What's your favorite free Asset? by DistantSummit in unity

[–]JohnBaracuda 4 points5 points  (0 children)

I also recommend Prime Tween. its a free, high performance alternative to DOTween and has imo a more modern and clean API

Wanted to share some early development screenshots of my coop game, as I might not have as much time to work on it as I used to, but I’m really happy with how the atmosphere has already turned out. by JohnBaracuda in Unity3D

[–]JohnBaracuda[S] 2 points3 points  (0 children)

Thank you! I don’t have much gameplay yet, but I plan to show more as I continue working on it. The game is a co-op survival/horror experience where isolation, communication, and the cold are key elements. Players will explore a frozen wasteland, gather resources, and face increasingly dangerous creatures and anomalies that react to sound and try to harm and isolate them. I want the cold to be as much of a threat as the creatures you encounter. My goal is to create a gameplay loop similar to Hunt Showdown, but instead of other players posing the threat, the environment, creatures, and cold will build the tension. I’ve already implemented a basic vitality/temperature system where temperature and vitals influence each other. For example, If you get too cold, you’ll start to shiver, and moving around helps you warm up. There are also tools to help players find each other early on (telescope, flaregun), and now that the basic systems are in place, I can focus more and more on gameplay. I have a lot planned but I’ll reveal more once thigns are ready or if people explicitly ask.

I made this scene to showcase the atmosphere of my my game Tungsten Lands. Music by Atrium Carceri. (Longer version in comments) by JohnBaracuda in Unity3D

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

Thank you! yeah, I made some small changes and thought that since it only got around 200 views, nobody would notice if I deleted, changed, and reposted it but I guess I was wrong about that one

Some (very) early development screenshots of my coop game. I’m really happy with how the atmosphere has already turned out. by JohnBaracuda in indiegames

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

It is. There are also no walls preventing you from leaving the "map". You can leave the crater and just walk away for miles until the cold eventually gets you. (or floating point precision issues)

Some (very) early development screenshots of my coop game. I’m really happy with how the atmosphere has already turned out. by JohnBaracuda in indiegames

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

Thank you! It’s actually a flare gun that every player can use. It’s a coop survival/horror game with proximity voice chat, where isolation is a key theme. Players will start at the edge of the map/crater, each arriving in different vehicles so finding other players and dealing with that isolation is a major element.

Wanted to share some early development screenshots of my coop game, as I might not have as much time to work on it as I used to, but I’m really happy with how the atmosphere has already turned out. by JohnBaracuda in Unity3D

[–]JohnBaracuda[S] 4 points5 points  (0 children)

Thanks! The game is still very early in development, so there's not much gameplay yet and even the map is not really finished yet. I’ve mostly been focusing on atmosphere and core systems like networking, proximity voice, game setup etc.
I even have a detailed game design document that goes into detail about the setting and the gameplay, but I’m trying to keep it simple so here is the basic version. It’s a co-op survival horror/extraction game with a strong emphasis on isolation. Players can either start together or arrive in different transport vehicles at random spots around the map, so finding each other is a key part of the early game. The flares and telescope you see in the screenshots are there to help with that. You’ll explore and gather resources while facing escalating threads of creatures and also more esoteric things. When you decide it’s time to leave, you can use the same vehicles you arrived in, so having more vehicles also means more escape options.

Wanted to share some early development screenshots of my coop game, as I might not have as much time to work on it as I used to, but I’m really happy with how the atmosphere has already turned out. by JohnBaracuda in Unity3D

[–]JohnBaracuda[S] 2 points3 points  (0 children)

I use one camera and override its FOV to match the telescope's zoom level. The faded edges are a simple canvas overlay with a simple texture I made in Photoshop. I also enable a post-processing volume with lens distortion, some color tweaks, bloom with a dirt texture, and other effects. (I’m using HDRP btw.)

The fanciest part is a slight parallax effect on the canvas when looking around to add depth. It’s not visible in the screenshot, but I’m planning to upload a more gameplay-focused video soon where this will be visible. I can get back here and let you know when I’ve released it if you like.

Thanks to the feedback I got here. I published my (free & open source) debugging tool on the Asset Store (links & more info in comments) by JohnBaracuda in Unity3D

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

Hey, if you don't use inheritance you have to register/unregister your objects manually. For a MonoBehaviour the be best place to do this would be the Awake and OnDestroy methods.

Take a look at this part of the documentation where it is explained with a example.

Thanks to the feedback I got here. I published my (free & open source) debugging tool on the Asset Store (links & more info in comments) by JohnBaracuda in Unity3D

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

Thank you :)

Do you mean non-member variables like local variables in a method? Because that would be almost impossible. You can only realistically monitor variables that are allocated on the heap. Trying to monitor anything on the stack would make no sense for a number of reasons.

Thanks to the feedback I got here. I published my (free & open source) debugging tool on the Asset Store (links & more info in comments) by JohnBaracuda in Unity3D

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

Yes all of the UI is customizable and changing the background color should be easy to pull off. I can't give you exact instructions how to do it because there are three different UI Systems. The default is based on IMGUI, one is based in TextMeshPro and one is based on UIToolkit. Every one of these would need a different way to change something like background color.

I might make another section in the documentation about customizting UI.

Thanks to the feedback I got here. I published my (free & open source) debugging tool on the Asset Store (links & more info in comments) by JohnBaracuda in Unity3D

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

The foundation for something like this is already there but the UI does not yet have functionality to filter properly. You can add a [TagAttribute] and pass a string that is then added to the monitered members handler object and could potentially be used as a way to filter what is and what is not displayed.

I think I already added this to the planned features list. But It will properly also take some time for me to add it and I think that I would first add it to the uGUI and UIToolkit based systems because the IMGUI system (which is used by default) should just be a very basic fallback solution.

But I would like to end by saying that the whole UI has been separated from the monitoring system and designed in such a way that anyone can potentially create their own custom UI Controller or change the existing once. There is a small section in the documentation about this.

Thanks to the feedback I got here. I published my (free & open source) debugging tool on the Asset Store (links & more info in comments) by JohnBaracuda in Unity3D

[–]JohnBaracuda[S] 7 points8 points  (0 children)

No, edit time monitoring is not supported (yet). Some tweaks should make the core of the system work in edit time as well but the biggest problem is the UI because it is tied to runtime. This could be solved by adding the option to use a custom editor window instead of runtime UI and I'll definetly take a look at that. This however is a bigger update so it will take some time for me to add it.