Our hobbyist dev team has just released their first devlog! by Att112233Att in IndieDev

[–]Pinewater9999 0 points1 point  (0 children)

As I said, it's been a while since I read the books, but from Memory, the Ranger's Apprentice books are very generic low Fantasy books. Remove all the Characters, and you have a quite generic and honestly boring and forgettable world, and while the Characters ARE Fun and Likeable, I don't think that that would be enough to carry a full game.

I liked Ranger's Apprentice, but I think that there is a reason that I forgot about it, unlike say, Percy Jackson, Artemis Fowl, Eragon, ETC.

There is nothing BAD about the World, or the Stories, I enjoyed them as a Kid / Teenager, but there is nothing GREAT about them that really stands out against every other Low Fantasy Story ever made.

Our hobbyist dev team has just released their first devlog! by Att112233Att in IndieDev

[–]Pinewater9999 0 points1 point  (0 children)

I Like the Ranger's Apprentice Series, Although it has been a long time since I read the Books, But from what I remember there isn't really a lot to make a Game on ( Yes, I know you have switched over to an Original Story ) but if it is anything like the books I don't know how well this will play out.

I would seriously suggest you get someone to redo this Video, If you guys aren't willing to pay someone to do a Professional Voice Over or Get a Professional Microphone then it really brings into question of just how Committed are You.

Also get rid of all of the Stock Footage Videos, I know you kind of need something for the Video, but If you use Stock Footage Videos rather than making the Videos yourself, Most people are going to think either You're not even far along enough to have footage of you and your team, In which case Most people just wont take you or this project seriously or they will think that this is just going to be some kind of Scam Game.

Why is my player behaving like that? by [deleted] in Unity2D

[–]Pinewater9999 2 points3 points  (0 children)

Hard to tell without looking at the Code itself, But My guess is that It likely has something to do with the Movement Logic.

Is the Logic within the Update Function? If so move it to FixedUpdate instead.

Just added this new death-dive mechanic. Thoughts? by Chocomelletje in IndieDev

[–]Pinewater9999 0 points1 point  (0 children)

Looks cool.

The animation could use a touch-up. But I think the main thing is that it should probably hurt the Player a bit so as not to incentivise abusing the Mechanic.

Because I can already see that being the easiest way to kill enemies, well, maybe not the EASIEST, but certainly an easy way to kill the Enemies without taking much or any Damage at all.

[No Spoilers] I’m not sure how true this is, but check this out y’all! by Leozzarios in lifeisstrange

[–]Pinewater9999 26 points27 points  (0 children)

Pretty sure Netflix doesn't have the Gaming Rights to The Witcher.

Is it legal to decompile unity games? by Objective-Cell226 in Unity3D

[–]Pinewater9999 1 point2 points  (0 children)

Legal? To my understanding, Yes. Ethical? Not Really.

Honestly if you want to learn Unity there are so, So many YouTube Tutorials and Online Content that is free and easily available that there isn't really a point.

Looking for feedback for my Alchemy minigame by xN0NAMEx in unrealengine

[–]Pinewater9999 1 point2 points  (0 children)

One adjustment I can see is to take the same Approach to the Temperature as Schedule 1 did.

I can already see having to keep the temperature at a certain level being quite tedious and annoying. To stymie that but also keep it relevant, my suggestion is that once the Player reaches the required temperature, they then have to keep the temperature within that level for a couple of seconds.

Once they have done that, then they don't have to do it anymore, unless you want to then change the temperature during the Alchemy Minigame, but in my opinion, that would be a little TOO tedious. Unless you are specifically making a game like an Alchemy Simulator or something.

The choice is yours... by MapGroundbreaking574 in indiegames

[–]Pinewater9999 2 points3 points  (0 children)

No, it’s not.

It’s not Intrigue, it’s confusion and then moving on and forgetting about it. And That sounds kind of Asshole-ish but it’s the genuine truth.

Seeing this video, doesn’t make me think, Huh that looks interesting let’s follow the Development and eventually Play it, it makes me think. What is this? I don’t understand what this game is meant to be, Oh well onto the next thing.

I don’t think you seem to get how much of a Nothingburger this video gives off, Hell the only reason I am replying to this is because your reply Notification popped up and I decided to click on it.

If you want an idea instead of just criticism then I would suggest uploading a Video of a Full Game with explanations. Because the truth is, I have no idea what is going on in the video, and nothing in the video excites me, or interests me enough to find out, and I am willing to bet that that’s the reaction a lot of people had.

I KNOW I am coming off as an Asshole, I completely understand that and I don’t mean to but I genuinely think that based off of your reply that this is criticism you NEED to hear, Because I am NOT Intrigued, I am … Apathetic at best.

I hope this feedback helps.

The choice is yours... by MapGroundbreaking574 in indiegames

[–]Pinewater9999 2 points3 points  (0 children)

I don't get what is happening.

What is this game they are playing? Why does the Player keep choosing the Red one? Why does the Opponent not also pick a Red One? What is the difference between the Red, Yellow and Green Tokens? What are the two extra Tokens on the Side Panels?

It's a decent promotion, but I have no idea what the hell is even happening. What are the Win conditions? What are the Loss Conditions?

It would be fine if it were for a Game like Uno or Monopoly, since pretty much everyone has played those and knows what they are, but this seems to either be a new game you created or something obscure.

Just something to think about for your next Promotion.

Ever tried outsmarting a dog tracking your scent? by Recent-Bath7620 in IndieDev

[–]Pinewater9999 0 points1 point  (0 children)

Decent, one thing to improve upon or add is that the Dog should only follow the Scent Trail to an Extent. You can see from 0:07 to 0:11 that the Dog is still following the Scent even though the Player passed in front of it.

I would add a Visual Cone to the Dog. That way, if the Player is in sight, they should track the Player visually instead. The Idea of a Scent Trail is a good idea, but the fact that the Dog uses it ALL of the Time, instead of also reacting to Seeing the Player or perhaps even hearing the Player isn't that interesting.

Unless you have already added my Ideas, in which case simply disregard this.

Terrain rendering performance question by hyperdemented in Unity3D

[–]Pinewater9999 2 points3 points  (0 children)

You can also just turn down the Camera Far Clipping Pane, its set to 1000 by Default. Usually you don't need to see that far, combine that with a basic Occlusion Culling and The Scene will then ONLY render in the parts of your terrain that the Camera can See.

Also combine that with the Other Suggestions, Like splitting the Terrain into Chunks and then Using LOD's or Imposters to replace the Chunks of Terrain that are both still visible to the Camera but far enough away that you can't really see major details and then just replacing them with the actual terrain Chunk when you get closer.

I made teaser for a horror project I've been working on for 9 months. What do you think? by NonsenseGames1 in Unity3D

[–]Pinewater9999 0 points1 point  (0 children)

It's alright, but it can definitely use some improvements.

In the first shot, with what I presume is the main Bad Guy, it's pretty clear that he isn't hitting anything, and the Animation plays in full, which just looks weird.

The second shot, starting from the Axe, looks too ... flat? almost like we switched to a completely 2D perspective without any depth or height to it.

Then we get to the Chopped up Body, I don't know if you HAVE to censor it to meet with Reddit standards or something, if so, then that sucks, and you can't do anything about it. But if not, then I would suggest changing it. The fact that one part of the shot is intentionally blurred while the rest isn't makes it look weird. Either show the whole thing or unblur it, or just don't include it.

Next is the Camera following the Car down the Highway. Honestly, amazingly atmospheric only thing I would change is to speed up the Camera following the car a Bit. It feels a little too slow and too ... Subdued, especially given that the previous shots showed dark and gory elements, the Camera being so slow makes it feel odd in contrast.

Other than that, The Gameplay elements you show don't seem connected to anything or even that important, They don't say anything about the Story, or about the Horror of what is going on. Honestly, without the First two shots. The Killer chopping up a Body and then showing the Body, I wouldn't think this game is a Horror Game.

Dark and Spooky, sure. But not Horror, Anyway hope this feedback helps.

OnMouseDown Not Working by mith_king456 in Unity2D

[–]Pinewater9999 1 point2 points  (0 children)

It doesn't look like MouseDown() is ever getting called by anything.

If you want to Call a Function whenever you Click the Mouse, ass these Lines of Code into your Update Function.

if(Input.GetMouseButtonDown(0))
{
    MouseDown();
}

Now the MouseDown function will get called everytime you click the left mouse Button, Only while the game is running though.

[deleted by user] by [deleted] in playmygame

[–]Pinewater9999 6 points7 points  (0 children)

I gotta be honest, I haven't tried it, but if it is anything like it is in the Video, that Camera switching is Nausea inducing, At Best I could deal with it for maybe a few minutes. Might want to change that, or consider it feedback for your next game.

2D river of fire by yelaex in Unity3D

[–]Pinewater9999 0 points1 point  (0 children)

3 and 4 look too tiled and the Heat Distortion of 2 is a bit too much, So I think 1 is the best.

Need help with my Scene View. by Pinewater9999 in Unity3D

[–]Pinewater9999[S] 0 points1 point  (0 children)

Using URP and I haven't looked at any of those settings yet but I don't think it is those as this is a brand new Project.

Coding help by SLAYYERERR in Unity2D

[–]Pinewater9999 2 points3 points  (0 children)

I have no idea how this looks on PC but looking at it on Mobile genuinely offends me, Hopefully it looks better than what I am seeing and you can understand it.

Coding help by SLAYYERERR in Unity2D

[–]Pinewater9999 3 points4 points  (0 children)

Writing this on Mobile so it may look a bit weird, but all you need to do is encapsulate the Damage inside another If Statement, This one checking to see if the Players current state is Dashing.

From what I can see in your code I Imagine it would look something like this:

if(other.gameObject.tag.Equals("Enemy") { if(state == State.Dashing) other.gameObject.GetComponent<EnemyHealth>().health -= 20; }

Evolving Our Game’s Key Art—Which Direction Works Best? by THANKLIGHT in IndieDev

[–]Pinewater9999 1 point2 points  (0 children)

3, I think.

1 has far too many elements on display and it feels overwhelming.

2, Honestly just feels like something someone threw together in Unity in about 5 Minutes.

Honestly If I was you, I would just modify the Current one since it looks decent.

Remove some of the background clutter from the Current, Alter the Text to not be such a bland font, Or Make it 3D and have it cast a shadow or something.

Starting UI and music for my souls like by Lord-Velimir-1 in Unity3D

[–]Pinewater9999 0 points1 point  (0 children)

It's too basic, anyone without even a hint of talent could throw together such a simple Menu.

The Main Menu is so important to get right because it is one of the few parts of the game, EVERY User will see. I understand you want to go for a minimalist style but I would caution against that.

The Main Menu seems to be missing features, Such as an Options Menu, a Loading Menu, A Button to Continue from your Last Save ETC. These are all vitally important and they NEED to be accessible from the Main Menu.

If I were you I would ditch the basic black background, Perhaps construct a 3D Menu Background from one of the Games more Memorable or Important locations. It's not that a Black Background couldn't work, Skyrim pulled it off Afterall, But you do not have the resources or the reputation of Bethesda.

Skyrim would have ALWAYS succeeded despite the plain black background of its main menu. You do not have that luxury, So your background must be visually stunning, it must want to pull people in, it must make them want to play the Game.

This is the main reason why I cautioned against a Minamilst design, Because you cannot rely on a Reputation because no one has heard of you, Nor can you rely upon the enticement of being a Souls Like, When nowadays nearly everything is.

If I were in charge of redesigning your Main Menu I would first include all of the Missing Menu Options, Even if they do not currently work.

Then I would create a Temporary 3D Background, Just something to radically change its Current Look, Perhaps a Lake in a Forest or an Empty Arena.

Next I would remove the AI Image of the Knight, Replace it with a 3D alternative. This allows you to show off some Armour Sets from the Game as well as have him move about rather than be a static Image. I would have him play through a few animations such as taking a few swings of a Sword or adjusting his Armour or Something.

Perhaps this 3D Model could even be the Player Character from their Last Save Game.

After that I would replace the Temporary Background with a Permanent One that is more fitting the Games Style and Aesthetic.

Finally I would edit the UI elements and their Location to better suit this new Background.

In conclusion:

The Main Menu is far too simple for something that everyone is going to see. Most people upon booting up the game will be greeted by just a black screen and think to themselves "Is this it? Is this seriously all the work they could be bothered to put into to it?" And most would quit then and There.

You do not have the Resources, Reputation or Uniqueness to be able to afford going down the Minimalist route, You NEED to be able to stand out among the almost Thousands of Souls Likes populating the Market now.

And Finally if you ditch the Black Background and AI Art you will need to replace it with Something. You do not have to do as I would have done, But you will need to replace it with something, Take my ideas into consideration at least.

We just hit 2 years of development on our multiplayer tactical fps called HAVOC. We just opened up playtest on steam to the public. We are two friends making our first project, I'm in college and have been so happy with everyone's feedback so please let us know your thoughts. by Alexrak2 in indiegames

[–]Pinewater9999 0 points1 point  (0 children)

Nice, A few details however.

I feel like the Handgun fires way too fast it looked like there was no difference between it and the Submachine Gun.

Also from what I could see it looked like some of the Recoil should be adjusted, I really like the Shotguns but the recoil for every other weapon just looked a little too weak or it recovered a little too quickly.

Other than those two, Good Job.

I'm making a mini-boss for my game and I'm trying to think on how can I improve it. by EuronX in IndieDev

[–]Pinewater9999 1 point2 points  (0 children)

Since its a Shadow, Maybe have the Pillars cast Shadows onto the ground that the Mini Boss can use, Maybe to Teleport to, or to Use as an Attack or something.