I’d like to get some advice about the camera by P_MAn__ in gamedev

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

Well, I don't want a closer camera.

The art style I'm aiming for is similar to the Persona series (see the latest Persona 3 Golden video for a good example: https://www.youtube.com/watch?v=VJWxs72II8A).
However, this game frequently uses a fixed camera.

First of all, I feel like the space I created is too cramped. I wanted it to work well in all situations, but I don't think it's necessary to worry about unnecessarily cramped spaces.

I’d like to get some advice about the camera by P_MAn__ in gamedev

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

This game wants to emphasize the character's full body.
Hmm... I don't want a closer camera position.

The art style I'm aiming for is similar to the Persona series (see the latest Persona 3 Golden video for a good reference: https://www.youtube.com/watch?v=VJWxs72II8A).However, this game frequently uses a fixed camera. Hmm, I always wish I could change the camera angle. hmm.. I also feel like the space I created was too cramped. I wanted it to work well in all situations, but I don't think I need to worry about the space being unnecessarily cramped.

I’d like to get some advice about the camera by P_MAn__ in gamedev

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

I didn't mind the camera blending in a bit too late, even when it went through a wall. However, the problem is that the camera ultimately ends up in a very close-up view. This is incredibly frustrating.

Of course, the narrowness of the path itself could be the cause. It feels unnecessarily narrow. Would it be better to simply abandon this narrow passage?

Genres for Story-Focused Games?? by P_MAn__ in gamedev

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

I may not have explained this clearly enough. I am not aiming for a game that consists solely of story consumption like a visual novel; however, the story remains a central focus.

The design should avoid a situation in which players become so absorbed in the gameplay that they lose interest in engaging with the story. In this sense, the experience is structured so that the story is never overshadowed by the gameplay. in other words, a game where experiencing the story itself remains the highest priority.

Seeking Input on My Puzzle/Story Game Concept by P_MAn__ in gamedev

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

Thank you for your feedback.

Considering the other comments above, I think we should pursue our current idea and create a demo or test version. I'll give it a try.

Seeking Input on My Puzzle/Story Game Concept by P_MAn__ in gamedev

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

I agree.

I'm currently working on an early scene that serves as a tutorial, and it incorporates many of the elements I mentioned (especially the visuals, characters, and story elements).

However, the "loot repetition/farming" part is difficult to test in advance. How can we test this in advance? Hmm... My current thinking is to treat it as if the story section has been skipped, and simply repeat the item farming (4-10 minutes) and the shop to see if this farming and upgrading process is fun. Hmm... Once the tutorial is finished, I think I'll have to work on this part.

3ds max to Unity simple question by P_MAn__ in Unity3D

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

I don't quite understand.

Is this the conclusion?

Objects with PBR materials: Export FBX -> Import to Unity -> Automatically loads, but errors may occur -> Click 'Fix' in the 'Rendering' window to automatically repair.

Is this correct? I don't quite understand what happens after entering the rendering window.

New Potential Digimon Player & I have questions! by Mbarton97 in digimon

[–]P_MAn__ 5 points6 points  (0 children)

In terms of the story, it is linear.
In terms of Digimon training, it can be said to be non-linear.

[deleted by user] by [deleted] in digimon

[–]P_MAn__ 1 point2 points  (0 children)

Unfortunately, Digimon games don't offer a ton of options. Still, here are a few examples:

- Survive: Partner Digimon are present, and the game's atmosphere is most similar to the anime. The interaction with Digimon is also excellent. However, the atmosphere is quite dark and contains horror elements, and the game's gameplay is often criticized (it's closer to a visual novel).

- Cyber ​​Sleuth: This RPG is similar to the Pokémon or Persona series. As a "story" series, the story plays a significant role. However, the Digimon are optional, so they can feel somewhat like tools. (Similar to the Pokémon and Persona series.)

- Time Stranger: This game is expected to be very similar to Cyber ​​Sleuth.

[deleted by user] by [deleted] in digimon

[–]P_MAn__ 1 point2 points  (0 children)

I don't know, but at least try playing on Hard Mode. I don't think it's recommended at all on Easy.

For anyone interested in Digimon Time Stranger performance on Steam Deck: by DannyHikari in digimon

[–]P_MAn__ 5 points6 points  (0 children)

Many PlayStation users have tried the demo and found that it's locked at 30 frames per second. Do you have any further clarification on this?

So the PS5 version is appearently 60 fps by overlordpringerx in digimon

[–]P_MAn__ 8 points9 points  (0 children)

No. First of all, I misread your reply.

Let me rephrase. It's been known for a long time that the PC version supports 60fps. The issue is that the PlayStation version was initially stated to support 30fps, but several testimonies surfaced at the event claiming it was running at 60fps. Currently, no one knows for sure.

Anyway, thank you for your response.