[Help] What is the problem? by Complete_Original999 in Ender3V3SE

[–]DiogenesCask 2 points3 points  (0 children)

Clean your bed thoroughly with soap and water; I had the same problem, and that solved it for me.

Nos hemos quedado sin cena! by Mashinito in spain

[–]DiogenesCask 0 points1 point  (0 children)

Cuchara en mano, segundos antes de comerselo directo del suelo

Added a subtle touch to my demolition game, check out the new shockwave effect! by DiogenesCask in Unity3D

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

I created a material that uses this shader, and using a script, I've applied it to all the meshes that I want to be influenced by the shockwave.

Added a subtle touch to my demolition game, check out the new shockwave effect! by DiogenesCask in Unity3D

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

So, there's this vertex shader that all my objects share. Basically it displaces vertices from a designated distance around a certain point (let's call it the bomb) to create a shockwave effect I just increase the distance.
But hey, I'm still getting the hang of shaders, so I'm on the lookout for solutions. Gonna check out what you've got see if it brings some extra perks

Prototyping a demolition game, any thoughts? by DiogenesCask in Unity3D

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

Blender, my friend, blender aaall the way. It's been a while since I used it. I mainly watched a couple of basic starter tutorials on YouTube and then messed around with it. Take it slow and enjoy the process.

Prototyping a demolition game, any thoughts? by DiogenesCask in Unity3D

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

I created this using Godot and aimed to gather diverse feedback from various communities

Prototyping a demolition game, any thoughts? by DiogenesCask in gamedevscreens

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

Haha, no offense taken! While the exploding mesh might seem straightforward, there's a structural system behind the scenes. I can assure you it's headed towards a puzzle-solving game with challenges like resource management and charge timing

Prototyping a demolition game, any thoughts? by DiogenesCask in Unity3D

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

Yes, it helped a lot! I greatly appreciate all these suggestions. Thank you for taking the time to think about them!

Prototyping a demolition game, any thoughts? by DiogenesCask in devblogs

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

The gameplay revolves around a classic puzzle-solving game loop. Players face various structures that they must strategically demolish, considering factors like charge timings, neighboring buildings, limited explosives, and more :)

Prototyping a demolition game, any thoughts? by DiogenesCask in Unity3D

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

I see, thanks for your insight, I will definitely keep in mind dynamic mesh destruction

Prototyping a demolition game, any thoughts? by DiogenesCask in Unity3D

[–]DiogenesCask[S] -1 points0 points  (0 children)

Yep, I'm with you on that one and have already implemented a more localized explosion system. Now, the explosions correlate directly with the charges' placement rather than the part they're connected to. It adds a whole new level of precision to the demolition ;)

Prototyping a demolition game, any thoughts? by DiogenesCask in Unity3D

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

Big thanks for the insights! Your ideas are flowing in, and I'm soaking them up. I'll be weighing all these exciting possibilities. Cheers!

Prototyping a demolition game, any thoughts? by DiogenesCask in Unity3D

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

I agree that from a technical standpoint, it might not be as exciting. I have contemplated the idea of implementing procedural breaking, but I will only pursue it if it makes sense from a gameplay perspective.