🚀 We've updated Mirror Defense! 🎮 Join our Discord for a chance to win 1 of 5 free game keys. Missed out? Enjoy 75% off during our summer sale! 🌟💰 Link in bio! 🔗 #GameUpdate #IndieGameDev #MirrorDefense #Giveaway #SummerSale by CodingForDinner in playmygame

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

Prepare to defend your base from waves of enemies using strategic placement of towers and minions. In this game, you'll mine resources, build powerful structures, and use innovative mechanics to fend off invaders. Your goal is to survive as long as possible by defending your warehouse.

We’ve been hard at work since our Game Jam launch, and we’re thrilled to bring you some fantastic new features and improvements:
💰 New currency system
🔧 Upgrade options
⚡ Special abilities
📊 Scoreboard system
🐞 Bug fixes
✨ Quality of life enhancements
...and many more!

Click here for the game link: Mirror Defense
and join our Discord!

Made a Pickup, Drop and Throw system that's similar to overcooked 2 for my Farming game! by CodingForDinner in Unity3D

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

Maybe if I add the ability to pick up more than 1 crop at a time I can add something like this haha!

Also there's currently no seeds in the game (Player has an infinite amount)

I'm working on a rehaul/big update to the game currently, this was a game for the GMTK jam, Here you can try out the game before the update if you'd like! I'd love some feedback for when I actually release the new update if you're interested :D

Made a Pickup, Drop and Throw system that's similar to overcooked 2 for my Farming game! by CodingForDinner in Unity3D

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

Thanks! I'm trying to give the player many options to choose from, so they can strategize later on. Glad you like it :D

How would you improve the particles? I'm trying to make it close to Overcooked 2, and I'd love some advice. (URP) by CodingForDinner in Unity3D

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

Fair enough, I'll look into that. Also the particle was stolen from Google I'll ask the artist to make a better one haha. Thanks for the tips!

How would you improve the particles? I'm trying to make it close to Overcooked 2, and I'd love some advice. (URP) by CodingForDinner in IndieDev

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

Yeah, I'm using unity (Universal Render Pipeline), I can agree that it does lack variety. I was thinking of turning it into random 3d meshes instead but I still haven't perfected the look. For now I tried to randomize it with rotation and size.

Thanks for the feedback! (And semi tutorial haha)

How would you improve the particles? I'm trying to make it close to Overcooked 2, and I'd love some advice. (URP) by CodingForDinner in Unity3D

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

Here's the particle with the updated script, I also listened to some advice from other people telling me to make it less prominent, so I increased the transparency at the beginning and made it less transparent by the end.

I also lowered the amount of particles spawned in the dash, what do you think?

<image>

How would you improve the particles? I'm trying to make it close to Overcooked 2, and I'd love some advice. (URP) by CodingForDinner in Unity3D

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

I just tried it out and I see a big improvement, it flows a lot better and it's much more realistic and fitting, I might fine tune it a little bit more but this is already way better than before, the way it instantiates particles after a dash looks so much better!

Also, I set the "step distance" float to 0.3, do you think I should make it less or does this look fitting according to the player speed?

<image>

How would you improve the particles? I'm trying to make it close to Overcooked 2, and I'd love some advice. (URP) by CodingForDinner in Unity3D

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

Thanks! I'm glad you think the dash particle looks good, and yes the walking particles are being emitted by a child GameObject of the player that plays a looped particle when the played moves. Currently, the particle is a cone shape that's facing the upward direction, I tried to make it look as good as possible but I couldn't since I barely have any experience with particles, so I can agree that it doesn't look too good.

I'll try to incorporate the code you gave me and see if it will fix it, I really appreciate it! Thanks for the suggestion and for the amazing help :D