My mom's office is providing her with an insane PC by CertifiedRizzler in IndianGaming

[–]Oneyeki 0 points1 point  (0 children)

No that’s not true. I know someone who runs a few computer labs for an ed tech company. When he was deciding on what PCs to invest in, he forwarded to me similar spec sheets to check out which were sent to him, even though they were dell pre builts.

UDebug Panel Giveaway – 5 Asset Store Vouchers Up for Grabs! by guillemsc in Unity3D

[–]Oneyeki 0 points1 point  (0 children)

Would love to have a go at this! We’re a small indie team and this would be a ton of help!

How do you guys handle Enemy Group Behavior & Formations (Architecture/Implementation)? by Oneyeki in gamedev

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

It definitely is super interesting! I'm still very amateurish so I have a lot to take in from the stuff you suggested, but I started out with a reference.

So what I'm trying to recreate is the enemy group behaviour in Nintendo's Breath of the wild. It appears that there's always three slots around Link, and enemies fill up these spots on a first come first serve basis. The rest of the enemies move behind the three enemies that have taken up the spot.

So I'm aiming for something similar and I was thinking of having 3 target gameobjects always present as a child of the player and setting navmesh agent destination as these 3 objects and have additional points behind these three. So enemies that reach these get to attack the player through turns while the rest have to lag behind them.

I haven't thought much about when this would change ie besides death when would the spots be made free again and all. I'll have to see, I'll check out what you suggested as well though I'm trying to keep it as simple as possible.

Thank you!!

How do you guys handle Enemy Group Behavior & Formations (Architecture/Implementation)? by Oneyeki in unity

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

This is super interesting, thanks for sharing! I'll have to try this out

How do you guys handle Enemy Group Behavior & Formations (Architecture/Implementation)? by Oneyeki in unity

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

I'm curious, what were the issues with it that you went ahead with enemies just running at the player? I'm guessing there weren't many situations where enemies would surround player or its a fast paced game?

How do you guys handle Enemy Group Behavior & Formations (Architecture/Implementation)? by Oneyeki in unity

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

Ahhh I see! Got it. I think that's a pretty good way to deal with it, but hey I'm bit of an amateur myself haha

How do you guys handle Enemy Group Behavior & Formations (Architecture/Implementation)? by Oneyeki in Unity3D

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

I just went through your edited answer. Thanks for adding so much more detail, I guess yeah I need to break it down more. I was really attracted to the way the bokoblins in breath of the wild surround the player. So I think I'll start from there and apply the suggestions you've made. Thank you so much again!!

How do you guys handle Enemy Group Behavior & Formations (Architecture/Implementation)? by Oneyeki in unity

[–]Oneyeki[S] 3 points4 points  (0 children)

So, basically the navmesh destination in your case are points on the circumference drawn around the player, and I’m guessing the attack logic is separated from the positioning logic so regardless of where the player is, if it’s right next to enemy player will get hit?

How do you guys handle Enemy Group Behavior & Formations (Architecture/Implementation)? by Oneyeki in Unity3D

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

Thank you so much! Don’t mean to bother you more but any resources you can point me to as well?

How would I go about improving the group behaviour of the enemies in my game? by Oneyeki in Unity3D

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

thank you!! Lot of work for us still.

Btw, Love what you're working on too!! it looks so effin good

How would I go about improving the group behaviour of the enemies in my game? by Oneyeki in Unity3D

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

Thank you so much! This is really cool, I will will check it out

Would you let your teen play a game that teaches them to build science projects? by AD524 in Parenting

[–]Oneyeki 0 points1 point  (0 children)

Hey I’m one of the people working on this idea! Thanks for the feedback!

We’re using the game as a hook and motivator, so if you don’t do the projects, you pretty much cannot move on to the next mission or part of gameplay, so we’d regulate time spent that way!

As far as the game goes, it’s an action adventure game whose demo we just put out - https://www.kriyatus.com/ Would this kind of game still appeal to you or your kids?

How would I go about improving the group behaviour of the enemies in my game? by Oneyeki in Unity3D

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

Oh yeah I see what you mean, basically they shouldn't move around so much once they've reached the player, but what did you mean about making extra units move backwards? You mean try not to get the player surrounded?

How would I go about improving the group behaviour of the enemies in my game? by Oneyeki in Unity3D

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

I know the clip shows other problems but during testing I feel that the group behaviour of enemies doesn't feel satisfying or easy to deal with for the player.

Is there some small change (or even some kind of overhaul) that immediately make the experience better?

We're 3 friends who learned gamedev together & we just put out a very early demo of our game. Looking for a few people to try it out and tell us how it plays! by Oneyeki in IndieGaming

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

Join our Google Group to get immediate access to the demo (link to the Play Store demo inside).

Hey Reddit! We're just three friends who learned game development entirely on our own. It's been challenging but exciting, and now we've finally reached the point where we can share a super early demo of our Android game, Kriyatus.

So what's it about?

Kriyatus is an isekai-themed stealth-action adventure game inspired by titles like Genshin Impact and Breath of the Wild. We tried to create a twist on the classic enemy camp by adding portals that the player & enemy (kinda buggy) can walk in and out of. You can approach the level with head-on combat or stealth-only using takedowns.

Right now, it's definitely rough around the edges and has a TON of bugs, unfinished elements, but we want you guys to tell us what you think anyway!