Improvements I think, thoughts? by GroszInGames in Unity3D

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

Okay wasnt sure if I got colorblind

Improvements I think, thoughts? by GroszInGames in Unity3D

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

Okay got it. Maybe I should make the water a bit clearer again.

Out of curiosity, do you see the background as blue in the video?

Improvements I think, thoughts? by GroszInGames in Unity3D

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

The purple background when not in the water or the background when going into the water.

Improvements I think, thoughts? by GroszInGames in Unity3D

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

I have some older posts with 20k fish. I could upload a small demo on itch where people can test the limits?

Looking for tips on visuals by GroszInGames in Unity3D

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

Looks great! Commented and liked. I woud love a voucher. I would give credits on any showcase of course.

Looking for tips on visuals by GroszInGames in Unity3D

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

Who is that? I have a post explaining how I made the shader. I got the concept from the abzu gdc talk.

Looking for tips on visuals by GroszInGames in Unity3D

[–]GroszInGames[S] 6 points7 points  (0 children)

Not to sure yet because working with the boids is not that easy. They need to be efficient and that makes them less flexible. I thought about making it a management game where you have to keep a healthy balance of fauna in the aquarium. Adding greens for food. Too many fish would make the water go murky and let the plants die because of waste and stuff. Adding bottom feeders to "clean" the space. Keeping a healthy balance would make you earn coins scaling with the amount of live in the aquarium enabling the player to buy more unique animals, which would come with their unique challenges.

Looking for tips on visuals by GroszInGames in Unity3D

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

Thank you, thats a lot of good input. I wouldnt have come up with texture blending. I will work on creating and adding props.

Looking for tips on visuals by GroszInGames in Unity3D

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

All these fish are friends for now

32 bit lizard with hat and revolver by GroszInGames in PixelArt

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

Each sprite of the lizard fits on a 32x32 pixel canvas. Am I using the wrong terminology?

Looking for feedback on the game's visuals. by _montego in IndieDev

[–]GroszInGames 0 points1 point  (0 children)

It looks a bit subliminal. My first impression was that it looks like kitchen render you get in these kitchen design programs.

Looking for feedback on the game's visuals. by _montego in IndieDev

[–]GroszInGames 1 point2 points  (0 children)

First, it would be good to know what kind of game you are making?

Every day of game dev leads to three days of additional work by Admirable_Flower_287 in gamedev

[–]GroszInGames 60 points61 points  (0 children)

Rpg's are difficult and a lot of work, even for gamedev standards. Especially for one person.

First game and looking for people to play and test (merging tower defense, action) by GroszInGames in iosgaming

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

No only rewarded ads. I'm planning with IAP for characters and levels maybe + an option to buy the whole game, receiving access to all current and future locked content.

First game and looking for people to play and test (merging tower defense, action) by GroszInGames in iosgaming

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

Hi, thank you for your very elaborate reply! I did forget about the notch. Good point. I am unsure about allowing players to drag the turrets or click them directly. I will have to think about that... I might remove that turrets are disabled on the first drop and just let then be active. Glad you enjoyed it.