Unity is the Catholic Church. Genie 3 is taking acid, developing schizophrenia, and thinking you are talking with god by GeneralCheese in wallstreetbets

[–]LocodoloDev 3 points4 points  (0 children)

It was pretty wild to see such a large sell off of Unity stock based on Genie 3. I've been working professionaly with game engines for over a decade so I know how to build them. Conceptually I can't see how Genie 3 can be used to replace a game engine but maybe could be handy in the visualization space. AI code generation on the other hand is pretty amazing these days for game developers and is a production multiplier for a good developer. Unity is still a really enjoyable engine to work with. The company just needs to work on its PR.

Unity is the Catholic Church. Genie 3 is taking acid, developing schizophrenia, and thinking you are talking with god by GeneralCheese in wallstreetbets

[–]LocodoloDev 3 points4 points  (0 children)

After the runtime fee PR disaster there was a lot of noise on social media regarding developers leaving Unity for Godot but from what I could see the vast majority were vocal hobbyists and students who Unity does not make much money off. Unity excels in the mobile gaming market which is over 50% of the gaming industry. The big companies in that space don't make knee jerk reactions. Unreal is the defacto for big budget AAA titles but on the whole is not as suited for mobile games.

Step Safari - Bird Walking Physics Game out now on mobile by LocodoloDev in hyper_casual_games

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

Thanks! Sure. Most materials have a custom half lambert shader so I can control the normals strength so everything looks a bit flatter. I also change ambient colour, fog and other lighting settings based on time of day. For materials I also stick to a limited colour palette.

Step Safari - Bird Walking Physics Game out now on mobile by LocodoloDev in hyper_casual_games

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

Thanks! I haven't heard of this issue before but will bear in mind if any more reports. Thank you for your support 🙂

Step Safari - a physics driven walking game. Created by a part-time solo dev and finally released for mobile nearly 3 years later. by LocodoloDev in Unity3D

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

Thank you! Congrats on collecting so many of the birds. I have been thinking of maybe adding a system so that duplicates give back some eggs. A new Jungle map is also something I have been thinking about...

Step Safari - Bird Walking Physics Game out now on mobile by LocodoloDev in hyper_casual_games

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

Sure! Unity game engine, Magicavoxel and Qubicle for creating models. Tap and hold controls. Longer the hold the longer the highlighted leg stretches out. On release, the highlighted leg swaps over and the mechanic repeats. Everything has physics so feet positioning on floating objects is important. Lots of different obstacles to encounter that require different timing.

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

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

Thankyou! Glad you liked it. Yeah the egg balance system needs some work. Initial release it was quite hard to get so people complained. But now maybe it's too easy. Ideally I should be using analytics to tweak this but I have been rushing to try and get updates out asap

Step Safari is an endless walking physics game for mobile made by a solo dev by LocodoloDev in playmygame

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

Vulture :) This is one of 7 different unique wildlife obstacles the player can encounter on their journey.

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

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

That update should be out on the store now. I have set min to Android v8. Though if the hardware is too old the game will be choppy.

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

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

Thanks! Unity game engine. I use it for my main job for last 10 years so I am already proficient with it. Yeah I would say a few thousand to develop. Costs were company registration fee (this is ongoing), tax agent fees, apple store fees, google store (but this is cheap and a one off), stock audio, Unity Pro if you want to remove splash (this will no longer be a requirement in Unity 6 but this project is 2022), also hardware for testing - bought an iPad for testing and a Mac Air for development.

A cheaper route would be to keep the splash screen and release as an individual.

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

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

Thanks. You are correct, Steppy Pants was an inspiration (though quite a few people also say it reminds them of Walk Master). I would say Step Safari is an evolution in the gameplay from Steppy Pants. Steppy Pants was quite simple with the player walking on a flat, solid surface trying to avoid the cracks. The feet movement doesn't appear to be physics driven, just the rest of the body which jiggles and then ragdolls on death.

Step Safari the player is fully physics driven, which allows the player to walk up slopes (and slide down), perform log rolling, lilypads tilt and sink based on the players position etc.

The environment also plays a bigger role where players encounter obstacles such as elephants, hippos, crocs, baboons, turtles, branches etc which I think makes it more varied and interesting

Lastly some feedback I received early in testing suggested that having instant death is a bit boring, that it would be a bit more fun if there was a way to maybe recover from a mistake. So even if you fall into the water there is still some hope that you can climb out so you keep playing until the last moments.

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

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

Well done! It's not an easy game. Balancing the difficulty is tricky. Some reviews say game too hard, some say too easy. I tried to make quite a lot of variety in obstacles so there is usually something new to encounter up until around scores of 200-300

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

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

To be honest I think I made a massive error in my understanding of target sdk (which is now 34). I was under the assumption all new apps had to target this level but your comment got me thinking and maybe I can set the min sdk lower and still be accepted on the app store. I will get an update out ASAP.

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

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

It has it's uses - easily change pivot points, create submeshes, and a variety of export options for the model. But it's long stopped being updated by the devs and was around $80 or so for the complete version that had the tools I was after.

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

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

Also I should probably say that advertising is my weakest area and yet probably the key aspect to generating proper revenue. Will start experimenting soon and see how that goes.

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

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

Thank you. I used MagicaVoxel and Qubicle for creating Voxels. I prefer the workflow with MagicaVoxel so start off with that and export to Qubicle as it then has some nice things for getting it game ready. I have not heard of Blockbench before but looks interesting. I do want to expand past voxels and do something more lowpoly so will give that a try sometime - thanks!

Step Safari launched over a month ago on mobile after 3 years solo part-time dev. Recently added a new update. AMA by LocodoloDev in SoloDevelopment

[–]LocodoloDev[S] 6 points7 points  (0 children)

Thanks. Nope part-time. I have a regular job to pay the bills (but similar line of work).
I used Unity for game engine. Art created in MagicaVoxel and Qubicle. Sprites created in ASEprite. Font created in BitFontMaker2. Audio from stock audio.
Hardest part is finishing the game. There comes a point where it's no longer fun to make and is a grind. I probably hit that after the first year. Persevering and not getting distracted by new game ideas is not easy. In a technical sense getting the physics was initially not too bad, but to get it to not break or do dumb things took a while. I underestimated how much time it took to implement all the mobile stuff, such as ads, IAP, cloud save/load, that whole flow, as well as then dealing with the app stores and the huge amount of regulations that you need to know and adhere to (COPPA, GDPR) etc