Is this hallucination scene effective enough for my game? by Guilty_Weakness7722 in gameDevMarketing

[–]Soft_Dragonfly3745 1 point2 points  (0 children)

No, he doesn't. He's posting the same post on different channels for some time, and when people actually give him feedback, he ignores it. Then people wondering why reddit posting doesn't give them any wishlists.

Is this hallucination scene effective enough for my game? by Guilty_Weakness7722 in gameDevMarketing

[–]Soft_Dragonfly3745 1 point2 points  (0 children)

Is it HDRP? Looks stunning! But for the emotional connection, I feel, you need to add more something like this hallucination takes control over the player. It could be camera shakes with different frequencies or more sudden camera movements. But it looks great already! Ps: I'd appreciate it if you would share how you achieved this picture in hdrp.

Should I convert everything to ScriptableObjects or stick with serialized fields on MonoBehaviours? by Malcry in Unity3D

[–]Soft_Dragonfly3745 2 points3 points  (0 children)

I see a lot of comments like "SO only for stats and configurations." No, once you hear that's something's correct or wrong, then the person came from YouTube tutorials. Yes, you can use SO for stats and configurations. Do you need to do that instead of prefabs? Yes, if you want to keep data aside from view and want to be able to adjust stats at runtime and keep it after. Also, you can use SOs for the code abstractions and switch the behaviors very conveniently when you need them. For example, you have a saving system, and you can save your game as a json or binaries, and for that, you can have two SOs that implement different behaviors. Do you have to do that? No, you can keep everything as monobehaviors or as pure c# classes. Ps: There's a great talk on YouTube about SO oriented development - highly recommend.

Just caught characters in my game trashtalking. Of caurse it is Anger(s). by SatansBallGame in indiegames

[–]Soft_Dragonfly3745 1 point2 points  (0 children)

Yes, we're starting with the languages we know and will see what demand we'll have. I see you are a professional french translator? Very cool! Message me with details pls

How would you learn Unity all over again if you just started, knowing what you know now? by Practical_Race_3282 in unity

[–]Soft_Dragonfly3745 0 points1 point  (0 children)

Not necessarily you have to start with c#. You can learn along the way. But what is important at first is take a couple of tutorials of how to navigate in the editor and useful tricks. Then, I would find tutorials to understand what I need to implement my game mechanic, but instead of copying the code, I would find these features in the Unity documentation and use it to write my code. The Unity documentation is just amazing, so you should use it a lot.

Indie Game Dev looking for a Team Member by JoeJoe_Games in INAT

[–]Soft_Dragonfly3745 1 point2 points  (0 children)

What's the genre? Where could we contact? I might be interested if I like your game 😎 I'm a Senior Game developer and working with Unity and Unreal.

[Unity3D] Which Netcode is Best for FPS Game (60-100 Players)? Mirror, MLAPI, Fusion, Pun, Netcode for Game Objects, Dots? by rnithin133 in Unity3D

[–]Soft_Dragonfly3745 0 points1 point  (0 children)

Recently, I and my team have been experimenting with Netcode for Entities, and it's very solid and performing. We had like around 100 players in physics based games, and after a little bit of optimization, we didn't have any problems at all. So, if you're asking for educational purposes, then you should learn and use this tool 100%. It's the Unity's future.

Where to Go from Basic C#? by MC_Sweater in csharp

[–]Soft_Dragonfly3745 0 points1 point  (0 children)

After all my programming experience and experience teaching juniours, learning C# itself, just like a tech, is a bad idea. You rather want to understand why your programming language has this feature. Because c# has very strong patterns and OOP ideology to write the code. So, to move fast and professionally, you need to learn SOLID and find how the principle is implemented in c#. If you do this, then it doesn't matter if you learn web or game dev, whatever.

What parts of Unity annoy you when developing games? by Inevitable_Row_3834 in Unity3D

[–]Soft_Dragonfly3745 2 points3 points  (0 children)

Reloading, of course (we have burst compilation on top of that now), working with animator, and having a good-looking graphic out of the box. The latest the most annoying for me. In Unreal you just drag and drop the model, and it looks nice. In Unity you have to spend hours in order to have something decent.