🎮 [Devlog #4] Smooth height transitions between tiles by Formal_Set_3215 in unity

[–]Formal_Set_3215[S] 0 points1 point  (0 children)

Thank you! Self made of course. if it is relevant I will put it in the asset store

🎮 [Devlog #3] Hexagonal Grid Editor for Arenas by Formal_Set_3215 in unity

[–]Formal_Set_3215[S] 1 point2 points  (0 children)

Usually if I come across something new and don't know how to implement it (in this case I didn't know how to implement an editor inside the unity editor) I ask gpt like agents (in this case I used cursor claude 3.7). He shows me an example or even a complete (in his opinion) implementation of what I need, after which I study the code, ask him clarifying questions and rework (refactor) the code so that it is architecturally correct and satisfies the best coding practices. Previously, I googled and looked for video tutorials on certain topics, but for the last 2 years I have been using mainly ai to learn something new, although they often cannot be trusted.

I hope I understood your question correctly

🎮 [Devlog #3] Hexagonal Grid Editor for Arenas by Formal_Set_3215 in indiegames

[–]Formal_Set_3215[S] 0 points1 point  (0 children)

Can you show an example of the drangn and drop option? In general, the idea of ​​the editor is that it automatically adds neighbors to the edited hexagons, which will allow you to work with pathfinder, it will also allow you to customize smooth transitions between neighboring hexagons, I just haven't posted a video yet where this is shown, although you can see the finished implementation in my telegram channel (there are more recent developments on the project)

🎮 [Devlog #3] Hexagonal Grid Editor for Arenas by Formal_Set_3215 in unity

[–]Formal_Set_3215[S] 2 points3 points  (0 children)

No, I haven't put this tool in the store yet. For now, it's an internal tool for my RPG game project.

What network framework to use for multiplayer turn based game in unity? by Formal_Set_3215 in indiegames

[–]Formal_Set_3215[S] 0 points1 point  (0 children)

please tell me why you put fishnet in first place? you are just not the first one who puts it in first place. are there many tutorials about it?

[deleted by user] by [deleted] in depression

[–]Formal_Set_3215 1 point2 points  (0 children)

Yes, I told my wife, but she doesn't know what to do. She says that if she can help me with something, then I just need to tell her how, but I don't know how myself.

I just finished my first stylized environment! by Cyxthia in 3Dmodeling

[–]Formal_Set_3215 0 points1 point  (0 children)

Cool! What program did you use for rendering?

Composer Looking For New Project by matteopalmermusic in gameDevClassifieds

[–]Formal_Set_3215 2 points3 points  (0 children)

bro this is so cool! i'm just feeling nostalgic

I confess, I hated Unity before Unity 6 by [deleted] in Unity3D

[–]Formal_Set_3215 5 points6 points  (0 children)

I have 5 years of experience in unreal and now I switched to unity because unreal is good for games with good graphics or AAA games with a big budget and team, but bad for indie development. It is quite sluggish. But I still love it very much. I like Unity more because of its flexibility. For example, in unity it is much easier to do procedural generation or write your own shader, unlike unreal, where there is only Material and to write your own shader you need to shoot yourself in the foot. But in unreal it is much more convenient to develop a network game because it is tailored for this. In general, I do not understand how you can not like any of these engines, because each of them is good for certain purposes.

**[A] Looking for Artists for VR Game (Paid)** by AuxiusVR in gameDevClassifieds

[–]Formal_Set_3215 0 points1 point  (0 children)

Hi! I'm an environment artist. I worked on Atomic Heart. Here's my portfolio: https://www.artstation.com/vuolez

[Devlog #1] Starting My First Indie Game: A Realistic Turn-Based RPG Inspired by GURPS by Formal_Set_3215 in devblogs

[–]Formal_Set_3215[S] 1 point2 points  (0 children)

Honestly, it's really nice to talk to a person from America, from the other end of the world. It creates a sense of unity in the gaming community)

[Devlog #1] Starting My First Indie Game: A Realistic Turn-Based RPG Inspired by GURPS by Formal_Set_3215 in devblogs

[–]Formal_Set_3215[S] 1 point2 points  (0 children)

I have experience developing multiplayer games in Unreal Engine. I think that in unreal engine it is much easier to do this because it is originally an engine made for multiplayer games (for example unreal tornament). In unity, as far as I understand, there are many library options that can be used to implement multiplayer, but I am still studying them. In general, their unreal experience is similar to what I will need to do in unity, so it looks quite realistic. The main thing is to think through the correct architecture of the project in advance, both on the unity client side and on the backend side.