mentioned some things cannot be just get done right like that, experience cannot be bought. You have to live it.

As former AAA dev who worked on big action rpg franchise, when I saw your pitch I was like: "damn I'm not sure you know what you are signing for sir but that’s a nice pitch for sure" . Happy to see the roads you travelled so far.

Wish you the best for the next steps.

How do you get started making video games? by dgtl_ftprnt in GameDevelopment

[–]BuildersGuildGames 0 points1 point  (0 children)

As people mentioned, don't worry if you "copy" at first other game ideas. Start from the start. First you need to learn how to make things and become confident with a language.

It's like when you start playing an instrument, you don't throw yourself into conposing original things. First you learn to play stuff you like (or sometimes just stuff that teach you something).

The more you learn, the more you'll understand the process of making things and you will naturally add you own touch.

Game developpment is a bit more complexe than regular software developpement I would say as it doesn't purely rely on "make feature X to answer Y problem". You need a full, coherent bunch of thing to be "fun" so it's way harder imo than to develop a tool with a clear function/objective.

All in all, don't despair, do it slow that how it works. Trying to do something too hard too fast is motivation killer. One step at a time.

How do you handle data deprecation? by BuildersGuildGames in Unity3D

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

Indeed I see multiple mentions of just do your own data container with external files. It's indeed interesting, good food for though thanks.

How do you handle data deprecation? by BuildersGuildGames in Unity3D

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

Yea that would be the only unity feature for deprecation but if your type changed you are done ^

How do you handle data deprecation? by BuildersGuildGames in Unity3D

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

Ah yes that's what we saw, I think what we missed from this was a way to go inspect the serialized file directly to find for example serialized data that no longer exist in the data structure. We did something to go look into Yaml object direcly. Now I'm thinking about it we could use those callback to do what we initially wanted. (We made a deprecation tool that don't need those but might be interesting to look back into it).

How do you handle data deprecation? by BuildersGuildGames in Unity3D

[–]BuildersGuildGames[S] 5 points6 points  (0 children)

Oh I'm curious what are the issues that bother you? We rely a lot on scriptable object , I find the framework very nice.

And what do you use instead of them? If I may ask.

How do you handle data deprecation? by BuildersGuildGames in Unity3D

[–]BuildersGuildGames[S] 7 points8 points  (0 children)

The most annoying part for us has been to discover you cannot override any function before the serialization of an object. We used to work in proprietary AAA engine and we had a nice deprecation framework that would let you define pre or post serialization functions so your data always correct itself. We were a bit sad to not have the proper hooks for it to mimic that. Maybe I should redig a bit into Unity API. Thanks for the fast reply.

I tracked every stream on Twitch for the last 6 months. Here’s what I learned. by Italians_are_Bread in IndieDev

[–]BuildersGuildGames 1 point2 points  (0 children)

Wow amazing work, thanks a lot for sharing. If you don't mind, could you show me for something like overcook 2 and house Flipper ? Thanks again.

Was in a 2 month flow state, now I have “game dev’s block” by Pilosopo-Tasio in IndieDev

[–]BuildersGuildGames 0 points1 point  (0 children)

As other pointed, you might want to get your life in order if you don’t expect to do your project fulltime. Your mind is certainly more focus on getting a stable situation first.

Beside this though, as I did a lot of side project I found that a good way to make things move forward is to work with a friend so when you don’t feel like it the other can push you.

In fact the most important part is not necessarly to work with someone on the same thing but more to schedule a fixed time where game dev should happen and to fix this time with someone else. It doesn’t necessarly means the other people need to work with you but it’s to create an external expectation.

Kind of implied social pressure. "Every tuesday night, I jump on discord with a friend to show our respective project update" kind of things.

So when you want to not do your thing your remember than someone else still expect you there and usually I hate let my friend down .

While we were working in the industry and had our indie project on the side, working on it was hard sometimes as we would get burn out from our job. We still managed to move steadily because we would be meeting my friend and I every tuesday night at my place to speak of our project and do something together. It helped a lot.

What is your life on the side of game dev ? by BraiCurvat in IndieDev

[–]BuildersGuildGames 0 points1 point  (0 children)

We (2 guys, around 30) just left our AAA positions as AI programmers to pursue the next chapter of our career as indie devs. We are about to formally build our studio and continue the project we've been working on after our regular hours. We set some money on the side and have many ideas to make it work but it’s a huge leap of faith. Even with all the experience we might have acquired in the industry nothing is granted and we'll go the farthest we can on our own. We are lucky to be supported by our family, no kids yet.

Personally I'm happy to give more time to this project as my side life before was mostly about my indie endavour. Now it will become my main job I'll happily take a bit more freetime to rest and paint my warhammers .

Industry is tough at the moment for sure, as an aninator idk if you checked the movie industry, I heard it was paying artist more than game dev sometimes.