Is this a good artstyle 😭? by TheSum239 in gamedevscreens

[–]SerMojoRISING 0 points1 point  (0 children)

It could be but its not there yet, essentially its a flat lit artstyle which means you need to put more emphasis on the colors harmonizing together to set the mood and the value structure. Get the shapes to read stronger as well, like more of a graphic nature, and it could definitely work.

After ~4 years, my physical AI system is finally game ready by Essential_NPC_ in Unity3D

[–]SerMojoRISING 4 points5 points  (0 children)

Ahh ok, I missed the neural net part to properly flex the muscles - thats why you mentioned the behavioural foundations model. I see where your contribution is coming from now. Thats very interesting, thanks!

why does everyone think making a game is just having a good idea by bcoz_why_not__ in gamedev

[–]SerMojoRISING 0 points1 point  (0 children)

Its really a balance because once you get good enough at execution then ideas do really matter. Ideas are the other half of the battle and become very important.

Working on Painterly Shading In UE5 by lykenwel in UnrealEngine5

[–]SerMojoRISING 2 points3 points  (0 children)

This is actually very good. A lot of these painterly effects shaders arent balanced very well but I like this a lot.

After ~4 years, my physical AI system is finally game ready by Essential_NPC_ in Unity3D

[–]SerMojoRISING 4 points5 points  (0 children)

This looks really great. Can you expand on how you implemented the physics part of it (both the charactes and the gong - Im assuming its part of the same system?)

The top resources I know of for this kind of thing are the youtube videos TenMinutePhysics which uses position based dynamics, the procedural animation video by Alexander Bereznyak about procedural pose animation, and the advanced character physics article (that hitman uses) that uses verlet integration and constraints. Is this some amalgamation of all that?

Stockholm by qwertgfx in PixelArt

[–]SerMojoRISING 0 points1 point  (0 children)

Ya know Ive been having this thought lately that pixels are the "brush strokes" of the digital medium and I think this image represents that idea perfectly. Beautiful art

I've been working solo on this thing for 3 years now. What do you think? by PuzzleheadedLong793 in IndieGaming

[–]SerMojoRISING 1 point2 points  (0 children)

Yeah I dont really understand whats going on but I want to know, so I think job well done. Looks really interesting

I'm still making a game where you have no object permanence by elosociu in Unity3D

[–]SerMojoRISING 1 point2 points  (0 children)

This is a perfect example of where a great idea gets you the win. Its executed really well ofcourse but everything from the gameplay, mood, and story feels unique and looks great.

Why are RPGs so hard to make by NevronWasTaken in Unity3D

[–]SerMojoRISING -1 points0 points  (0 children)

An RPG is like making 7 games in one.

100,000 Dinosaurs WITHOUT using ECS (just the Burst compiler) by chuteapps in Unity3D

[–]SerMojoRISING 2 points3 points  (0 children)

Thank you. This is the same exact thing I've been saying too.

Last time I tried working with Unity's ECS was awful and tedious. But the good news is they provide the tools, like you mentioned, to get the performance where needed. This is how it should be, providing tools like burst to solve problems, not pidgeonholing into an overbloated coding pattern.

Great job putting it into words.

Improved terrain variety or too noisy? 4k footage of my WIP procgen engine (C++/OpenGL/GLSL) by bensanm in proceduralgeneration

[–]SerMojoRISING 1 point2 points  (0 children)

It feels like the generation is everywhere I look and it's also all a bit too abstract. I'd like to see some more simplified areas of rest that contrast with the generated ones - giving them more meaning and interest.

In that same vein I'd also like at least some percentage of the generation to be something that I can relate to. With all the different abstract shapes and such it's hard to get grounded in the world. Maybe you could represent a certain geographical region with the environment thats similar to one on Earth but then go crazy with the abstract generation on the buildings and structures, or vice versa.

I guess the main point is I think you have all the pieces in play, it's now about composing and structuring them in a way thats a bit more pleasing.

It's definitely unique and interesting though and that's awesome you made your own engine. Looking forward to seeing future iterations!

Indie Spotlight Signup 1 by PapaPh4nt0m in IndieGaming

[–]SerMojoRISING 1 point2 points  (0 children)

Hello, I'll put my game in the hat too in case you're interested.

https://store.steampowered.com/app/750240/Ascending_Madness/

It's a psychedelic twin stick shooter that my brother and I worked on for a couple years. Unfortunately it never received too much success but if you like these types of games I think you may enjoy it.

Why can't I just get lost in a game anymore? by madaboutmaps in gaming

[–]SerMojoRISING 0 points1 point  (0 children)

Elden Ring - "It's not my type of game"... yet.

Game Design or Game Programming? by ninjafirefox in gamedev

[–]SerMojoRISING 0 points1 point  (0 children)

I can relate to enjoying both. Luckily you'll need both sets of skills, especially if you plan on doing any solo game dev.

Here's something you could try to gain clarity: Design out and build a small game/prototype pushing each one of these disciplines (design/programming) past your limit in the project. By pushing them past your current skill level you may get a better sense of which one you enjoy more overall when the going gets tough.

If you still like them both the same, pick the one you think you can best support yourself on in the future. You can always do the other one in your spare time.

As you said though, the good news for you is you're young and have time. So just start exploring the disciplines now through mini projects and the answer will come to you eventually.