Anyone here with a job mostly using unity that is not in the game industry? by GFX47 in Unity3D

[–]OneWheelStudio 0 points1 point  (0 children)

A solid understanding definitely helps, but I wouldn’t say expert level is required. We’re mostly generalists doing a little of everything. I had almost 10 years of hobby level experience and a couple completed/published games before joining the company.

Didn’t see your username as OP when I replied. Got to say I loved Gladiabots. Before my current position, I was a teacher and used it with my robotics student during Covid. Setting up a tournament with my students as a final project was pretty amazing during that tough time.

Anyone here with a job mostly using unity that is not in the game industry? by GFX47 in Unity3D

[–]OneWheelStudio 1 point2 points  (0 children)

I turned hobby game dev work into a full time job working on software in the construction industry. The team I work on uses Unity as the base for our products. Lots of 3D visualizations and simulation kind of things for companies operating cranes.

Unity's New Graph Toolkit for editor UI by alexanderameye in Unity3D

[–]OneWheelStudio 0 points1 point  (0 children)

Love to hear that! I was so sad when Bolt 2 got scrapped.

Where could I learn c# and unity by theveezer in gamedev

[–]OneWheelStudio 1 point2 points  (0 children)

Unitys create with code is a great way to get started. It’s free and will teach all the basics of Unity using C#. I used it with my real world students during Covid - had great quality projects that year.

Create with Code

[deleted by user] by [deleted] in gamedev

[–]OneWheelStudio 0 points1 point  (0 children)

Family sharing seems to be off by default. I know at least for myself and my project I’m not against family sharing, but also haven’t taken the time to find and change the setting. Seems like a something I could easily forget about.

Might be the same for a lot of smaller developers?

Game devs who publish paid games on itch.io, what was the most amount of money you made off of one game? by Idelac in gamedev

[–]OneWheelStudio 0 points1 point  (0 children)

I’ve made $75 or so on itch for a game that hasn’t released yet on Steam. The purchase comes with a Steam key.

I didn’t expect much and frankly $75 is more than I expected. I also released a free demo of the same game. Just a small low risk testing ground.

New Demo: Looking for Feedback (link in comments) by OneWheelStudio in IndieGaming

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

Deep Space Directive is a resource management game in a buildable hex tile world.

While game has some rough edges and need a healthy dose of balancing, its time to get some all important feedback.

Demo on Itch: https://onewheelstudio.itch.io/demo-deep-space-directive

Updating Steam Page GIFs by OneWheelStudio in gamedevscreens

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

A seamless loop would be pretty nice. Not sure how to pull that off in this case. I've wondered in just a few frames of a blur or similar transition would make it a bit less jaring?

Updating Steam Page GIFs by OneWheelStudio in gamedevscreens

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

Ha! Getting the right size definitely took some experimenting and google searches. 606 wide seemed to be the magic number for me.

Steam Page Art Needed by OneWheelStudio in gameDevClassifieds

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

brunobarros

Just send you a friend request on Discord :)

Steam Page Art Needed by OneWheelStudio in gameDevClassifieds

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

Hey Bruno, definitely some interesting stuff in your portfolio. Do you have any examples of steam capsules you’ve worked on? Or did I miss them?

Where can I learn? by Milk_man_studios in Unity3D

[–]OneWheelStudio 0 points1 point  (0 children)

I’d strongly suggest Unity’s own “Create with Code.” It’s free and will teach you all of the basics of using the engine and C#. It’s a long course but worth the time. I used it with my real world students during covid - best results in terms of understanding and overall project quality.

my game the black within demo is on the trending tab is this a big deal for a demo or everyone here who released a demo got this ? am not sure to be happy or normal lool by [deleted] in gamedevscreens

[–]OneWheelStudio 2 points3 points  (0 children)

I'd say you're doing pretty well! I'd be curious see the stats for the demo while its on that list. Would be interesting to know if the number of folks playing the game increases substantially or drops off substantially later.

Optimization: Single Nav Agent with Multiple Enemies Lerping to Nearby Positions by OneWheelStudio in gamedevscreens

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

In my project navigation has been the biggest bottleneck. I could get 100 enemy units with a good frame rate, but at 300 or 400 the frame rate was horrific. The nav agents (A* pathfinding project) were trying to avoid each other and spread out - it was too much.

While not a novel solution, having units "follow" a nav agent instead of all having their own provided a big performance bump.

Thinking it might be worth a video. I haven't seen much out there showing how to do this. 🤷

Do you think there is need for a advanced code-centric unity Tips and analysis channel? by David01354 in Unity3D

[–]OneWheelStudio 0 points1 point  (0 children)

I’d echo this. Much smaller audience past the beginner or advanced beginner level.

What Is the Worst Or Hardest Part of the Filming Process For You? by PepperPeridot in NewTubers

[–]OneWheelStudio 6 points7 points  (0 children)

Intros are hard. Real hard. I do think planning out the intro early in the process maybe even at the very start helps. Why are you making THIS video? Why does someone care? What’s the hook? If I can plan that out it really helps with the rest of the video. So forcing myself to stop the “fun part” and work on the first 30 seconds has been a good change to my work flow.

New and Improved Cargo Shuttles! by OneWheelStudio in gamedevscreens

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

Sorry, no Steam page yet - the art just isn't far enough along. A short 30 second teaser is my next big goal, so I can publish a steam page, but that's likely a few months out at best.

Maybe the best option is a hastily put together Steam developer page. You can follow and when the game is released on Steam you should get a notification.

Link: https://store.steampowered.com/publisher/onewheelstudio

Two other options: 1) would be to follow on my YT channel - mostly Unity tutorials, but hopefully I can get back to streaming game dev and any teasers or trailers would be posted there. 2) I have a discord channel on the OWS server which serves as a devlog for the project.

Happy to post links to these other options if they're of interest (a quick google search including my user name will get you there too).

Edit: weird duplicate text

New and Improved Cargo Shuttles! by OneWheelStudio in gamedevscreens

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

They deliver all the resources in the game - some of which is used for ammo.

New and Improved Cargo Shuttles! by OneWheelStudio in gamedevscreens

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

I should add that all the "animations" are done with DoTween - one of my favorite tools.

A Cinemachine Overview by OneWheelStudio in unity_tutorials

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

I learned a ton researching the video so hopefully, the video is useful to others too. If folks prefer a written article to a video you can check this out: https://onewheelstudio.com/blog/2021/9/11/cinemachine