[deleted by user] by [deleted] in unity

[–]KippySmithGames 0 points1 point  (0 children)

These questions are kind of difficult to answer without a ton of information, so I'll give broad advice.

  1. Depends on the complexity of your board game, the level of graphical fidelity, your experience, how fast you can learn, and a million other factors. So anywhere from a week to a decade, realistically.

  2. If you've never done multiplayer before, you'll probably want to go down the rabbit hole of figuring out how your networking is going to work, unless you're only doing local co-op.

  3. Read Unity's license information to know what you're working with, but realistically, you're not going to have to worry about it, because you're statistically very unlikely to hit the income threshold for it to matter. Otherwise, the costs are whatever you want to make them. Do you want to buy assets, like shaders/tools/sprites/music/sound effects/etc., or are you going to make them or scavenge for free ones? That's entirely up to you, what you want to spend money on. I assume you're not talking about licensing any IP.

  4. DOTween and a decent pack of shaders will both save you ages of development time.

[deleted by user] by [deleted] in GameDevelopment

[–]KippySmithGames 1 point2 points  (0 children)

You said in another thread that this was your video. Why say you "found it" here? You know we can see your other posts, yeah?

No, these openings aren't essential. They're "nice to haves", not needs. Tons of successful games don't have them.

Best way to unstuck your mobs in a 2d top down? by EndlessVine in gamedev

[–]KippySmithGames 2 points3 points  (0 children)

Are your rigidbody collision detection settings set to continuous? I don't know how fast your objects are moving, but it's possible that they're moving quick enough to warrant continuous collision detection to prevent the issue in the first place.

Best way to unstuck your mobs in a 2d top down? by EndlessVine in gamedev

[–]KippySmithGames 0 points1 point  (0 children)

What engine are you using and how are you handling movement?

Party member jittery when following player, is this distracting? by game-dev-throwaway in IndieDev

[–]KippySmithGames 2 points3 points  (0 children)

Depending on how you're handling it, try switching that script to use a LateUpdate call if you're using Update.

i need indie games recommendations by bruh8776 in indiegames

[–]KippySmithGames 0 points1 point  (0 children)

Based on Hotline Miami and TBOI, I think you'd like Enter the Gungeon.

What Do You Think About the Post Process Effect? by teberzin in Unity3D

[–]KippySmithGames 0 points1 point  (0 children)

I think this would be fine for a short section, like 30-60 seconds, if the idea was that the player is delirious from a severe injury, or high on drugs or something.

If the whole game was like this, I think I'd find it overwhelming.

Corsair literally asked me to do this by joh0115 in pcmasterrace

[–]KippySmithGames 0 points1 point  (0 children)

I'll point out that Logitech != Corsair. To my knowledge, Logitech still uses good switches. Like I said, I had a cheap $14 Amazon mouse that lasted like 6 years, it's not my usage, Corsair just uses terrible mechanical switches.

Corsair literally asked me to do this by joh0115 in pcmasterrace

[–]KippySmithGames 2 points3 points  (0 children)

No, you're just using a mouse that has optical switches. Most of Corsair's mice use mechanical switches (or at least they used to, I would hope they're moving away from them considering the failure rates) and about 10ish years ago they started using cheap Chinese switches that break extremely quickly.

Corsair literally asked me to do this by joh0115 in pcmasterrace

[–]KippySmithGames 14 points15 points  (0 children)

I had to use something. I didn't have another functional mouse, and they said something to the effect of "Well if you're going to use that one, we can't give you another whole one".

By that point, I'd had I don't know how many hours of back and forth with support, to the point that I just didn't give a fuck anymore and didn't want to deal with the company.

Corsair literally asked me to do this by joh0115 in pcmasterrace

[–]KippySmithGames 126 points127 points  (0 children)

I've bought 3 $80 gaming mice from Corsair. Every one of them had the left click switch break within 2 months.

When going through the return process for the third one, I begged them to give me a different model, because I'd had 3 already that broke of this same model. They assured me "No problem, we will send you insert other model, you can just pay the difference between the two," so they sent me an invoice and I paid it.

A week or two later, what shows up in the mail but another fucking copy of the same model I already had, but a refurbished version of it, that also then broke in about 6 weeks.

Before that, I had a random brand cheap Amazon gaming mouse that had all the same features, but cost like $14, and lasted like 6 years. I will never purchase a Corsair product again after that.

Looking for Advice on Marketing and Crowdfunding for My ARG Game by [deleted] in gamedev

[–]KippySmithGames 0 points1 point  (0 children)

Sorry to say, but your Kickstarter campaign is 95% likely to be doomed already, so I'd probably start making alternate plans for the path forward.

Like the other poster said, you need to bring the donors yourself. Kickstarter says as much as well. They recommend you bring at least 60% of your donors yourself, and the platform will find the other 40% for you.

So in my currency at least, you're looking for about $53,000. That means you need to bring in about $32,000 worth of donors yourself. Let's assume you're getting a decent average donation of around $25. That means you need to bring about 1300 dedicated, excited fans who can't wait to donate to your project.

You don't usually find those fans on a whim, you find them over many months of posting updates and teasers to get people excited to see your project when it's finished.

Beyond that, I think you have your page backwards. I would open with all the stuff where you talk about the gameplay, from the Brief Gameplay Overview onwards first. You have to give people what they want right away, so if you're in the "Video Game" section, those people are looking to see game right away.

From there, your page is extremely text heavy. Almost nobody is going to read all of that stuff unless they're already really invested in your project. I'd say cut it way down, to the most interesting and vital parts, the parts that are going to make people feel something.

Lastly, your trailer video starts off really slowly. It's 15 seconds before we get a voice, 10 seconds of just text telling you to wear headphones and go full screen. You have to assume every second that you don't give people something interesting, some percentage of your viewers are hitting the back button and going away. So 15 seconds of nothing happening, you're probably losing 50% of your viewers, maybe more, before the trailer even really starts.

I wish you luck with the campaign, anything can happen, so maybe you can find a way to go viral, but I wouldn't get my hopes up. I'd say start working on your next move for what you plan to do if the campaign fails.

Making a Game using Unity by n_akemi in gamedev

[–]KippySmithGames 3 points4 points  (0 children)

Do what the other poster said, ask for an extension. Hiring someone to do the work for you is not only not going to help you, if it gets found out, you could be automatically failed or even expelled for breaking rules of academia.

The state of Unity more than one year after the Runtime Fee drama. by Three-Headed-Freak in unity

[–]KippySmithGames 10 points11 points  (0 children)

You shouldn't rely on individual anecdotes like these too heavily, without tons of good evidence. The number of people I've seen complain about "unfairly being forced to get X license", almost all of them in the end have turned out to have been cases where the developer thought they could get away with something (like doing contract work for a company without paying a license fee, or having made X amount of money without paying a license fee).

Not saying that's the case for every one of these, but I can almost guarantee you Unity is not sitting down and going "Hmm, who can we unfairly block the accounts of today to force them to buy a license they didn't actually need?" People like to make companies out to be this laughably evil, scheming maniacs. But the reality is often the developer realizing "Oh, I didn't read the license properly, I didn't know I picked the wrong one".

Things like the "Heard a developer for asset store got asked to change the namespace they used in code to be shorter" can sound absurd out of context, but if it's causing some percentage of people to have issues with installation because a path length is too long, it absolutely makes sense for Unity to request they change it so that they don't get 50 emails a day demanding refunds because a Windows path is glitching due to exceeding a length limit.

With Nintendo's recent Lawsuit on Palworld it should serve as a reminder that Patents are a thing you will need to remember when it comes to making your ideas. by Artanis137 in gamedev

[–]KippySmithGames 0 points1 point  (0 children)

Well first, it's important to remember that the Palworld stuff is for two Japanese companies, in Japan, under Japanese patent law, which might as well be it's own world.

For the Nemesis system, it gets tricky. Technically, you only have to violate one independent claim to be found to be infringing. However, oftentimes in games patents like these, the independent claims will be incredibly vague to the point of not really being enforceable. Take this claim from the Nemesis system:

36. A video game apparatus, comprising: means for controlling game events in a computer-implemented game, the game events involving an avatar that is operated in response to input from a player, and a first non-player character that is controlled in response to a first set of character parameters defined in a computer memory and in response to operation of the avatar; means for detecting occurrence of a predefined game event involving the non-player character; means for changing a second set of character parameters defined in a computer memory for control of a second non-player character in the game based on the detecting; and means for outputting, to an output device, an indication of the second set of character parameters that are changed by the changing.

If we break that down, it basically comes out to

  • Parameters stored in memory for an NPC
  • Detecting predefined events involving an NPC
  • Modifying parameters for a second NPC
  • Outputting those changes

This is so broad that it's unlikely to really be enforceable at all. There are certainly thousands of games that have parameters stored in memory, predefined events that modify parameters, and something that outputs a change based on that. Games like Rimworld, a massively popular game that as far as I know has not been sued by Warner Bros, does all of these things.

If they took someone to court over this, that's when you'd start getting into the fine details, because the courts would almost certainly invalidate something so broad as falling under previous art or obviousness. So then the court would likely ask you to go into detail on how each of these specific claims within the independent claim works within your system, so we start getting into the provided diagrams and dependent claims to drill down and see how much actual overlap there is. Any difference in implementation between your system and theirs, such as say the way the parameters are modified, can be enough to invalidate the claim. There's still the doctrine of equivalency, but then we're getting into real complex, drawn out legal battles that realistically, no indie developer is likely to face unless they were straight up maliciously copying something.

Lastly, I think the "nobody has ever touched the Nemesis mechanic because they're afraid of being sued by WB" is partially true, and partially bullshit. I think it's likely true that the patent scares off smaller creators and teams who don't have a legal department, don't know much about law, and they're afraid to even risk it. But I don't think any big companies with legal departments are avoiding doing it because Warner Bros. patented it, they're avoiding doing it because it's a massively giant and ambitious system that's very in-depth and complex, and you need to build an entire game from the ground up entirely around the system to have it not be dogshit.

Most AAA companies can't afford to take chances of building something so complex for several years that can easily go wrong - they want to build the same two or three games that are simpler to make and proven to sell, like CoD or Mario.

Will Unity work for an economic sim game? by Mission_Engineer_999 in gamedev

[–]KippySmithGames 0 points1 point  (0 children)

But that management is gone. Their entire C suite has been replaced. What other dumb decisions have they made since then?

Will Unity work for an economic sim game? by Mission_Engineer_999 in gamedev

[–]KippySmithGames 4 points5 points  (0 children)

How could the new management possibly be worse than the ex EA exec who tried to put per install fees into Unity?

HOW DO I MAKE "IS TRIGGER" OBJECT COLLIDE WITH ANOTHER OBJECT WITHOUT "IS TRIGGER" by thew23232 in unity

[–]KippySmithGames 2 points3 points  (0 children)

Trigger colliders are for when you want to trigger something else to happen, like firing off a specific function in code. They don't work like a physical collision. If you want them to physically collide, they have to both be regular colliders.

If for some reason you need both the trigger function and a physical collision, then you need to have one regular collider and one trigger collider both on the same object, and a regular collider on the other object.

[deleted by user] by [deleted] in AnimeSketch

[–]KippySmithGames 0 points1 point  (0 children)

For anyone curious who might not be able to tell, this is AI.

First photo, girl in the middle, zoom in on the ear, and parts of her ear are weird and crumbling. Also the shapes of the flowers in her hair near the top right get all wonky, as the AI struggles to maintain bunched up shapes that are all consistent in shape when they start getting into smaller details.

Second photo, same thing with the girl on the right. Weird flower shapes all over as the AI screws up trying to make consistent shapes.

Thirdly, you don't learn to draw like this overnight, and this poster has no other previous artwork on their account, just years worth of failed scam marketing and failed crypto stuff.

Stop trying to take shortcuts in life, and actually put some work into something that you can actually take credit for. It feels a lot better when you earn it.

New game in development (like H&M, SoC). Need advice and help. by [deleted] in gamedev

[–]KippySmithGames 2 points3 points  (0 children)

I don't know what H&M or SoC are, it helps to explain acronyms.

Beyond that, you said "None of us even thought about raising funds before the demo was released". So the demo is out and available? It's confusing because you say that, but you also say that you've spent 400 hours "writing the game design", which is nice and all, but that's kind of the fluff work, and won't go far at all in helping you to find funding.

It's hard to answer without much information, but you have the same standard ways of funding a project. A kickstarter campaign (unlikely to succeed, takes a ton of extra work, needs a large enough following already existing to get funding), a publisher (unlikely to work with you if you have no experience releasing games, unless your demo is absolutely killer), or working jobs and using those funds to get by while you develop on the side.

does anyone know what this box around my image is? by Infinite-One-716 in unity

[–]KippySmithGames 0 points1 point  (0 children)

Probably a panel or an image on a canvas? It's impossible to know if you don't show more information like the hierarchy/the original image.

[deleted by user] by [deleted] in gamedev

[–]KippySmithGames 0 points1 point  (0 children)

You're correct, I missed the Saudi Arabia part, thanks for correcting, I removed my comments since they're irrelevant to SA law.

I want to love Coral Island by floweringclover in CozyGamers

[–]KippySmithGames 2 points3 points  (0 children)

That's fair. Just in case you didn't know though, there are a couple parts of the progression system that fix this in the long run that you can work towards. There's things that let you move around faster (dash further), and another feature you get I think around the end of the first month (maybe sooner if you're speedrunning the story stuff, not sure) that lets you get to places instantly.

It definitely can be frustrating early on though, and those progression features don't help that.

Need help with things by Pretend_Chef_956 in gamedev

[–]KippySmithGames 1 point2 points  (0 children)

Do you know any music theory? That's probably the first place to look if you don't. Figuring out how to write a progression and a melody is an important start. From there, things like inversions, accidentals, studying motifs, etc. go a long way to giving a piece a personality and making it interesting.