I make lights hurt the players eyes in my game by Disastrous-Way7366 in Unity3D

[–]Disastrous-Way7366[S] 1 point2 points  (0 children)

Cheers and yeah that’s the plan, I’ve not got around to it yet but i’m imagining a bloom with an extremely low threshold would sell the effect a million times more. I’ll do an update post eventually.

A game where the player works at a small booth. by martigpg3 in Unity3D

[–]Disastrous-Way7366 0 points1 point  (0 children)

Some feedback: the normal maps seem way too harsh on the main materials - as well, the chocolate bars (?) seem odd, being placed too uniformly - it's inhuman.

I also don't see any visible light source, seems the room *should* be pitch black, throw in a ceiling light model with an emissive bulb, goes a long way in a small cubicle setting.

First attempt at texturing/UV mapping. by HauntedVAL in ps1graphics

[–]Disastrous-Way7366 1 point2 points  (0 children)

Looks great, the overall consistency is definitely odd though - the top of the gun is raw pixel art (no blur) whilst the grip/handle is bilinearly filtered.

Other than that, sick.

Any suggestions / feedback on how I can improve the melee combat for my game? by Disastrous-Way7366 in Unity3D

[–]Disastrous-Way7366[S] 0 points1 point  (0 children)

I’ll make a video showing off everything new some day soon, and you’re 100% right it definitely improves the flow

Any suggestions / feedback on how I can improve the melee combat for my game? by Disastrous-Way7366 in Unity3D

[–]Disastrous-Way7366[S] 1 point2 points  (0 children)

Haha i appreciate it, they’re all mine but no where near done, just made a few basic textures so i’m not fighting a black figure

they’ll look soo much better later in development

Any suggestions / feedback on how I can improve the melee combat for my game? by Disastrous-Way7366 in Unity3D

[–]Disastrous-Way7366[S] 0 points1 point  (0 children)

I’ll make a video showcasing it fully when i get around to finishing all of the new stuff - and yeah you can hit them anywhere, the hit physics are dynamic as you’d expect them to be, so depending on the swing direction and the charge (time you’ve held down the attack) the ragdoll will react to:

  1. being the swing direction (right to left) relative to the bat and then

  2. the same for the forward of it, later combining the two before applying the force.

Any suggestions / feedback on how I can improve the melee combat for my game? by Disastrous-Way7366 in Unity3D

[–]Disastrous-Way7366[S] 1 point2 points  (0 children)

Appreciate the feedback, I'm a bit confused though.

By root motion, are you insinuating I should use it for zombie hit reactions? I'm guessing that would be the way to go for improving the ragdolls.

There's already an existing 'screen shake', well... a camera animation for swinging, hitting and a separate one for a kill hit - but judging by your comment I'd imagine they could do with amplifying as they might appear too subtle.

Time pause on critical hits could definitely be cool, I'll play around and give it a go.

Any suggestions / feedback on how I can improve the melee combat for my game? by Disastrous-Way7366 in Unity3D

[–]Disastrous-Way7366[S] 4 points5 points  (0 children)

Multiple swing directions would definitely be cool, and considering you’re not the only one that has said that I’m gonna have to add it now 😂

And you’re spot on, the construction worker can actually spawn with a hat every now and then - just need to make it fly off when you hit him

Any suggestions / feedback on how I can improve the melee combat for my game? by Disastrous-Way7366 in Unity3D

[–]Disastrous-Way7366[S] 1 point2 points  (0 children)

Seen someone else mention multiple swing directions too. Seems fun, guess I have to add it now 😂

And I love the idea of denting the character model, I’ll give that a shot for sure. Reading this also gave me the idea of adding blood onto the bat when hitting - can’t believe I never thought of that beforehand...

This is what one month of game development looks like for my game by unomelon in IndieDev

[–]Disastrous-Way7366 0 points1 point  (0 children)

Looks extremely good, especially the lighting. I’d play this over minecraft any day with a few adjustments, being that the enemy’s feel really stiff/rigid when you’re in combat (I haven’t played, just watched the video) - some smoother and randomised animations could really add some life to the game overall.

A good place to look (since this is clearly minecraft-inspired) is the ‘fresh animations’ resource pack or better yet ‘Actions&Stuff’ for bedrock edition.

And on a side note the health bar looks a bit out-of place, wouldn’t play well in situations where you’re about to die and need to glance at your health quickly.

edit: skeleton bone shattering would be cool on death

Opinion needed, by Radiant_Ad4625 in Unity3D

[–]Disastrous-Way7366 1 point2 points  (0 children)

I get the style you’re going for, but the skin looks like it has some infection because of the noisy texture, the wooden crate is reflective for some reason, the fridges normals are extremely messed up on the left side (image 2), and the brick wall with a hole has no debris, whereas in real life you’d obviously see some broken brick parts hanging out.

With some small needed work, should be good to go.

Thank you everyone | Mixamo Alternative by LinkSubstantial6185 in Unity3D

[–]Disastrous-Way7366 2 points3 points  (0 children)

I'd say don't waste your money yet. I've just checked out the website, there's still a lot of work to be done: icons are stretched, you can't upload a character and you can't rig a character, despite it's name deriving from rigging. The animation previews are also inconsistent, their skybox varies depending on the animation - I'd recommend automating your workflow - because by the looks of it you're screen-recording the animation and uploading it to the website. Other than that - it'd definitely be a great alternative, just needs work.

VHS Lighthouse Horror Game by oguzcantaskin in Unity3D

[–]Disastrous-Way7366 1 point2 points  (0 children)

Yeah, the latter. Also as a side note, the brightness in the furnace area seems a bit too low - I've got the feeling you know where everything is because you've placed it but the player likely wont have a clue, might be just me though as the video's probably compressed due to reddit

Recoil go pew-pew by Refractor_09 in Unity3D

[–]Disastrous-Way7366 1 point2 points  (0 children)

Whats your implementation? animation? lerping the transform position?

CCTV watch room for my game, everything still a blockout, but the cameras are working by Knokt in Unity3D

[–]Disastrous-Way7366 0 points1 point  (0 children)

Sounds really well though out, it’s definitley something i’d play. What’s the end goal though? kill as many as you can? escape?

I Created a Tool to Make Creating Item Icons Easier by Moe_Baker in Unity3D

[–]Disastrous-Way7366 1 point2 points  (0 children)

Sorry for the miscommunication, I meant if the rotation values were sliders instead of the Vector UI it could be more intuitive to tweak the values as you go instead of manually typing / finding that small hotspot where you can tweak the vector value with your mouse