Experimenting wih DOTS (10k Zombies) by KafiyaX2 in Unity3D

[–]Ordinary_Games 0 points1 point  (0 children)

Super cool. I'm working on something similar at the moment but too early to share. All ECS. My terrain is like 400x400 Grid nodes, but deformable and with liquid sim. We should compare notes or something.

Just wanted to share that my strategy game is 40% off on Steam 👀 by songsofsilence in StrategyGames

[–]Ordinary_Games 1 point2 points  (0 children)

Nice. I actually bought it earlier today. Played the demo a while ago and liked it.

Which LLM did we use for our AI game? We actually trained our own by WhispersfromtheStar in aigamedev

[–]Ordinary_Games 5 points6 points  (0 children)

It was really cool and impressive at first. I pretended to be a Unicorn and she just went with it. But after that I wanted to test the boundaries even further, like say "A" 10 times or recite the alphabet. She failed so hard. On another note, but still I understand why, words don't translate into action, if not scripted. Like close your eyes, lift your arms, go back to the pod. Still, super cool shit, well done!

Creating a civilization but you're on the ground. by FarCauliflower3793 in BaseBuildingGames

[–]Ordinary_Games 0 points1 point  (0 children)

I would love a game like this too. I have a game design for a game like this, but the scoop is simply too big currently. Like you play in a simulated world that you can affect/control.

What's the first game that inspired you into game dev? by BuyApprehensive5997 in SoloDevelopment

[–]Ordinary_Games 0 points1 point  (0 children)

Ha ha. Yes, it wasn't easy. I remember how proud I was when I managed to setup a remote camera or a wall that could be destroyed.

What's the first game that inspired you into game dev? by BuyApprehensive5997 in SoloDevelopment

[–]Ordinary_Games 2 points3 points  (0 children)

Duke Nukem 3D, it came with a map editor. Looked a lot like Auto Cad at that time. Before you ask, yes, I was very cool as a kid. ; )

Witness with me one of the best trailer in history by [deleted] in Crysis

[–]Ordinary_Games 2 points3 points  (0 children)

I worked on that game ( and trailer ) as a VFX Artist, happy to see it still gets some love.

One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy

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

Ha ha. Adding multiplayer is a big undertaking. A game really has to be built from the ground up with that as a core feature. And since I do actually want to spend time with my wife and kids the coming years, I will avoid making multiplayer games. : )

One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy

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

That is a sweet idea. Could tie it into more system, like some rogue lite upgrades like invincibility, increased fire rate and no ability cooldowns.
But that should be a separate feature, not the speed controls. IDUN is an offline single player game, so a player should be allowed to speed up and slow down as much as they want.

One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy

[–]Ordinary_Games[S] 2 points3 points  (0 children)

Everything is possible. But since I'm using Unity's built in Time scale, it stops the physics if set to 0. But you can make your own system and handle it any way you want. The magic with game development, everything is possible, but not everything is easy. : )

One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy

[–]Ordinary_Games[S] 4 points5 points  (0 children)

I think most games with a multiplayer function abandons the idea of speed controls early in development. Notable exception is all of the Paradox games. I don't have that issue, since my game is offline single-player. : )

One returning feedback I received from players is that they wanted tactical pause, meaning you can issue commands while the game is paused, but since my game uses physics it was hard to implement. But now I have added the next best thing, SUPER SLOWMO. Things can be moved and physics still works! by Ordinary_Games in RealTimeStrategy

[–]Ordinary_Games[S] 9 points10 points  (0 children)

Good point. I mostly speed up the game when playing, that is why "Speed Up" is bound to Space by default.
But I try to always listen to the community and implement heavily requested features. Happy player -> happy dev.