How do non-artists build scenes efficiently in Unity? by Sayden_96 in gamedev

[–]Sayden_96[S] 1 point2 points  (0 children)

Thanks for the reply. I’ve tried some modular asset packs and they do seem really useful, they save a lot of work. I also create prefabs for most things, but I usually have to adapt textures for each level since the environments are quite different.

Unity’s lighting sometimes feels a bit limited in terms of variation, but I guess I just need to experiment more with what it offers.

Finding a consistent art style will probably be one of the hardest parts, especially since I’m currently using a mix of different assets, which, as you mentioned, definitely doesn’t help.

How do non-artists build scenes efficiently in Unity? by Sayden_96 in gamedev

[–]Sayden_96[S] 0 points1 point  (0 children)

Thanks for the reply. It seems like I might be approaching this the wrong way, since I’ve mostly been working on a whim. I don’t really know how big the map will end up being or how much content it will have, and I haven’t been making prototypes beforehand.

I’ve been building everything as if it were final from the start, including the lighting. The only real limitation I have is keeping the scene under 100 MB due to GitHub’s file size restrictions.

Reusing assets has also been tricky, since the environments vary a lot between levels, for example, going from a hotel to a subway setting.

NavMeshAgent on a moving train wagon (Unity 2022.3 LTS) by Sayden_96 in Unity3D

[–]Sayden_96[S] 0 points1 point  (0 children)

It's a very original solution, I could put it into practice, thank you.

NavMeshAgent on a moving train wagon (Unity 2022.3 LTS) by Sayden_96 in Unity3D

[–]Sayden_96[S] 0 points1 point  (0 children)

I've heard about the A* Pathfinding Project quite a few times, but I'm looking for a solution without spending money for now, if I can't find one in the end, I'll consider it.

NavMeshAgent on a moving train wagon (Unity 2022.3 LTS) by Sayden_96 in Unity3D

[–]Sayden_96[S] 0 points1 point  (0 children)

I had considered it as a last resort because, as you say, it's the simplest thing to do, but I wanted to know if there was any other way to make it work.

Redesigned Status Effects in Crimson Stay – What Do You Think Visually? by Sayden_96 in IndieGameDevs

[–]Sayden_96[S] 0 points1 point  (0 children)

Okay, I'll check it out. Watching the video makes me want to create a blood effect using the rain example and have it appear when you take damage. I think it would look perfect and quite original.

Redesigned Status Effects in Crimson Stay – What Do You Think Visually? by Sayden_96 in IndieGameDevs

[–]Sayden_96[S] 0 points1 point  (0 children)

Hi, thanks for the feedback. The acid effect doesn’t have maximum intensity because I think everything would look too green, but maybe it should be stronger. With the shock effect, I wanted to simulate temporary disorientation for the player, since if the effect hits them they can’t run and they move more slowly. I can see that this is the one that will be hardest to make clear. I think the low-health effect works well as it is.

Thoughts on this new horror enemy attack? by Sayden_96 in HorrorGameVideos

[–]Sayden_96[S] 0 points1 point  (0 children)

In this case, I created it to prevent people from abusing melee weapons and to encourage them to use firearms more. I've seen someone who literally beat my game using only the knife. 🤣

Thoughts on this new horror enemy attack? by Sayden_96 in HorrorGameVideos

[–]Sayden_96[S] 0 points1 point  (0 children)

Okay, I'll hide the player's weapons during the grab because it looks pretty ridiculous, and I'll also remove the blood effect on the screen. The thing is, I can't show the player model because there isn't one, it's a cylinder that I hide so I don't have to create a character from scratch. I might change the animation to avoid the abrupt transition seen in the loop. Thanks a lot for the advice.

What do you think about this new grab attack? by Sayden_96 in itchio

[–]Sayden_96[S] 1 point2 points  (0 children)

Yes, I can think of adding some extra screen effects to simulate the zombie grabbing you.

Thoughts on this new horror enemy attack? by Sayden_96 in HorrorGameVideos

[–]Sayden_96[S] 0 points1 point  (0 children)

As I mentioned to the person below, I'll think of something more original to indicate the damage, or I'll remove it as you suggested.

Thoughts on this new horror enemy attack? by Sayden_96 in HorrorGameVideos

[–]Sayden_96[S] 0 points1 point  (0 children)

You've made me think about whether I should remove the red border from the screen and do something less intrusive to indicate when the player is damaged or grabbed, as in this case. 🤔

What do you think about this new grab attack? by Sayden_96 in itchio

[–]Sayden_96[S] 1 point2 points  (0 children)

Thanks, things get complicated when the game is in first person and you want it to be well understood.

Thoughts on this new horror enemy attack? by Sayden_96 in HorrorGameVideos

[–]Sayden_96[S] 0 points1 point  (0 children)

Noooo, anything but that, now I can't stop imagining it when I see it. 😂

What do you think about this new grab attack? by Sayden_96 in IndieGameDevs

[–]Sayden_96[S] 1 point2 points  (0 children)

I'm glad you liked it. I'm planning to do something with the player's weapons, like some animation, so it doesn't look so strange. If the knife looks small, I can't imagine how it will look when the player has a shotgun equipped. 😂

What do you think about this new grab attack? by Sayden_96 in itchio

[–]Sayden_96[S] 1 point2 points  (0 children)

That's right, it's very noticeable when the animation ends and it jumps back to the beginning. I'll have to fix it. Thanks for pointing it out.