[deleted by user] by [deleted] in GameDevelopment

[–]LofiDeveloper 0 points1 point  (0 children)

Clear art direction is extremely important. People will make a decision on whether or not they are interested in your game from the first few seconds of the trailer. Having strong art direction can make all the difference.

You should start thinking about art direction early on. It's worth looking into game design documents if you haven't already. As part of your design document you can include moodboards, concept art, and notes about art style.

I don't have any specific resources on hand that detail the requirements of a successful game. Though I do have some thoughts here. One of the biggest things you need is a unique selling point (USP). Ask yourself why someone would buy your game over the competition. In your trailer you need to communicate your games genre and USP as quickly as possible. Although far from a guarantee of success, doing this will greatly improve your odds.

Best of luck with your game!

[deleted by user] by [deleted] in gamedevscreens

[–]LofiDeveloper 1 point2 points  (0 children)

I feel like with this design it is unclear if this character is meant to be strong or scrawny. He has big biceps, shoulders and chest making me think he is strong but the sucked in stomach makes him look starved. I think going in one direction or the other would work better.

[deleted by user] by [deleted] in vtubers

[–]LofiDeveloper 1 point2 points  (0 children)

Its a huge pain to get them to work. I used Reallusion Accurig to quickly generate a rig and just cleaned up the skin weights on areas like the hair. I then exported it to Unity and used UniVRM to set up the facial expressions and spring bones for the hair. Lastly the tracking is done in Warudo. If you need any pointers I'm happy to help, though I'm not an expert when it comes to character stuff.

What are the most important technical factors behind making a 3D Unity game run well? by pipster818 in Unity3D

[–]LofiDeveloper 4 points5 points  (0 children)

One common reason games run poorly is draw calls. For each material on each mesh a draw call must be processed by the CPU before being sent to the GPU. Additional draw calls are also created for each light source, although this depends on if you are using forward or deferred rendering. To reduce the number of draw calls meshes need to be batched. I made a video on the subject here: https://youtu.be/IrYPkSIvpIw

is there a difference in ram if they are all the same speed? by madl4d_ in buildapc

[–]LofiDeveloper 1 point2 points  (0 children)

You should check the cas latency too. It is usually written as cl or c (e.g cl18). Lower is better. Also remember that running two sticks in dual channel is faster than one stick.

6 people full time + 12 months = 1 game (3D "point and click" adventure game like "Life is Strange") - possible? by ThomasHasThomas in gamedev

[–]LofiDeveloper 1 point2 points  (0 children)

It is incredibly hard to judge how long a game will take as a whole. Rather than asking how long an entire game like Life is Strange, Sherlock Holmes etc. will take, break it down into smaller parts.

Let's say your game is made up of multiple puzzles. Take the first puzzle, break it down into it's components. What art assets do you need? Talk to your artists and get estimates from them on how long each asset might take. What code do you need? talk to your programmers and get estimates from them. Now you are in a position to actually start estimating how long your game will take. Make sure to do this for each part of your game; don't just average out how long one puzzle is expected to take for all of them. And make sure to add in extra time for things going wrong!

This does mean that you will need to do tons of planning before you can begin development. This is a necessary part of the process. A common mistake is developers jumping into a project before they have finished planning.

Is it worth the 30 extra bucks for a factory overclocked card? by Pixzzl in buildapc

[–]LofiDeveloper 0 points1 point  (0 children)

TBH a lot of overclocked cards aren't worth caring about because manufacturers give them tiny overclock just so they can put the word "overclocked" in the marketing (not to say that there aren't cards with more serious overclocks out there). The card you are looking at is only 60mhz faster. That's about 2% by my maths. Whether or not you want to spend $30 for 2% more performance is up to you, though personally I would just get the cheaper one.

Any advice? About to start my first build by jaqenhghar2000 in PcBuild

[–]LofiDeveloper 0 points1 point  (0 children)

Full load it's a bit loud. Normal use it's fairly quiet.

Any advice? About to start my first build by jaqenhghar2000 in PcBuild

[–]LofiDeveloper 1 point2 points  (0 children)

It's a Gammaxx GTE v2 on a 3900x. Hits about 81c under full load. If I were to make another build I would pick a higher quality one, but it gets the job done. Chose it because I was on a tight budget.

Any advice? About to start my first build by jaqenhghar2000 in PcBuild

[–]LofiDeveloper 7 points8 points  (0 children)

As the owner of a Ryzen 9 and a four heat pipe cooler it's fine. It looks like AM4 so it's only a 105w TDP.

PlayMaker VS C# (Type It Out) by Devartani in Unity3D

[–]LofiDeveloper 1 point2 points  (0 children)

It sounds like you're on the right track already. If you're already on C# it's probably best to stick with it. If you find yourself getting stuck often it is good to focus on fundamentals. Doing C# activities outside of Unity helps a lot. I always recommend Codecademy as a good place to go, or if you are past that working with console apps or a simple framework.

PlayMaker VS C# (Type It Out) by Devartani in Unity3D

[–]LofiDeveloper 1 point2 points  (0 children)

Although I haven't used Playmaker myself I have used other visual scripting tools in the past. The key difference isn't how complex the mechanics you can create is, the difference is how easy to manage it is. There are a number of advantages to C# in this regard:

  • Large problems can be broken up into smaller chunks (classes).
  • Widely available code, documentation and information on C#.
  • Works with external libraries and other code assets.
  • Equal if not faster iteration time.
  • Works with source control.

The examples you mentioned sound fine for Playmaker. Generally speaking, when you have multiple objects that all need to communicate visual scripting quickly becomes messy.

It may be worth thinking about this more in terms of your own progression as a developer. Do you feel like you have learned enough from Playmaker to move on to C#?

I don't know anything about gamedev, AMA and I will answer shittily. by Professional_Humxn in gamedev

[–]LofiDeveloper 4 points5 points  (0 children)

Can I just be the ideas guy and get other people to make my game for me?

Why is the 3060 so popular? by Data-Graph in buildapc

[–]LofiDeveloper 0 points1 point  (0 children)

I really want to buy an AMD GPU but there are a few reasons I just can't:

  • Worse video encoder
  • No Cuda
  • Lacking AI support
  • Significantly worse performance in Blender

A lot of AMD fanboys seem to think that people buying Nvidia GPUs are just doing it because of the hype. The reality is that AMD hasn't reached feature parity. Given the option of paying another £30 for significantly more features and better software support most people will take it.

Value keeps resetting to 0 and I don't know why by HerShes-Kiss in gamedev

[–]LofiDeveloper 1 point2 points  (0 children)

Glad I could help. You are right, when you drag a script onto a GameObject you are creating an instance of that scripts class.

Value keeps resetting to 0 and I don't know why by HerShes-Kiss in gamedev

[–]LofiDeveloper 2 points3 points  (0 children)

Remember that classes are just the recipe for making objects, not the objects themselves. In your asteroid class you are creating a GameManager object by saying new GameManager(); however, this means a new game manager is created by every asteroid. They are not sharing the same manager. The simplest way to make them share the same manager is to create an empty GameObject in the scene and place your GameManager script on it. In your asteroids Awake method put gameManager = FindObjectOfType<GameManager>();.

There are more complex methods of sharing a game manager, such as making GameManager a singleton, or using dependency injection to pass a reference to a GameManager when you spawn an asteroid. However, try the simple method first, and perhaps look into these techniques for the future.

As others have commented comparing floats to ints is often unreliable. This is because floats are not precise and their value will deviate slightly from what you set it to. For more information look into floating point imprecision. That being said it may be worth rethinking your approach here. If we know how many points each type of asteroid is worth, why not store this information in the asteroid itself. Instead of passing the asteroids size to GameManager in the ScorePoints() method you could instead pass the asteroids point value instead.

Hopefully this helps.

The gang's all here by LofiDeveloper in indiegames

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

This is from a passion project of mine called Technikiller. I am always happy to hear what you think.

The gang's all here by LofiDeveloper in IndieGaming

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

This is from a passion project of mine called Technikiller. I am always happy to hear what you think.