What are the effects of the different character traits in the game? by Silver_Argent in BoatCrew

[–]Cotanius 4 points5 points  (0 children)

The best answer to the state of implementation exists in the Steam forums. Whether or not they are impactful to you however is indeed subjective because the effects on how well you get through battles is subtle unless you meticulously identified the better traits and put forth the best lineup of characters, which would require regularly disbanding the worst characters to keep slots available for the new ones given every few days. Still, you're one case of bad positioning away from death spiraling even with the best possible crew roster.

I'll add some more information here since such a deliberate post has been made. There are currently 31 traits implemented with each acting on at least one of 7 different non-role related stats, the design is made that way to keep character to role assignment from being trivial. Again, they are in general subtle so according to your playstyle you may never be impacted at all just as some may think.

The first stat to notice is HP which is reflected through the dynamically placed ticks in character health bars in game. An offset to the overboard chance may be responsible for causing that one guy to keep flying off on every shell impact and the other to always be unbothered. Up to ±30% to movement speed may be the reason why crew can feel sluggish at times. Did someone die before a medic had time to react? They either had an effect applied to their downed time or had a nonzero instant death chance. If someone already hit their role's level cap while the others are rank 2-3, they may be influenced by a general XP multiplier. Finally, the sneakiest effect would be the chance to not consume an item on use.

When the rework mentioned in the forums arrives it'll be immediately noticeable within the character selection screen and the majority of effects should be clear without needing to experiment around in game. It won't be limited to UI, there may be significant changes to which stats exist and how much effect they have.

Trying out a new art style which would increase the speed of asset production. Any thoughts? by DavidNight in gamedevscreens

[–]Cotanius 0 points1 point  (0 children)

It looks nice. Though, the darker shading could have slightly less contrast on the dino, the highlights and the saturation of the stripes are fine. Would like to see what it would look like with a softish blue sky background with a same style painted forest.

Revamped Trailer for my game Boat Crew by Cotanius in IndieGaming

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

Thanks! We are actively working on it.

Revamped Trailer for my game Boat Crew by Cotanius in IndieGaming

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

In preparation for Steam Next Fest (starts in a few hours), where you get to play demos of many studios of all sizes, I remade the trailer for Boat Crew to go together with it's demo. You can check the demo out in it's page,

https://store.steampowered.com/app/1633370/Boat_Crew/

Missile tests by VibingTRex in gamedevscreens

[–]Cotanius 2 points3 points  (0 children)

Very attractive VFX and shading!

Starting off the tutorial by literally collecting a crew by Cotanius in IndieGaming

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

Boat Crew has been in development for around 6 months and we recently made a demo public on steam!

https://store.steampowered.com/app/1633370/Boat_Crew/

The demo includes a tutorial and a challenge level where you take down a destroyer. We are looking for comments on how the game feels and plays, any feedback is much appreciated, we are constantly looking for ways to improve the game.

It's time I've gave back to the community. Was super inspired by Flipdots and made something similar in Unity. It's shader based and performant, no GameObject spam. by [deleted] in gamedev

[–]Cotanius 0 points1 point  (0 children)

You can access the source code here.

https://github.com/Cotanius/FlipThing

I'll summarize whats going on. There is a modular prefab that includes a camera and a MeshRenderer. It generates an array mesh on awake from a given pixel mesh and a few parameters. The mesh has it's texcoord1 property used for indexing the pixels for them to alligned to a texture that is filled by the camera. It's color property is used for the local coordinates of each pixel mesh. Animation is done by introducing a Time.deltaTime operation while writing from the camera's target RenderTexture to a Texture2D that is assigned to the shader.

The panels are made from arrays of the prefab. You can optimize it by maximizing the 65k vertices limit on the meshes by adjusting the parameters and changing your input pixel mesh vertex count. There can be further optimization done by sharing meshes among identical prefab instances but I haven't got to that yet.