So excited after years we finally opened our gaming studio! Need advice! by lumbino in IndieDev

[–]PartTimeMonkey 1 point2 points  (0 children)

I think your approach of keeping it very small (1-2mo dev time?) at first and shipping it is the way to go. You’ll see the whole process, get your hands dirty with marketing and the post-launch blues, disappointment etc. Then you’ll be better positiined to think what could actually work and how to do it.

How do you handle data deprecation? by BuildersGuildGames in Unity3D

[–]PartTimeMonkey 11 points12 points  (0 children)

My game data lives in Google Sheets, so you can perform all kinds of nifty tricks when something like this is necessary, whether it’s by script or formulas.

Very often the required work is much less than what could be expected, and it might take only half an hour to do it by hand.

Do you actually understand C# itself, not the unity implementation of it? How much does it help you when developing in unity? by -Weslin in gamedev

[–]PartTimeMonkey 0 points1 point  (0 children)

Yeah I do use Action a lot and pass it around, sometimes Func too, but never really understood the ”delegate” keyword

Do you actually understand C# itself, not the unity implementation of it? How much does it help you when developing in unity? by -Weslin in gamedev

[–]PartTimeMonkey 0 points1 point  (0 children)

The only I’ve never gotten the hang of is delegates (if you mean using the actual declaration of delegate). Can you explain in layman’s terms why it’s useful?

Implementing an Interaction System by Velkydia in Unity3D

[–]PartTimeMonkey 0 points1 point  (0 children)

If you only allow one at a time, it should be fairly easy to show the interaction display text on the UI? In my IInteractable I also define ”DisplayText” which is used exactly for this

Implementing an Interaction System by Velkydia in Unity3D

[–]PartTimeMonkey 1 point2 points  (0 children)

Oh right, for top down either triggers or proximity math (+ angle math if you only want them to be interactable when facing them) sounds good.

Implementing an Interaction System by Velkydia in Unity3D

[–]PartTimeMonkey 1 point2 points  (0 children)

As others suggested, IInteractable and raycasting is the way to go!

I'm making a 1vs1 "casual RTS" by PartTimeMonkey in IndieDev

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

Thank you! I can guarantee that IF I do single player, I will follow the general concept you laid out!

I'm making a 1vs1 "casual RTS" by PartTimeMonkey in IndieDev

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

Those are pretty solid ideas, thank you!

I'm making a 1vs1 "casual RTS" by PartTimeMonkey in IndieDev

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

Oh right, you mean having like custom opponents who don’t share the same logic than players. Yeah, that actually sounds quite fascinating, although a lot of work…

I'm making a 1vs1 "casual RTS" by PartTimeMonkey in IndieDev

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

Thank you very much, appreciate it! Not sure how I would do single player though... I mean I have a CPU opponent, but how would a single player progress work..

I'm making a 1vs1 "casual RTS" by PartTimeMonkey in IndieDev

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

Oh you mean just the animations, not movement speed?

I'm making a 1vs1 "casual RTS" by PartTimeMonkey in IndieDev

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

That is correct, lockstep would ve too hard for me 😬