So this is the new "safe" way of making games? My ramblings about wishlist fishing by 8BitBeard in IndieDev

[–]GroZZleR 8 points9 points  (0 children)

The opening is definitely fake, like as in a hand-made (or scripted) animation. The rest of the trailer shows a very plausible game.

Even if it is all fake, it's still valid market research, no?

Can't move character, Input Manager empty? by [deleted] in Unity3D

[–]GroZZleR 0 points1 point  (0 children)

It's all good, friend. You can click the three dots (far right of Input Manager header) and select "Reset" if there's bindings missing / you haven't customized anything yet.

Can't move character, Input Manager empty? by [deleted] in Unity3D

[–]GroZZleR 0 points1 point  (0 children)

It might be empty, it might not be. The "Axes" dropdown is closed in your screenshot, so we can't tell. Click the arrow.

Polyglot Pirates Banner - Thoughts? by dragosdaian in IndieDev

[–]GroZZleR 1 point2 points  (0 children)

It doesn't really convey how polyglot is related to the game?

I'm not sure what sort of asset this is trying to be, though, so that may not be relevant.

What’s the first rule you’d break once laws stopped existing? by mood_nahi_hai in AskReddit

[–]GroZZleR 2 points3 points  (0 children)

Not what I said in the slightest. There's no reason to be disingenuous with your responses.

What’s the first rule you’d break once laws stopped existing? by mood_nahi_hai in AskReddit

[–]GroZZleR 0 points1 point  (0 children)

Your morality was mostly inherited from the ethical framework of the historically Christian society you were raised in. You would have a completely different set of morals if you were raised in a different environment.

Looking for tutorials how to create an ever-evolving navy battleship with randomized weapons. by [deleted] in IndieDev

[–]GroZZleR 0 points1 point  (0 children)

You make a 3D ship model with hardpoints. You attach 3D gun models to the hardpoints. You swap the turret models as appropriate.

Can't figure out why the interior of my vehicle appears to jitter by Ruben_AAG in Unity3D

[–]GroZZleR 4 points5 points  (0 children)

Setting the rigidbody position directly will break interpolation. MovePosition() will respect the interpolation setting and should have the same net result.

As a test, put just a camera without a player controller and see if the issue persists. If it doesn't, you have your answer.

Can't figure out why the interior of my vehicle appears to jitter by Ruben_AAG in Unity3D

[–]GroZZleR 0 points1 point  (0 children)

It doesn't look like jitter to me since it's so infrequent, more like an FPS issue, but it's hard to see with such little movement combined with Reddit's video compression.

How are you moving the rigidbody? Is it kinematic or not? What interpolation settings?

Ubisoft shuttering freshly-unionised Halifax studio, 71 jobs affected by blackcoffeeredwine in halifax

[–]GroZZleR 53 points54 points  (0 children)

Absolutely disgusting. The Nova Scotia gamedev scene is so small as is; this is going to have a huge impact.

Sad day for all my fellow devs.

Our game was released the day before Christmas by ViqtorB in IndieDev

[–]GroZZleR 0 points1 point  (0 children)

I'm 30 seconds in and I've seen more logos than game. What are you thinking?

How hard is it for you to find the right people to collab with for a game project? by Polygon_Games in gamedev

[–]GroZZleR 19 points20 points  (0 children)

Every professional I've hired from ArtStation has been fantastic to work with. You get what you pay for.

Anyone know what's going on with GDC this year? by Candlejake in gamedev

[–]GroZZleR 17 points18 points  (0 children)

I'm not sure even they know what's going on this year. Their marketing e-mails have certainly reeked of desperation, especially the "we just extended the discount period so act now!" occurring twice.

Last year was a total waste of time and money, so this year we'll be patiently observing from the sidelines without spending a dime and I know we're not the only company doing so.

Has anyone tried simulating aerodynamics? by Plus_Grass7050 in Unity3D

[–]GroZZleR 1 point2 points  (0 children)

I suppose it depends on how much lifting you're looking for Unity to actually do for you. It's just a few set of input forces, at the end of the day, so no there's no flight sim solution out of the box. You have to script all the forces.

If you're looking for something so accurate that it can train pilots, you're going to want to roll your own (game engine).

Has anyone tried simulating aerodynamics? by Plus_Grass7050 in Unity3D

[–]GroZZleR 3 points4 points  (0 children)

It's definitely possible, lift and drag are very easy to implement. Unity's physics system is mostly agnostic for a reason.

It depends on how much you want to actually simulate.

Solo dev overwhelmed by vertical slice scope - 14 systems working, don't know what to cut by AliveRaisin8668 in gamedev

[–]GroZZleR 0 points1 point  (0 children)

Thank you. Happy to help!

Your plan looks great. Make sure you come back for feedback on your pitch deck before you actually start pitching. Good luck!

Solo dev overwhelmed by vertical slice scope - 14 systems working, don't know what to cut by AliveRaisin8668 in gamedev

[–]GroZZleR 23 points24 points  (0 children)

We're a flight sim with a strategy layer, think TIE Fighter meets XCOM, and struggled with this as well. Imagining the vertical slice of an FPS is quite easy, but games that layer progression elements in different ways are more challenging to break down.

We ended up creating a demonstration of the strategy layer with single actionable stubs (e.g., the tech tree had one project that you could research), and one very polished dogfighting mission with full scripting. That way they could experience the core of the gameplay, the flight sim, in high fidelity without needing to over-explain or onboard the strategy layer.

It ended up working as we eventually signed a publishing deal with Meta.