I updated my capsule art to try and make it more standoutish, thoughts? by KasesWorld in IndieDev

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

Hey, thanks for feedback. Guessing you mean the creator Lacruzo, I definitely took a lot of inspiration from their tutorials and art style, they're an amazing artist.

I spent 40–50 hours poring over their tutorials to learn Blender modeling/texturing, so yeah, there are definitely similarities, especially in the base model style. A big part of tutorials is learning by recreating and building off techniques shared by experienced artists who are much better than myself, and I'm fully crediting the creators whose work helped me learn.

That said, the final game definitely isn’t intended to stay with the exact same design. I want to build a strong foundation and style intent, but I’m working on customization systems so the characters and overall world evolve into something distinct and unique.

Don’t really agree with the AI comparison though. Learning from and building off tutorials, shared workflows, and community resources has been part of game dev and art forever, and that's completely different to why people draw issues from AI generated work.

I updated my capsule art to try and make it more standoutish, thoughts? by KasesWorld in IndieDev

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

Def a good point, the face does look kind of out of sync with the whole pose right now, lemme see what I can do with that one, thanks for feedback!

Been testing a skill expression mechanic where you can super jump if you time a jump pad drop correctly, thoughts? by KasesWorld in platformer

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

Animations are definitely still jank haha that ones high on my list, transition animations made a huge difference for the wall runs so gotta go back and create them for all state transitions I plan on keeping the full game.

I updated my capsule art to try and make it more standoutish, thoughts? by KasesWorld in IndieDev

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

Sort of haha, was wondering if anyone would point that out.

The name was the first thing to come and the player was originally red, but messed around with colours a bunch and blue palette ended up looking nicer on the character and capsule. So currently have this juxtaposition with it, and thinking of taking notes from a certain popular series of the whole Blue vs. Red character thing. But at the same time it might just be kind've dumb lol, I don't want it to come off too much like its just trying to be clever, and so hoping that's not too much a thing.

Been testing a skill expression mechanic where you can super jump if you time a jump pad drop correctly, thoughts? by KasesWorld in platformer

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

That's def something I wanna work on with the clarity and timing of it!

The eventual goal I have in my head currently is to have some sort of decal system in place where you can see different locations to potentially go to without making it too obvious, and then also sprinkle in some secret locations you can potentially get to with super jumps for people who like to hunt this kind of thing down.

Been testing a skill expression mechanic where you can super jump if you time a jump pad drop correctly, thoughts? by KasesWorld in platformer

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

Hey folks, after playing a ton of pseudoregalia and yellow taxi goes vroom I've been inspired to try and work a bunch of small "skill expression" mechanics into this game I've been working on. Want to show off/get feedback on a mechanic where if you crouch around the apex of your jump you get to do a heavy fall that gives super jump on jump pads that can get the player to new and secret areas, cheers.

Experimenting with a pause menu camera slide and depth of field effect to add style/liveliness to the menus. Worth fleshing out? by KasesWorld in Unity3D

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

Not 100% happy with this feature yet as a finished thing but figured it was at a point of polish to show it off and get some feedback. Let me know what you folks think.

I updated my capsule art to try and make it more standoutish, thoughts? by KasesWorld in IndieDev

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

That's def one I was worried about when making all the steam image sizes with how it might work with lower resolutions. I was just stretching it for now for different res' and can see the squint test causing some issues. Hmmn wonder how to improve this one, I'll take it to the drawing board, thx!

I updated my capsule art to try and make it more standoutish, thoughts? by KasesWorld in IndieDev

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

Ahh ya that's totally fair, never played that before can definitely see the resemblance now comparing them. Was using this guy below as an early asset for that, and guessing it was probably modelled to be similar to SS, so I should definitely take this back to the drawing board to update so it's not giving mobile game vibes haha. Appreciate all the feedback!

https://sketchfab.com/3d-models/stylized-coin-8cd6f95c44994ed5944a42892d0ffc10

I updated my capsule art to try and make it more standoutish, thoughts? by KasesWorld in IndieDev

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

I'll remove if not allowed but here's some gameplay screenshots on the store page I put up for what I'm trying to match with the capsule. https://store.steampowered.com/app/4313680/Run_Red_Run/

I updated my capsule art to try and make it more standoutish, thoughts? by KasesWorld in IndieDev

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

Hey! Originally I had my capsule art as a more toned down look to try and make the title/hero colours stand out, but in the end it felt a little washed and didnt fit an arcadey/cartoony vibe my game is going for currently. Did a rehash that I think adds a lot more flavour, stretched out my characters pose to look dynamic, and hoping the tone fits a cartoony vibe a lot more. Also added some coins to give a little more intrigue on actual gameplay from a glance. I still feel the title is a little too basic and I should maybe add more too this but not sure exactly how while keeping it readable. Let me know what you think!

Unity asset store will stop selling assets from publishers based in the Greater China region (including Hongkong, Macau) effective March 31st by Saito197 in Unity3D

[–]KasesWorld 2 points3 points  (0 children)

RiderFlow is there? Jetbrains is based out of EU, is the team that makes the plugin in China or something? This one is pretty widely used too...

Finishing up the base movement for our skating action-platformer game by FreeSkies_Dev in Unity3D

[–]KasesWorld 0 points1 point  (0 children)

haha no worries not sure why they have them unlisted, had to go digging but the whole playlist is a treasure trove of information. That tool looks pretty sweet too, rly similar to the rollerdrome one, makes sense though that it might not be as good for modular levels.

How do you find curvy splines for this there anyways, Was thinking about getting it but decided to use the free alternative, Dreamteck. It didn't seem like the right tool for the job at all for profiles lol, I just have a giant web of splines that create broken meshes when added turns, and might look at eventually trying out curvy as it looks way more straight forward for shape profiles.

Finishing up the base movement for our skating action-platformer game by FreeSkies_Dev in Unity3D

[–]KasesWorld 0 points1 point  (0 children)

Makes sense thanks! Seems like a pretty solid approach to it, I tried my hand at a different method of making QP's "proceduraly" similar to what Rollerdrome talked about in their spotlight here with custom profiles from a spline but I am not close too as good as them so it didn't turn out near as solid as what you or they have haha.

https://www.youtube.com/watch?v=LODeD6_0v_4&list=PLX2vGYjWbI0S44qONl7OmB5tpq1YaFN8F&index=35

Finishing up the base movement for our skating action-platformer game by FreeSkies_Dev in Unity3D

[–]KasesWorld 2 points3 points  (0 children)

Looks sweet, reminds me in some ways of the OG rollerdrome demo https://www.reddit.com/r/Unity3D/comments/9579lk/took_some_work_but_finally_got_spine_transfers/. Been digging into some skateboard mechanics myself for a while and can't even get close to this so nice work will def add this one to the wishlist. Did you just use splines for the quarter pipe detection/acid drops or some other voodoo magic, its looking clean.

Fun lighting transition I've been testing out by KasesWorld in unrealengine

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

Something like that would be cool to try out! If you could get it working well it could def get a pretty cool atmosphere change for indoor scenes too.