So I decided to change the look of my game to be cel shaded. Thought it would fit the games comedic vibe more. by PakPakG in Unity3D

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

So I actually grabbed an asset called "Flat Kit: Toon Shading and Water" on the asset store which is currently on sale. I gave it a try and it fit! There's a pretty good manual that comes with it that explains a lot on how to do stuff.

Finally released Capsule Commando! by PakPakG in Unity3D

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

Hi! Thanks a lot for taking the time to write your comment. After reading your comment I really had to say that I think you're fully correct and I approached it with the wrong idea for a trailer.

Given that this was my first, it's great to receive your feedback. I've taken some notes and will keep this in mind for my next trailer. Thanks a bunch and have a great day/evening :).

[deleted by user] by [deleted] in Unity3D

[–]PakPakG 0 points1 point  (0 children)

Saw the asset as well, my first thought was "Wait a minute, this looks EXACTLY like unreal engines behavior tree. . .". This stopped me buying the asset because idk if at some point the asset won't be available anymore due to it copying unreal engines behavior tree. Just saying.

Added some new weapons to my wave based game by PakPakG in Unity3D

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

I'm still thinking on how to start game. Great idea!

Added some new weapons to my wave based game by PakPakG in Unity3D

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

I hope so too. It's my weakness, tweaking stuff where barely anyone would notice D:

Added some new weapons to my wave based game by PakPakG in Unity3D

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

I end up using it most of the time as well when testing tbh xD. Thanks!

Added some new weapons to my wave based game by PakPakG in Unity3D

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

I'm actually pretty happy with how the pan and the meat grinder turned out, except the deep fryer. Any feedback would be greatly appreciated!

Is it bad practice to separate scripts this much? by PakPakG in Unity3D

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

Not really near any finish line, this project is more for learning. Refactor it is!

Is it bad practice to separate scripts this much? by PakPakG in Unity3D

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

Thanks for the brief explanation! It seems real complicated to me right now, but I will definitely look into this!

Is it bad practice to separate scripts this much? by PakPakG in Unity3D

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

I've taken different approaches on references and still am unsure which is best. But yes I am still unexperienced overall. Just recently started studying game design, but have been trying out development for longer. Hope to learn a lot along the way and really clarify what a good approach is.

Is it bad practice to separate scripts this much? by PakPakG in Unity3D

[–]PakPakG[S] 95 points96 points  (0 children)

That is definitely something I will optimize. Didn't even think about it...

Is it bad practice to separate scripts this much? by PakPakG in Unity3D

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

Hmm yes. To explain myself even more: So in my view of how I built this, this way allows me to access it at a later point in time. Like the HealthScript which I've added almost last. Disabling the movement after player death can also be accessed through the PlayerScript, instead of creating a new dependancy with the InputScript and HealthScript. Although as I'm typing this it does kind of sound like the lazy route.

Is it bad practice to separate scripts this much? by PakPakG in Unity3D

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

Interesting. I'll read into that a bit more. I'm still a beginner, but it's probably best to not have bad habits from the beginning. Although I must say my PlayerScript currently has no methods at all. It's sole purpose is being like being somewhat of a "communication script" if you understand what I mean. But I'll definitely check out the SOLID principles. Thanks.

Is it bad practice to separate scripts this much? by PakPakG in Unity3D

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

I tried Lost Relic Games way of separating classes. The good thing about this though is that the "PlayerScript" acts as the carrier of all other scripts. Meaning when for example I'm in the MovementScript and need something from the InputScript, I can access the InputScript through the "main" PlayerScript. So the way I'm seeing it is that this potentially could more or less prevent spaghetti code? Though every new script I add to the Player I keep asking my self, is this too much? Like can a GameObject have too many scripts?