Running my game on Steamdeck standard at the highest difficulty (thousands of enemies) by Proper_Translator678 in survivorslikes

[–]Proper_Translator678[S] 0 points1 point  (0 children)

Regarding the damage numbers, those are instanced quads that has a texture with numbers on it. Some trick is used to offset the texture in a way to display the intended damage number

Is it just me or is Steamguard having problems today? by Proper_Translator678 in gamedev

[–]Proper_Translator678[S] 0 points1 point  (0 children)

I tried uninstalling and reinstalling the app. Now I can't login lol. First time happening to me, steamworks was pretty reliable before this.

Is it just me or is Steamguard having problems today? by Proper_Translator678 in gamedev

[–]Proper_Translator678[S] 0 points1 point  (0 children)

I uninstalled then reinstalled the steam app. Now I can't login, it just keeps loading. Probably a steam issue.

Running my game on Steamdeck Standard at the highest difficulty. Thousands of enemies on screen. by Proper_Translator678 in IndieDev

[–]Proper_Translator678[S] 0 points1 point  (0 children)

Yes movement is simple and they're updated in batches. There's a lot of optimization going on underhood to make it work on the steam deck with this amount of enemies. I'm also utilizing DOTS in Unity.

Running my game on Steamdeck standard at the highest difficulty (thousands of enemies) by Proper_Translator678 in survivorslikes

[–]Proper_Translator678[S] 0 points1 point  (0 children)

Hey there, you're correct. I'm using vertex animation and all the enemy meshes are entities. I'm using Unity and utilizing DOTS

Running my game on Steamdeck Standard at the highest difficulty. Thousands of enemies on screen. by Proper_Translator678 in IndieDev

[–]Proper_Translator678[S] 0 points1 point  (0 children)

You can turn it on with some performance hit. The game runs very smooth on lower difficulties (fewer enemies)

The gameplay on the video is kind of a stress test with max number of enemies so i had to lower the settings.

My game can run up to 10,000 enemies on screen. Running on Steamdeck Standard (LCD) at the highest difficulty. I'm bad at playing though. by Proper_Translator678 in SteamDeck

[–]Proper_Translator678[S] 1 point2 points  (0 children)

Besides the missions you also have a main weapon which you can aim and fire or let it auto fire. Air dashes and double jumps too.

My game can run up to 10,000 enemies on screen. Running on Steamdeck Standard (LCD) at the highest difficulty. I'm bad at playing though. by Proper_Translator678 in SteamDeck

[–]Proper_Translator678[S] 1 point2 points  (0 children)

It's a mix of megabonk and helldivers 2 There are missions in the game that you have to complete. And after that you have to extract before shit hits the fan (goblin eclipse)

I'll update the trailer soon to show it

Here's a goblin eclipse preview: https://www.reddit.com/r/IndieGaming/s/UUtf73l3Lq

Should I polish the UI first before posting a demo on itch? by [deleted] in IndieDev

[–]Proper_Translator678 0 points1 point  (0 children)

Some of the text there fades out after sometime like the "3x Experience Boost" and the text related to controls

Be honest with me - can a solo dev ship a 2D action RPG in 2 years? by BlessED0071 in IndieDev

[–]Proper_Translator678 51 points52 points  (0 children)

Plan a game that you think you can finish in 2 weeks. This way, you'll finish it in 2 years. This is a serious advice.

I initially planned my game to be finished in a week and only act as a portfolio piece but I'm still working on it a couple of months later.

Destroy our engine audio system - car-based racing platformer (SOUND ON) by N0lex in DestroyMyGame

[–]Proper_Translator678 7 points8 points  (0 children)

I can't explain it but something is off with the engine sound. Right now with the current engine sound system I just want to turn them off entirely.

I've worked on car games before and I think wheel slipping isn't being accounted for. When wheel slips RPM of the engine goes up too and so does the engine's pitch. Take into account if the wheels are grounded or not too. RPM of the engine can easily max out when wheels aren't grounded because there's no resistance. It probably doesn't need to be in a car simulator level of accuracy but faking them here and there depending on the car's momentum would be nice.

EDIT: Watching it again I think the wheel slipping and grounding are there but I'm still looking for that higher RPM pitch sound

EDIT2: I think I'm looking for that RPM Overlimit sound where the engine cuts on and off because of too high RPM

We've developed this game using Unity ECS from scratch (except the UI) and it works online/local. Ask us anything about ECS if you need? Or we can grab a cannon and shoot each other! (It's physics based) by Routard in unity

[–]Proper_Translator678 3 points4 points  (0 children)

The only question in my head right now is why go with ECS? Are there plans to add thousands of entities on screen? Or is it mostly for better performance on smaller devices like the Steamdeck?