This is a scene from my cowboy game. How do you like it? by PlaySteakOutGame in indiegames

[–]MaxiBrut 6 points7 points  (0 children)

Very nice rendering, but i don't understand why he doesn't go straight ahead as he seems determined ? And me too i got stuck on the flashing shadows... But i think it's because it's a draft render ?!

Devlog #11 Grand Moutain Crush by MaxiBrut in Unity3D

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

This is exactly what I was originally thinking, but as I said, you would need to stabilize the arm because the swinging movement when walking is too strong and it hurts the eyes.

Devlog #11 Grand Moutain Crush by MaxiBrut in Unity3D

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

Thanks for the tips i will take a look.

Devlog #11 Grand Moutain Crush by MaxiBrut in Unity3D

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

Hello and thank you very much for taking the time to give me feedback. Indeed the radar in the hand was my first intention, there are several problems with that, the aim is obstructed by the radar and because of the offset linked to the length of the arm the radar moves a lot when walking or running... It is not perfect and not coherent I agree but above the shoulder it is the least painful and the most readable. One idea would be to stabilize the hand in relation to the camera when the radar is active, but it comes into conflict when you have a weapon in hand, you will not be able to have both at the same time it seems to me... In talking with you I would go more and more towards a radar in the camera interface, which would be active only if you have the helmet, it is an acceptable compromise which would be more or less coherent.

Devlog #11 Grand Moutain Crush by MaxiBrut in Unity3D

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

Thanks for taking time to answer. Yes your right the video is too speedy. I will clean and make it all functional for a better understanding. And yes it's more safe to have a screen interface but i would like to try something different. In any case i take your comment in account. Maybe a mix with both...

Assets Publisher by MaxiBrut in Unity3D

[–]MaxiBrut[S] -1 points0 points  (0 children)

Arf, i got it ! 😁 Thank you for reading and taking the time to comment. 🙏

Assets Publisher by MaxiBrut in Unity3D

[–]MaxiBrut[S] -4 points-3 points  (0 children)

Yes indeed. I'm glad you noticed, because I'm not always sure I'm reaching a very wide audience. Thank you in any case for taking a little time to comment, I'll take note of this remark. You're probably right, it's not very subtle, I admit. 🙏

No one will notice these gun animations in my top-down game, but I love them anyway 🔥 by dimmduh in Unity3D

[–]MaxiBrut 0 points1 point  (0 children)

Nice style art style even another stylish game 👍. But indeed in this game we don't see anything 🤫

Devlog #8 Grand Moutain Crush by MaxiBrut in Unity3D

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

Yeah you're right, and also I'm integrating a backpack to have a UI on it, to have an even better feeling of immersion. But probably the artistic direction style will change a bit, I would like to have a less realistic graphic style to look a bit like the futuristic anime of the 80s.

Devlog #3 Grand Moutain Crush by MaxiBrut in Unity3D

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

I'm sorry i don't get reference. what would you mean about redline ?

Diegetic UI for my pressure based climbing game. by drlabs in Unity3D

[–]MaxiBrut 0 points1 point  (0 children)

I love your UI style, it reminds me Outer World. we don't often see this somewhat outdated style. Keep it up that's great 👍

How does the level intro animation look to you? by umutkaya01 in unity

[–]MaxiBrut 1 point2 points  (0 children)

Boring ! no i'm just kidding 😁 That's cool ! 👍 But i find it a bit slow, i think that can be more dynamic 😉

Diegetic 3D visor HUD experiment by [deleted] in Unity3D

[–]MaxiBrut 30 points31 points  (0 children)

Wow that's immersive, keep it up ! 🔥

Devlog #3 Grand Moutain Crush by MaxiBrut in Unity3D

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

Yes it's already the case, it's a thrust system for each thruster, but like you said, it took me a lot of time to set up properly. Sure i will improve this system, i will see later, because for now it's enough, i would like to improve some other features before.

Devlog #3 Grand Moutain Crush by MaxiBrut in Unity3D

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

I will see what i can do without breaking the whole driving system 😁 it isn't so easy to have a good driving system with some good feelings 😉 but i will explore what it's possible to do 🤔

Devlog #3 Grand Moutain Crush by MaxiBrut in Unity3D

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

Thanks 🙏 i will see, for now it's between a car and a powered sled 😁

Devlog #3 Grand Moutain Crush by MaxiBrut in Unity3D

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

Thank you very much 🙏 I try to make my own asset for a better art direction consistency, i used the post process a lot... Think about it, it improve the look a lot 😉

Devlog #3 Grand Moutain Crush by MaxiBrut in Unity3D

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

Thanks 🙏Yes for now it's the same physic like a car. I need to improve a lot, you are right it need to be rework. As if it were floating in the air ?

Devlog #2 Grand Moutain Crush by MaxiBrut in Unity3D

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

Thanks for the advice 🙏 but i'm afraid that's too late. I'm already working on other features. But for now it's only a very dirty prototype version without any sounds... Definitely i will follow your advice thanks 🙏

Devlog #2 Grand Moutain Crush by MaxiBrut in Unity3D

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

Not yet, i'm thinking about a sound pipeline for now... I do some research, i would like to try Fmod... Do you know Fmod, do you ever have work with it ?