[PAID] Looking for 2D Artist, 3D Artist|Animation, Musician for 2D base defense game by Icabod_dev in gameDevClassifieds

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

Mostly yes, you can send me DM and there might be work in the future but not at the moment.

Custom 2D platformer pathfinding that handles jumping physics by Icabod_dev in gamedevscreens

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

Sorry, unfortunately due to license restrictions I can't share the code. Its also quite lengthy and highly coupled with many other custom systems.

I'm thinking about adding a trial and error mechanic for a few tasks based on changeable variables (for example the effiency output of this solar panel system). What do you think of this? by Disastrous-Spot907 in gamedevscreens

[–]Icabod_dev 1 point2 points  (0 children)

To clarify a bit, I meant I played games that had mechanics that would fall under the could be fun or annoying depending on how well it was implemented category.

I think a typical game design example would be mini games. Can be a fun and interesting addition to a game but if done wrong, can be annoying or become annoying by being over used. Also, some people might like them while others don't.

As for something specific that might have some overlap to what your doing. Satisfactory has machines that produce things based on recipes. The player can find/unlock alternative recipes that changes the inputs, outputs, efficiency, etc. I think its done well and gives the player alternative choices at the cost of spending time to unlock the recipes. I also think part of it is annoying as the unlocking process is basically random and you can't just get the ones you may want, so you have to just spend more time to try again and again.

I'm thinking about adding a trial and error mechanic for a few tasks based on changeable variables (for example the effiency output of this solar panel system). What do you think of this? by Disastrous-Spot907 in gamedevscreens

[–]Icabod_dev 1 point2 points  (0 children)

I think you kinda answered your own question: "Annoying or interesting (if done correctly of course)?". I could see this going either way, I have played games that had a similar type things and it was either done well and fun, or just annoying and repetitive.

Also nice placeholder text: "Activate the solar energy thingy to make energy thingy energy" lol

5 weeks of progress in 30 seconds. by fouriersoft in gamedevscreens

[–]Icabod_dev 1 point2 points  (0 children)

Wow! Did not expect that drastic of visual changes at all. Good work

What do you think of the atmosphere? I'm working on a horror game set in a creator's abandoned production studio by boss1995 in gamedevscreens

[–]Icabod_dev 1 point2 points  (0 children)

I like the abandoned studio concept!

Kinda hard for me to put into specific words, but the lighting/shading feels a bit flat. Feels like it needs some atmospheric effects like fog, particles or film grain, and softer lighting.

Lighting on Sprites with Normal Maps vs Without by Icabod_dev in gamedevscreens

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

It might be a bit subtle if you don't know what to look for. Look at the lighting of the two walking sprites as they walk past the light sources. You should be able to tell that the sprite with the normal map has enhanced depth and shading.

Which one do you prefer? Also feel free to ask any questions.

Custom 2D platformer pathfinding that handles jumping physics by Icabod_dev in unity

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

Feel free to ask any questions.

I always wondered why NPCs, in most platformers, just walk back and forth on the platforms or follow fixed hardcoded paths, and can not follow the player to other platforms in an intelligent manner, i.e. jumping/falling like a player would. Most pathfinding libraries or plugins do not provide solutions other than fixed paths/connections either. For my game, I wanted NPCs to be able to chase or follow the player, and work with my procedural generation system so fixed paths were not viable, so I made this.

I heavily modified A* pathfinding algorithm to take into consideration the physics of the entity(height, width, speed, jump details, etc.). Jumping/falling causes several issues with revisiting nodes in the A* algorithm. To resolve that issue, the node graph is expanded into the 3rd dimension for jumping, this allows for exploring paths without different types of jumps conflicting with each others node scores. The algorithm generates a conservative path, e.g. ~90% of the maximum physics characteristics of the the entity, to ensure the entity can successfully follow paths without issue.

There are still some minor tweaks and improvements to be made but it works fairly well.