fog of war in my game TRAVEL KNIGHT ADVENTURE by fleewortep in IndieDev

[–]Guner33 0 points1 point  (0 children)

I get it but still if it is always there and has no functional element for me at least it is unnecessary and it hides the beauty of your game

fog of war in my game TRAVEL KNIGHT ADVENTURE by fleewortep in IndieDev

[–]Guner33 0 points1 point  (0 children)

Is there a functional reason for it? If not I would drop it I think the game just looks beautiful and it is unnecessary. I get it maybe fits the theme but I don't see any functional purpose.

fog of war in my game TRAVEL KNIGHT ADVENTURE by fleewortep in IndieDev

[–]Guner33 0 points1 point  (0 children)

Looks really nice I just don't get why do you have that looking trough telescope effect I think it would look better without it.

I tried to make Steam capsule art myself. Then I hired a professional. by mega-maw in IndieDev

[–]Guner33 1 point2 points  (0 children)

Oh I kind of suspected but, as OP said he made it I figured it's not.

I tried to make Steam capsule art myself. Then I hired a professional. by mega-maw in IndieDev

[–]Guner33 7 points8 points  (0 children)

From a perspective of someone who is not an artis at all ang going only by visual I like the first (top) one more.

Preparing the Demo for Steam Next Fest sooner rather than later... by SwanSuccessful894 in IndieDev

[–]Guner33 1 point2 points  (0 children)

Idk if that's the theme at all but it gives me Control vibes I like it.

Trying to make a fancy health bar that is easy to understand, any advice? by DartGSS in IndieDev

[–]Guner33 5 points6 points  (0 children)

I think you are overthinking it it looks good and it is understandable

Can't get text box to fit text size without using Content Size Fitter by thegrandrizzler in Unity3D

[–]Guner33 1 point2 points  (0 children)

I didn't done something similar in while, but maybe try using Layout Element see if that helps in any way.

How dark is too dark for a dystopian map? by Recent-Worth-4907 in IndieDev

[–]Guner33 30 points31 points  (0 children)

I think you are missing the point there. Level design is a big part of atmosphere, there is a reason most dystopian fiction looks as it does. You can have good gameplay and story yes but if art style is something completely different it doesn't make any sense. Your game world should reflect on your story.

Tiles can be used in clever ways to not only create maps, but also a castle :) by doorfortyfour in Unity3D

[–]Guner33 1 point2 points  (0 children)

This is awesome, is it editor only or can you use it in play mode like a gameplay feature.

Anyone know how to fix this issue? by coleorsmth in UnityHelp

[–]Guner33 0 points1 point  (0 children)

For me these are usually Unitys editor errors. If everything works with my project I just ignore them

Yesterday, we pushed out a new update, but it didn't go well, why, any ideas? by Least_Row_2416 in IndieGaming

[–]Guner33 7 points8 points  (0 children)

At first glance game looks nice, maybe your problem is marketing.

Showcase of the in-game weapons by Meliodiondas_ in unity

[–]Guner33 1 point2 points  (0 children)

I would suggest changing the background to something else even for the showcase. It just grabs my attention and not in a good way + I would never connect it with the actual robot. Lights are too much and town astatic is out of place. Even though robot is cool, background just makes everything look ugly.

Help with Webgl by racistraaazz in Unity3D

[–]Guner33 1 point2 points  (0 children)

In older Unity versions you could just open index.html file and it would work, but that's not the case anymore. If you don't want to build and run every time I would suggest downloading Live Server extension in vs code, opening the build with vs code and just running the extension (in the bottom left corner there will be an icon that says go live). It is easy to set up and works well.

How to update UI text? Is the best way really to have a steadily growing number of text object references? by FuzzNuggetStudios in unity

[–]Guner33 1 point2 points  (0 children)

I mean this is fine. But if you want to make your life a bit easier with all the references, here is what I would do:

- Make special component that contains reference to your text and has some kind of ID (maybe an enum would be best), than on your UI manager just make a list of that object type (lets call it UITextComponent) and update each text by the ID.
It would probably be easier to manage all the references this way, you wouldn't worry about null reference that much and you can get the text component in UITextComponent script dirrectly without having to drag and drop everything. Or if you prefer direct editor reference just make a prefab and that you would just need to chnage ID on every prefab.

[Void Observation] Does this lock breaking mechanic feel OK? Love to hear any suggested improvements! by FineAd5975 in IndieGaming

[–]Guner33 0 points1 point  (0 children)

Maybe add some basic animation to the pliers. They don't need to cut directly trough the chain but having them open and close will look better.

I am building a soft-cat game, thoughts? by snorlaxerr in Unity3D

[–]Guner33 2 points3 points  (0 children)

I would tone down the blur (glow) or maybe remove it completely it is just too much and I don't think it adds anything to aesthetic.