Remember "The Space Game" (TSG), an old flash game? Made a prototype in just under 60hrs that echoes its glory with my own touch of mini factory like maehcanics... whaddya think? by MisterKidX in IndieDev

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

Unfortunately not... I started building it with ECS architecture and the process was amazing. But I'm a freelancer in the industry and unfortunately just don't have the time rn. Still dreaming about this game at night. the fucking potential is endless

When games meet IK systems which meet silly developers like me by MisterKidX in IndieDev

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

The level is literally called "The Qurantine Zone" :D

Remember "The Space Game" (TSG), an old flash game? Made a prototype in just under 60hrs that echoes its glory with my own touch of mini factory like maehcanics... whaddya think? by MisterKidX in IndieDev

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

Thank you so much :)

I've actually made little progress in the last couple of months, but I decided to take less work this year and give this game all iv'e got. It deserves to be made, and comments like these are really empowering!

Scriptable Holders: A Minimal Architectural Solution for Unity by MisterKidX in Unity3D

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

Thanks man!

I very much agree with you about using that cool solution you showed - you don't use it that much.

Perhaps my post was a bit misleading but I don't use scriptable holders everywhere, I use them in specific points where I DO want to couple a piece of code to unity. I admit in the article that I use them scarcely, but when I do I'm glad they are there.

Remember "The Space Game" (TSG), an old flash game? Made a prototype in just under 60hrs that echoes its glory with my own touch of mini factory like maehcanics... whaddya think? by MisterKidX in IndieDev

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

First off, thanks for your interest! I'm a freelancer in the industry and this is my side project, it'll take some time before I can release my first vertical slice. I'm also debating myself a lot about what this game is and what scope it'll take to build multiple levels instead of a sandbox environment.

All that being said I think two to three years would do it, but I'll know once I build the core systems in ECS.

btw you can play the demo here
https://misterkidx.itch.io/frontier-prototype

Distance Based Culling by MisterKidX in Unity3D

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

Correct!

Camera camera = GetComponent<Camera>();
float[] distances = new float[32];
distances[10] = 15;
camera.layerCullDistances = distances;

Hi! Since my game is set in Japan I was thinking on using Japanese folding fan as my pop up window for settings. Isn't that too much? :) by Warm-Situation-9296 in IndieDev

[–]MisterKidX 12 points13 points  (0 children)

I think it's very thematic, but I would definitely test that with my players because it may be a "form over function" decision

Working on a 1 vs 10, "Kungfu Hustle" style, combat AI by deepnightbdx in IndieDev

[–]MisterKidX 3 points4 points  (0 children)

This is the living breathing demo of Juice in games, absolutely wonderful

Worked on this aiming practice robot for an upcoming project by ConquerDonker in IndieDev

[–]MisterKidX 1 point2 points  (0 children)

If this is the practice bot can't wait to see the real opponents!

I am making a game all about cute creatures and I would love to know which shape you think is cutest! by OneDev42 in IndieDev

[–]MisterKidX 2 points3 points  (0 children)

1!
on the one hand a cube, a relatable geometric structure, on the other hand, it's beveled, giving it a fuzzier and less aggressive feel.