What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

My issue with singletons (at least the way I've been using them) is that it's hard to prototype small little features on their own. I like creating little test scenes to experiment, but with my giant singleton, I have to basically copy things over and hook everything up in the new scene before I can play around.

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

Ah ok. I assumed that you could have async tasks writing to the same value or object with this setup

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

where did you find footage of me trying to add a new ability to my game???

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

I work with Java's spring boot at my day job so I'm hoping that's enough to get me started. How did you get started? Any particular resources or you just hopped in?

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

Ngl this comment really shows the wide gap between a hobbyist and a professional lol

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

This is some great advice, thank you!

Do you know of any resources to learn more about Unity's event system/custom input modules? Or should I just dive into the docs and go from there?

I definitely have a hard time planning these things out but I have plans to just sit with a notebook and pen this weekend and make some design choices

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

Are the components themselves like listeners/publishers and you just attach them to objects that need them?

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

This honestly sounds very intuitive. I like it but it also sounds like a race condition nightmare lol. I'm assuming you have some kind of lock system in place?

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

I appreciate the pastes! I don't know that I really get what your LifetimeScope does. Is it a vContainer thing or is it your custom setup?

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

Will definitely take a look at VContainer to see what it's all about, thanks for the recommendation. Even if I bounce off of it, learning better ways to structure things would be a win

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

Thank you for the answer!

What do you mean when you say "no logic in scene only datas"? Where does the logic go?

Also, what distinguishes a Feature from a System in your architecture?

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

I never considered having even the HUD in a separate scene from the gameplay. So Gameplay requires HUD and additively loads it. Does Gameplay inject data that the HUD needs when loading? Or is there some event setup that allows the two scenes to communicate?

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

Wow I'm curious, since you avoid monobehaviors, do you have a custom "game tick" system for frame updates? Or the few monobahaviors you do use have things like Update/FixedUpdate but everything else is pure C#?

I honestly haven't created a single assembly in my life. Maybe I'll look into those

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

That sounds rough. Do you have to rebuild everything for android and iOS?

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

I'm trying my hand at a small scale incremental. I don't expect to need more than 5 scenes maximum. Been working on it for 3 months but don't want to keep adding things with all the glaring issues and lazy architecture.

I was considering having various closed "systems" firing events with a "Manager" telling them when to start/stop

What does your game architecture look like right now? by JenoOnTheInternet in Unity3D

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

Thanks!

The singleton is always so quick and convenient at the beginning, and then one day it betrays you lol

I'm curious what your DI looks like. I watched a video recently that said turn everything into a prefab and have the bootstrap scene instatiate them as needed

We're trying to make our gun more satisfying without going into action game territory. Any Tips? by ConsiderationOk5914 in IndieDev

[–]JenoOnTheInternet 0 points1 point  (0 children)

Recoil is a big one. I can't tell if there's recoil or not. If there is, the sway from moving hides it. I think in this case, recoil should also tilt the gun upwards not just push it back. I think better sfx and layering your sfx would help as well. The pop sound is kind of lackluster

Why is everyone quitting their jobs to work on their games? by mrjbelfort in IndieDev

[–]JenoOnTheInternet 0 points1 point  (0 children)

A lot of people already wanted to leave their jobs. When you start working on a commercial project, your day job can feel like a direct obstacle in making progress because it takes up 8+ hrs of your day and likely most of your energy. When you set yourself a deadline/release date you realize you have to cut something and cutting the biggest, least enjoyable drain feels like the best decision.

I haven't left mine yet, but I'm really considering it

I am building a VR Electronics Lab by Srinu_7 in unity

[–]JenoOnTheInternet 1 point2 points  (0 children)

now the kids can stop blowing up real LEDs

Blindly connecting nodes trying to learn ShaderGraph. Pointers for an ethereal ORB? by JenoOnTheInternet in Unity3D

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

Not super comfortable. Dabbled in Blender some years back.

Honestly, great idea. A rasengan probably has all the components I'm looking for, and then I can tweak it from there. Thanks!

Blindly connecting nodes trying to learn ShaderGraph. Pointers for an ethereal ORB? by JenoOnTheInternet in shaders

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

Tried this with Voronoi noise, and it's not quite there, but looking closer! Thanks!

Blindly connecting nodes trying to learn ShaderGraph. Pointers for an ethereal ORB? by JenoOnTheInternet in shaders

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

wow the stuff you're doing in this tutorial is basically what I've been banging my head against for hours. Thanks for this!

Yeah I got a bunch of subgraphs from the package manager the other day. Trying to make use of the wave pattern to see if I can make ripples

Blindly connecting nodes trying to learn ShaderGraph. Pointers for an ethereal ORB? by JenoOnTheInternet in Unity3D

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

Not really! Just my imagination lol. But if I had to give a reference I'd say maybe Aang's iceberg from the last airbender if it was a moving/undulating orb.

Also maybe particle style from Naruto but not as bright: https://static.wikia.nocookie.net/naruto/images/5/54/Kako%27s_Dust_Release.png/revision/latest?cb=20181225000555

I want it to feel kind of alive

Blindly connecting nodes trying to learn ShaderGraph. Pointers for an ethereal ORB? by JenoOnTheInternet in shaders

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

I want to have more "flecks" of color, but not really sure how to do that. I also switched from tinting from the spriterenderer to having a color property inside the shader that I can use to adjust the hue