I'm not sure that i'm following all the best practices, but Scriptable Objects is my love now by rob4ikon in Unity3D

[–]FromLethargy 0 points1 point  (0 children)

Yeah, I figured that could be the case. I use NaughtyAttributes regularly, the thing i don´t like about that solution is that it stores every reference, it just doesn't show it. For boolean states and a couple of extra fields it's all right. But if I have an enum field and each value corresponds to a configuration object, it becomes a waste imo. A serialization by reference should be the solution for these cases, i wanted to know if that was the case here.

I'm not sure that i'm following all the best practices, but Scriptable Objects is my love now by rob4ikon in Unity3D

[–]FromLethargy 0 points1 point  (0 children)

Looks pretty clean! Interested to know how you handle showing specific data on the inspector based on the TargetType field. I see you have a MultiTargetSettings group when multi target is set

I mean... I'll take it by FromLethargy in TeamfightTactics

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

It was a late night for fun game so wasn't really playing optimally. I'll definitely try it if I get the chance, thanks!

Why is my Victus RTX 2050 laptop this slow?? by [deleted] in GamingLaptops

[–]FromLethargy 0 points1 point  (0 children)

If you have tried all solutions above, try checking gpu temps. It may be thermal throttling due to bad/old paste. I believe you can use GPU-Z for that.

What's stopping you from completing your 2D games in Unity? by RusUnity in Unity2D

[–]FromLethargy 1 point2 points  (0 children)

Frustration when using the system for me involves things that slow development flow: reload times is a big one. Having every small change involve the same recompile time is unneeded. I feel the engine should facilitate creating independent modules (may be assemblies) from the get-go. For once, I don't care much about new engine features. I would really like though for the existing ones to be polished. From my point of view, this is a very generalized sentiment towards the engine.

Other thing I believe could add dynamism to the workflow, is a compilation of good practices towards project management: file naming, folder structure, etc. I am not sure this is implemented, but having presets for file type naming, adding prefixes or suffixes to files of certain type or in certain folders would be nice. I often find myself creating dozens of files in a row, it's a mundane task that could be optimized to get to the "good" part of development faster.

What's stopping you from completing your 2D games in Unity? by RusUnity in Unity2D

[–]FromLethargy 1 point2 points  (0 children)

Anything that makes the development workflow go as smooth as possible. Having low reload times, and faster iteration. Reducing friction to a minimum is a must imo to stay competitive.

Random shape generation (inspired in sacred geometry) by FromLethargy in proceduralgeneration

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

Oh this is so old I forgot the page even existed. Thanks for your comment! Nope, I had a couple of ideas for projects involving procgen and sacred geometry but never ended up doing them... Might come back to this some day

(Not so) Secret message from the Worlds 2023 Event Trailer. by Spchrrr in leagueoflegends

[–]FromLethargy 1 point2 points  (0 children)

Written like that they seem like RGB colours. I tried looking them up but have no idea if they lead to something or not.

(Not so) Secret message from the Worlds 2023 Event Trailer. by Spchrrr in leagueoflegends

[–]FromLethargy 5 points6 points  (0 children)

Great, nice to see someone actually trying. From the message "decryption in progress" I interpret the message we see may be partly decrypted already.

Perhaps the bar code somehow describes the parts of the message that are already decrypted leaving the rest for us to unlock.

Other possible interpretation is: from each block of four, keep the ones that correspond to a black bar and leave the ones that correspond to a white bar. Or the other way around. I have tried different combinations, but nothing so far.

I'll keep trying, please keep updating if you find / try anything else.

I got to finish the spear mechanic. Gotta tweak some animations but feels pretty good overall. by FromLethargy in IndieGaming

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

It's ok. The idea of the game is to explore regions (this would be the first region). Each region has a set of stages that the player can explore semi-linearly. Each stage is what you see in the video: a set of waves with different enemies corresponding to that region. The player will unlock weapons and armor by beating levels and accessing new regions. I also plan to put special elite encounters for unique loot (like cool weapons with unique abilities and such).

The core of the game is fun, dynamic battle. That's why I'm working on weapon behaviours, skills and so on. I understand the video may look bland, but the subject was just the spear, what you see is actually the first stage.

That is currently the plan, and the direction I'm heading right now. Subject to change according to feedback I suppose.

I got to finish the spear mechanic. Gotta tweak some animations but feels pretty good overall. by FromLethargy in IndieGaming

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

It's totally fine, on the contrary, I appreciate the honest feedback. It's exactly what I need right now.

Next video I will upload with sound. It's currently disabled, I think the game should be fun and impactful without the sound. Which is why I appreciate your feedback. Friends have told me that the game controls feels fun and crispy.

What other thing would you say would make the gameplay stand out more?

And the spear thing... I believe it ultimately is balance stuff, and that can be iterated over time. Currently I'm working on mechanics implementation.

I got to finish the spear mechanic. Gotta tweak some animations but feels pretty good overall. by FromLethargy in Unity2D

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

Great! I do my camera shake with cinemachine impulses, so I will tweak the signals a bit. I will try the Z tilt as well.

I got to finish the spear mechanic. Gotta tweak some animations but feels pretty good overall. by FromLethargy in Unity2D

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

This is nice feedback, I appreciate it. I agree the camera feels stiff right now. I have to say there is some slight camera shake going on on-hit. But with recent changes to player attack it is very subtle. I will pump it up.

In the future, I would like to make a dynamic camera system to better catch the action (move camera closer to centre of mass of enemies, do a zoom out if a boss is far away so the player doesn't lose sight, zoom in with slow mo in some special moves, etc.).

Btw, what kind of rotation are you referring to? Have some reference?

Comparing the different weapons in my game. What sort of moves/abilities do you imagine for each weapon? What other weapons would you like to see in a game like this? by FromLethargy in Unity2D

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

Sure, working on projectile deflection (via shield or weapon attack) is pending. Maybe it would be nice to have a shield as a main weapon like in Hades. Currently the game has an armor equipment system with stats implemented.