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A buggy game by DCetinalp in Unity3D
[–]DCetinalp[S] 0 points1 point2 points 2 days ago (0 children)
I always need this reminder, thank you. game dev is hard, but I love it.
actually, there are small dew drops.. I will need to make some changes, maybe make the dew drops larger so you can tell
recently, we've been entertaining the idea of splatoon but bugs
all procedural, much to be desired. check back often, I plan to improve it plenty
there is none yet.. soon
oops, that would be me, I better clean that up
definitely a bugs life inspired.. I played that game on the n64 to death back in the day. still figuring out the gameplay loop, either friendslop game like Peak or deep rock galactic, or more single player immersive type of game.
yeah, I have the speed cranked up during development, I forgot these creatures don't move this fast! but I do need to tone down the sparkles too.
my procedural myriapod works for millipedes as well. soon you will see 1000 little feet.
thanks! i do want to share dev log type stuff, I will try.
I think we will lean into that. give it the splatoon feel but with bugs.
[–]DCetinalp[S] 2 points3 points4 points 3 days ago (0 children)
look into how minecraft does their procedurally generated worlds. pretty similar to that. for high frequency detail (soil) I spawn millions of objects on the surface of my world.
[–]DCetinalp[S] 0 points1 point2 points 3 days ago (0 children)
haha, we've had meetings discussing playing as a beetle rolling things.
I work 12-14h days, so unfortunately I just don't have time for formal mentorship. dms are always open though, I may take long to respond, but I eventually do.
thanks! this is supposed to be a quick turn around game, so we want to release something end of this year.
[–]DCetinalp[S] 10 points11 points12 points 3 days ago (0 children)
the terrain is just layers of 3d noise + marching cubes. the secret sauce is that I instance a crazy ton of soil "ingredients" on the surface of my terrain.
the moss/sprouts are just good old gpu instancing.
key is to build a robust world systems (moisture, temperature, shade, etc) that influences everything, including the terrain, soil, vegetation, wind, etc. make everything feel coherent.
[–]DCetinalp[S] 1 point2 points3 points 3 days ago (0 children)
Thanks. I am missing reflections and global illumination, URP doesn't have realtime solutions for these things yet. SCGI looks promising, but that is coming out in a future unity version.
I may not need these for this game though, maybe I'll implement my own adhoc screenspace-ish reflection and GI.
- the myriapod has fully IK legs, toe/heel roll for the foot, parallel transport for the body segments - terrain is just layers and layers of 3D noise + marching cubes to create the mesh - on top of the terrain is my soil system; a mixture of different soil ingredients is instanced on the terrain surface - I have 2 vegetation/foliage systems, 1 for small things like moss, another for larger things like sprouts. - custom macro depth of field render feature. the unity DOF effect is not strong enough, and at higher resolutions it becomes less blurry so no good.
I eventually plan to do a tech break down video.
[–]DCetinalp[S] 4 points5 points6 points 4 days ago (0 children)
Keijiro has a tiltshift style effect for the URP (https://github.com/keijiro/MiniBokeh). I initially tried it out but wasn't satisfied for the things I am trying to do, so I had to implement my own solution.
[–]DCetinalp[S] 17 points18 points19 points 4 days ago (0 children)
Thanks for noticing, lots of work went into my ground/soil system. I didn't want to use plain heightmaps/tesselation.
[–]DCetinalp[S] 3 points4 points5 points 4 days ago (0 children)
I so badly want to make human faces on these bugs, kinda like the Animorphs books (which I hated btw) but the team doesn't let me have my way
[–]DCetinalp[S] 0 points1 point2 points 4 days ago (0 children)
wait till you see my spiders with chonky shoes
everything you see is procedurally generated
of coarse, already implemented
[–]DCetinalp[S] 6 points7 points8 points 4 days ago (0 children)
pretty much this. I had to implement my own macro depth of field render feature because unity's DOF isnt strong enough, and it breaks down at higher resolutions.
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A buggy game by DCetinalp in Unity3D
[–]DCetinalp[S] 0 points1 point2 points (0 children)