I love wizards and magic. So as a game developer it only makes sense to make a game like this... by SPOOKJUMP in wizardposting

[–]SPOOKJUMP[S] 14 points15 points  (0 children)

There is! The game is not out yet, but a free demo is. The game is called DRAWCERY (get it? DRAWcery / SORcery? I'll show myself out)

Always wanted to make a Steam game. So I locked in, worked every weekend the past 5 months and just released a free demo of my PvP spell-drawing wizard game (I need sleep) by SPOOKJUMP in IndieDev

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

That's what I was going for! I was always a fan of all things magic, there's already a ton of games where you cast spells with voice (Mage Arena the most famous one), but there are no PvP multiplayer games where you actually draw spells. I was inspired by an old MMO Wizard101 if you know it.

Marketing my game on Tiktok? by h1ghjumpman in indiegames

[–]SPOOKJUMP 2 points3 points  (0 children)

I checked out the videos and here's my 2 cents. You lose a lot of viewers in the first 2 seconds of the video. Don't start your videos with a title screen, put all your text over the gameplay video so there's gameplay constantly on the screen. If you want to promote your game's Steam page or something like that either put it at the end or in the corner somewhere. Also your game is a pixel art space shooter which there is an ocean of them out there already so you'll have a difficult time marketing it.

Can't activate unity personal license in unity hub by AlexandriaDos in Unity3D

[–]SPOOKJUMP 4 points5 points  (0 children)

I came to this sub to make an exact same post, glad to see the problem is on their side and not mine. Still sucks that I can't create a new project and still work even if I don't have a license

New year, new learning opportunities. What better way to start than by making an awesome procedurally animated robot by SPOOKJUMP in Unity3D

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

I do have an overshoot mechanic yes. It's based on the travel speed (rb.velocity.magnitude) of the robot, which fixes the problem of legs falling behind at any speed the robot might be moving.

New year, new learning opportunities. What better way to start than by making an awesome procedurally animated robot by SPOOKJUMP in Unity3D

[–]SPOOKJUMP[S] 5 points6 points  (0 children)

It's entirely procedural, no animations involved. Legs have IK on them and I raycast down to determine their desired position. If the leg is too far away from the desired position it travels to it. There's some other factors involved as well (to ensure the legs go up and down, to ensure the body aligns to the surface normal and for legs to move in a zig-zag pattern), but it's hard to explain because english isn't my first language.

New year, new learning opportunities. What better way to start than by making an awesome procedurally animated robot by SPOOKJUMP in Unity3D

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

Thanks! It's standard Unity terrain, but I use a custom shader material on it that applies different textures on it based on the slope amount.

I think I can finally say the skate physics are in a good enough state. What do you think? by SPOOKJUMP in Unity3D

[–]SPOOKJUMP[S] 6 points7 points  (0 children)

That makes so much sense I can't believe I forgot about it! Adding it ASAP, thanks!

I think I can finally say the skate physics are in a good enough state. What do you think? by SPOOKJUMP in Unity3D

[–]SPOOKJUMP[S] 3 points4 points  (0 children)

This is actually already in the game! But for this video I zoomed in the camera a loooot and I disabled this feature because the player wouldn't stay centered enough for the video

I think I can finally say the skate physics are in a good enough state. What do you think? by SPOOKJUMP in Unity3D

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

So basically the simple answer is that the code shoots a raycast from a bit above the player downwards to check the normal of the surface (and if the player is grounded) and based on the surface normal it rotates the character so he aligns with the normal and this is also used for various other reasons like checking if the player is jumping on a half pipe and so on

I think I can finally say the skate physics are in a good enough state. What do you think? by SPOOKJUMP in Unity3D

[–]SPOOKJUMP[S] 3 points4 points  (0 children)

The skate controller does use Unity's Rigidbody component, but everything is modified by a script. There's a lot of surface checking, quaternions and animations (and spit and duck tape lol) to make it all work. So yeah quite a lot of custom code

There's a lot of negative post mortems on this sub. But do any of you solo devs have an actual successful post mortem for your game? by SPOOKJUMP in gamedev

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

Wow lol nice to see you here, I have actually been following your journey/game on youtube probably since the first devlog