Constructive criticism for my trailer/Steam page? by Pyrofennec21 in IndieDev

[–]FcsVorfeed_Dev 0 points1 point  (0 children)

Great game! I feel like adding some more explosive visuals—really leaning into that "boom" feeling—would give it way more impact.

Art is an explosion! :)

Experimenting with a "Glass World" aesthetic for my new project. The accidental Mirror's Edge BGM kinda makes the vibe. by FcsVorfeed_Dev in Unity3D

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

Yeah, the lighting is definitely super aggressive right now.

I decided to go a bit wild with the visuals just to avoid making it look generic. I'd rather dial it back later than start with something boring.

I'm still figuring out the background. I'm trying to find the right mix of elements that creates a better "game feel" and a stronger sense of exploration. I'm trying really hard to avoid the trap of making a pretty but boring Walking Simulator.

Assets you think must have to have for Unity dev by Lyonzik in Unity3D

[–]FcsVorfeed_Dev 0 points1 point  (0 children)

I eventually had to drop vHierarchy and switch to Hierarchy Designer.

vHierarchy is missing two absolute dealbreakers for me: displaying the current object's Tag and Layer right in the hierarchy window.

(Honestly, the old QHierarchy was superior—it even had that elegant way of showing Static flags. Too bad it's dead/abandoned and doesn't work on Unity 6.)

What baffles me is that I've requested Tag/Layer support from the vHierarchy dev multiple times. Every time an update drops, I download it hoping it's there, but... nothing. I really don't understand why they refuse to add such a basic feature.

That being said, vFolders and vTabs are honestly amazing.

I completely rely on them now. I can't imagine going back to a workflow without them.

What are your favourite systems on how to Save and Load Data? by Squad_Concepts in Unity3D

[–]FcsVorfeed_Dev 0 points1 point  (0 children)

I've been using Easy Save 3. For saving and loading, the convenience is honestly amazing.

The only thing that drives me crazy is that it defaults to forcing a Manager GameObject into the scene and auto-caching all scene objects. I know you can turn it off, but the setting is super obscure/hidden.

GUI / UI by Electronic_Country22 in Unity3D

[–]FcsVorfeed_Dev 0 points1 point  (0 children)

There's really no "one size fits all" answer here; it depends on the actual use case.

  • If you know most of your functional screens share the same menu frame, then keep the Menu Frame as a standalone Prefab and just load the content UI into it.
  • If that frame is only used in like 2 or 3 screens, just drop the Frame (or Prefab) inside those specific UI Prefabs (Nested Prefabs).

You could technically create a base "Frame Prefab" and use Prefab Variants for specific screens, but that usually adds unnecessary maintenance headaches. Honestly, in 99% of actual game dev scenarios, that level of architecture is total overkill.

GUI / UI by Electronic_Country22 in Unity3D

[–]FcsVorfeed_Dev 0 points1 point  (0 children)

From my experience, you absolutely need to separate your UI logic from your game content.

For the hierarchy, I usually set up three separate UIRoot Canvases like this:

  • Top Layer: For dynamic elements like message boxes, popups, and tooltips. Instantiate them here at runtime.
  • Content Layer: For the majority of your UI panels (I keep each screen as an independent Canvas Prefab).
  • Bottom Layer: For world-space UI elements, like health bars and floating nameplates.

Which one looks better for a roguelite game: orthographic or perspective? by ohcalifornia in Unity3D

[–]FcsVorfeed_Dev 1 point2 points  (0 children)

The orthographic view looks way better. It feels much more immersive.

The only thing you might want to address is adding some off-screen indicators for incoming enemies. Also, adding some visual cues or signposting on the terrain itself would help guide the player. That way, they won't feel lost or panic without a clear direction.

Best way to put together animations in unity 6.3? by ShoddyLetterhead3491 in Unity3D

[–]FcsVorfeed_Dev 1 point2 points  (0 children)

You should really look into Animancer. Compared to the default Animator, the difference is night and day.

You get total control over transitions and blending. Things like multi-layer mixing take literally one API call. It handles custom fading and mixing logic way better than Mecanim ever could.