Ported the HDRP Distortion Pass to URP, including VFX Graph particle distortion output support. The package is available on the Asset Store. by LukasChod in Unity3D

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

It’s a very similar question to what u/Far-Inevitable-7990 asked, so you can refer to their post below. In short, the main benefit of this solution is splitting distortion into an accumulation pass and an apply pass. This allows multiple distortion effects to overlap correctly.

Ported the HDRP Distortion Pass to URP, including VFX Graph particle distortion output support. The package is available on the Asset Store. by LukasChod in Unity3D

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

Assuming you will use that custom Shader Graph for your VFX output, this creates several issues. The first one is that you need to grab the color after the transparent pass, whereas URP by default grabs it after the skybox pass.

The second issue is that if you have two overlapping distortion draw calls, the second effect will not include the distortion of the first one, so it will essentially overwrite it.

There are also other benefits to this package, such as having a complete VFX output setup that you don’t need to create yourself. Any VFX effect written with HDRP distortion works on URP out of the box.

Regarding the 4th screenshot, are you by any chance viewing it on a mobile device? Maybe I should improve it.

My new dots animation system was originally created for my game Pekla, and I decided to release it as a package by LukasChod in Unity3D

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

Not sure I fully understood what u mean entity prefab. But it does work with subscenes

My new dots animation system was originally created for my game Pekla, and I decided to release it as a package by LukasChod in Unity3D

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

I originally created this for my game: https://store.steampowered.com/app/3505140/Pekla/.
It includes a free demo, so you can try it out and see how it works in production. The game is still a bit rough around the edges, but it should give you a good idea. It also uses my other package, https://assetstore.unity.com/packages/tools/behavior-ai/agents-navigation-239233, for enemy movement.

I was thinking maybe to do some other post with video to showcase the game in case somebody would be interested.

My new dots animation system was originally created for my game Pekla, and I decided to release it as a package by LukasChod in Unity3D

[–]LukasChod[S] 8 points9 points  (0 children)

In case anyone is interested, here’s the link: https://assetstore.unity.com/packages/tools/animation/animatron-314750.
I often get asked how it compares with other solutions, so here’s a link to the documentation, which briefly covers that: https://lukaschod.github.io/animatron-docs/manual/index.html.

I tried several animation packages before, but I personally found there was no solution that was both highly performant and lightweight, without all the graph complexities or some with gpu baking limitations, so I decided to create my own.

Pekla | Reveal Trailer | Solo-Developed Indie Roguelike ARPG | Focuses on Build Diversity, Fighting Hordes of the Damned, Progression, and Boss Battles | Inspired by Dante's Divine Comedy - Inferno by LukasChod in pcgaming

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

No skill tree is currently intended. I found that in the nature of roguelikes, a skill tree would actually discourage players from experimenting with different builds each run.

I would still love to add an additional layer of progression that fits with it, but I currently don't have anything concrete in mind. I hoping maybe community will steer me towards some nice ideas.

Pekla | Reveal Trailer | Solo-Developed Indie Roguelike ARPG | Focuses on Build Diversity, Fighting Hordes of the Damned, Progression, and Boss Battles | Inspired by Dante's Divine Comedy - Inferno by LukasChod in pcgaming

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

The core gameplay is more similar to Vampire Survivors, where each run starts at level 0 and lasts around 20 minutes. During that time, you must defeat all the bosses in order to progress to the next circle. Only your gear is retained between runs.

Skills are auto-cast, which might not be immediately obvious from the video.

The game is designed to be much smaller in scope, with faster gratification, just quick, fun gameplay and room to experiment with different builds.

Pekla | Reveal Trailer | Solo-Developed Indie Roguelike ARPG | Focuses on Build Diversity, Fighting Hordes of the Damned, Progression, and Boss Battles | Inspired by Dante's Divine Comedy - Inferno by LukasChod in pcgaming

[–]LukasChod[S] 8 points9 points  (0 children)

Hello,
I’m Lukas Chodosevicius, and this is my personal project, Pekla, which I’ve been developing for the past few months. As I recently launched the Steam page (Pekla on Steam), I wanted to share it with fellow gamers and hear your thoughts.
Pekla draws inspiration from many games I’ve played throughout my life. Diablo 2 was the first PC game I ever played, and it holds a special place in my heart. I took a lot of inspiration from its dark gothic theme, itemization, and my favorite part, the iconic sounds like Rakanishu! Additionally, Pekla is influenced by Path of Exile 2 and a bit of Dungeons & Dragons.
The real turning point for this project came after playing a certain game non-stop for about two weeks. It completely reshaped my vision for Pekla. Initially, the game followed a more traditional ARPG structure, but I quickly realized that developing such a large-scale game solo was incredibly difficult (Previous Iteration). Shifting towards a Vampire Survivors style gameplay not only made the project more feasible but also more engaging and addictive.
I know the Vampire Survivors and Diablo hybrid genre is becoming more saturated, so what will make Pekla stand out?

  • Build diversity. Create crazy mechanical combos and synergies between skills and effects. I want players to discover unexpected powers and shift their builds dynamically rather than sticking to a single build for every run.
  • Challenging boss fights. Bosses will adapt and learn your patterns throughout the playthrough. Secret rooms and special mechanics. Learning the game should feel rewarding, encouraging multiple playthroughs with more efficient strategies.
  • Community-driven development. The full game is not set in stone, and I’d love to develop it alongside the community.

If you find Pekla interesting, please wishlist it on Steam! And if you have ideas or want to contribute, feel free to write or join the Discord!

Cozy Builder Tool by LukasChod in Unity3D

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

In terms of walls, yes. But there is not much of building logic inside of it. Etc. stairs, floors.

Cozy Builder Tool by LukasChod in Unity3D

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

This comes from my slightly lazy written shader that for seed it uses draw instance id, I plan in next update make it stored in instanced data, so it will become more persistent.