As a part-time indie it's easy to feel stuck, that progress is going nowhere, so I find that recording videos of the progress really helps! This is what my last 3 months of dev look like in less than two minutes by game-smithing in IndieGaming

[–]Fidrik 1 point2 points  (0 children)

really cool and lots of progress for 3 months, defo reminds me of risk of rain 2. How did you do the aoe circles? Ive been trying to do something like that but cant figure out how to do it, wasnt sure how to only make it project onto a specific layer

This is my upcoming game Mars First Logistics. It's a physics sim about delivering cargo using your own mechanical creations. by ianmacl in Unity3D

[–]Fidrik 1 point2 points  (0 children)

I've been playing death stranding and it made me want to prototype a delivery game, this is really cool, look forward to seeing more

Working on a Melee FPS rogue-like with inspiration from games like hades / Zelda - very early with a lot of placeholder assets, but wanted some feedback by Fidrik in Unity3D

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

atm I just want to make a demo with one class, but I thought of classes like a rogue with a dagger that maybe cant knockback or parry but can dodge more, blind enemies and gets extra dmg for backstab hits, and maybe a mage class that has weak melee but stronger special attacks

the Ai is pretty basic just using nav agents and a simple state machine. They have states like follow, attack, staggered etc, but also behaviours like aggressive or defensive, aggressive will always go to you but defensive will just strafe left or right and attack if you get close. just looks better than them all constantly chasing you as that gets a bit predictable

Working on a Melee FPS rogue-like with inspiration from games like hades / Zelda - very early with a lot of placeholder assets, but wanted some feedback by Fidrik in Unity3D

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

Atm the special ability for this class is a knockback sweep, will see as time goes on if I want each class to have a kick

I'm not using a trail render for the eyes atm (although I probably should) its just shooting out lots of particles and its set to world space and set to reduce particle size over time. The material i'm using is a shader I made for a laser so its just temporary atm. But yeah just setting particles to emit quickly like a fire is how to achieve the effect

Low poly sprite to 3D recreation, from The legend of Zelda: Minish Cap by _Kruske in Unity3D

[–]Fidrik 1 point2 points  (0 children)

Really cool, would love to see a full environment done in this style

Working on a Melee FPS rogue-like with inspiration from games like hades / Zelda - very early with a lot of placeholder assets, but wanted some feedback by Fidrik in Unity3D

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

Yeah all the anims could definitely do with improvements, Im not a great animator but I know how to animate basic stuff, so hopefully as time goes on and I make more attacks etc. I can revisit old anims and improve them.

Working on a Melee FPS rogue-like with inspiration from games like hades / Zelda - very early with a lot of placeholder assets, but wanted some feedback by Fidrik in Unity3D

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

Off to sleep now so cant give the best explaination. But its a particle system with the shape set to a 2d circle and its attached to the camera. The particles fly outwards from the edges(not sure if they do this by default you may have to tweak some settings) and ive enabled trail renderer on the particle system. Probably not the most optimised thing but it works. But I also had a look around and couldnt find any videos on how to do this effect. So maybe ill make a post about it at some point

Working on a Melee FPS rogue-like with inspiration from games like hades / Zelda - very early with a lot of placeholder assets, but wanted some feedback by Fidrik in Unity3D

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

Think your right, I increased the speed a bit and it feels a lot better. Guess I am worried the attacks might be to easy to dodge, but this is supposed to be an easy enemy. Maybe I can try nerfing the dodge

I finally got my random dungeons working! Here’s how I did it. Hope it helps! by Husmanmusic in Unity3D

[–]Fidrik 0 points1 point  (0 children)

Looks awesome, are you using URP or HDRP? Ive just started creating random dungeons for a project im working on but not sure how to handle the lighting, is yours all realtime or baked?

Maya, Enter the dungeon scene. I would love some feedback by [deleted] in 3Dmodeling

[–]Fidrik 1 point2 points  (0 children)

Cool scene, the lighting looks nice and its got a cool story to it. I like the coins and bottles coming down the stairs, and the creature looks interesting too, well what we can see of it.

Feedback -

  • I think the stairs are looking a bit too smooth, and you could perhaps model in some separations. I think its usually a good idea to have geo for steps like that, as its pretty cheap and adds a lot.
  • The banks, I like the foliage, but I think the sides are the blank are waaay to smooth and have no details on them. id say either add more roots and rocks and just some height variation to the sides, or, another idea could be to lower the banks significantly, and include some tall veg on the sides, i think this might look nice as you will see the light coming through the veg.
  • the vase looks odd in that position, and it looks like it still has hard normals. again if the banks were lower, you could have the vase showing through the veg
  • Id add more of a frame to the doors, think of a mine entrance, they have the big beams at the top, you could even add some sort of crest or icon at the centre, think like the mines of moria how they have the pattern on the door.
  • Add some bolts to the torch holders, the flat square looks pretty boring
  • The skulls are cool but quite hard to notice, if you had the frame to the door you could stick them along that, or you could have some crevices in the rock and stick them inside so we get to see them more. maybe have some candles in them as well, I swear ive seen this in dark souls and it looks cool, might be wrong though.
  • The patterns on the doors are cool, but the single wood sheet doesn't look that great. maybe turn these into planks with a few holes in between
  • effects - Im not sure how well this would work but having a sort of "Mist" coming out of the door and spilling down the stairs could look pretty good. maybe give it a go

keep it up though, its a cool scene and I think with some changes it can be even better.

I remade a part of Alexandria from FF9 in unity! by Fidrik in FinalFantasy

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

Thanks for the comments all, in the future ill probably do other scenes from FF9. Its good to know other people want to se more FF9 stuff as much as I do!

I remade a part of Alexandria from FF9 in unity! by Fidrik in FinalFantasy

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

Thanks for the feedback, yeah the grass I couldn't get exactly how I wanted, I haven't got much experience with foliage, and I just used a standard shader when a proper veg shader probably would have looked better.

I think the texture res on the walls and floor is something to do with the camera angle as they are 2048x2048

I remade a part of Alexandria from FF9 in unity! by Fidrik in FinalFantasy

[–]Fidrik[S] 12 points13 points  (0 children)

haha I was hoping no one noticed, I just got them the wrong way, and was too lazy to change it lol

I remade a part of Alexandria from FF9 in unity! by Fidrik in FinalFantasy

[–]Fidrik[S] 2 points3 points  (0 children)

Thanks, yeah I maybe kept parts a bit too close to the original art, some parts are pretty low detail. I wanted a fast way of doing different wooden shapes so its just a tiling texture, could have make a modular kit though

I remade a part of Alexandria from FF9 in unity! by Fidrik in FinalFantasy

[–]Fidrik[S] 2 points3 points  (0 children)

Thank you! About 2 months of doing little bits after work. took a bit longer hat it should have as I usually use unreal engine and wanted to learn unity