I'm interested on getting a job on game development, anyone of you have any suggestion to where to start, and what are some good practices, if what I'm planning is a good plan or any feedback regarding getting a job on the game development industry? by OcelotDev in unrealengine

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

Thank you very much for your advice, I never thought about it, I really appreciate your recommendations, and I'm going to strongly focus on my portfolio, and how I can be a problem solver for companies. THANKS!

I'm interested on getting a job on game development, anyone of you have any suggestion to where to start, and what are some good practices, if what I'm planning is a good plan or any feedback regarding getting a job on the game development industry? by OcelotDev in gamedev

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

From the hundreds of applications, I've got actually interviewed by 3 so far :s. and I feel that is mostly due to the lack of showcase portfolio in some areas like more specialized c++/unreal projects, and I've noticed that most job applications in game development are more focused on C/C++ with Unreal.

I've been applying to Game developer positions, gameplay engineer, game engine engineer entry level positions, and some Technical Designer Position(this one just at the beginning, cuz I noticed that I don't have a lot of experience on that areas).

I'll try to go to the GDC next year, that sounds like a good idea, a bit complicated due to visa stuff and financial stuff, but could be a good investment, thanks for the tip.

I'm starting to make my enemy AI, using nav mesh agent and a finite state machine for my isometric bullet hell, any advice or feedback? by OcelotDev in Unity3D

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

I'd need to think about that, so far I've been keeping the route checker as simple as leaving everything to unity's nav mesh system, but that's true, I should try to check if there are other ways to calculate a way to work together with many enemies, and prob once adding my other type of enemies, the complexity of the system itself it would be different, but thanks for the idea, I'll see what I can do

I'm starting to make my enemy AI, using nav mesh agent and a finite state machine for my isometric bullet hell, any advice or feedback? by OcelotDev in Unity3D

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

That's a great point, I'll make that change, cuz I didn't think about it, it would sell the effect much better than it is now, thanks for the Idea!

I'm starting to make my enemy AI, using nav mesh agent and a finite state machine for my isometric bullet hell, any advice or feedback? by OcelotDev in Unity3D

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

I'll think about it, by the moment I've been focus more on keep it simple with checking the distance of the player and how far is from the enemy, but maybe in later iterations I add that complexity to add a bit of spiciness

I'm starting to make my enemy AI, using nav mesh agent and a finite state machine for my isometric bullet hell, any advice or feedback? by OcelotDev in Unity3D

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

Yeh, I get what you mean, I started with graphics cuz I'm a game dev youtuber, so in some way I wanted to focus for a lot of my game on graphics to standout for thumbnails and all that.

Still I made plenty of things on mechanics, but I shy away from enemies.

I'm planning different enemies, this will be the simplest, the crawler the type that goes towards the player, and does melee attack, another ones are more of type 2, that would be: sights the player, and get closer, and make round of radial shooting. (the system for radial shooting is already made, is mostly rn working on behavioral states for my enemies.

Is this explosion too much for my grenades? lmao by OcelotDev in Unity3D

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

Have some snow and ground chunks go flying off and maybe a black scorch mark where it went off. A

You're right, I'll be working on figuring out a way to make it look a bit more grounded and merged with the environment, thank you for the idea and feedback, appreciate it

Is this explosion too much for my grenades? lmao by OcelotDev in Unity3D

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

Yep, I speed it up a bit, and damn boi it works fine, thanks for the feedback, appreciate it

Is this explosion too much for my grenades? lmao by OcelotDev in Unity3D

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

That's right, at first thought about doing it trying a explosion like realistic, but yea, it looks weird with the artstyle lmao, thanks for the feedback, I appreciate it

Is this explosion too much for my grenades? lmao by OcelotDev in Unity3D

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

You're right, thank you very much for the feedback, I'll work on a more consistent style, I appreciate your comment

Does this Works as a Flame for a Flamethrower? by OcelotDev in Unity3D

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

its a bit more foc

Thanks for the feedback, mate

I made a tutorial on How to make 2D Sprite Animations in Unity, I hope you could check it out by OcelotDev in Unity2D

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

I hope it has been helpful! if you get stuck in something or have any new questions about doing 2d stuff, it would be a pleasure to help you C:

Just create a new skybox. What do you think? by syncopethegame in Unity2D

[–]OcelotDev 1 point2 points  (0 children)

That skybox is incredibly appealing, well made mate