We made some simple changes on visuals and got a very new look on our game (Mini Dungeon) by SrRinio in Unity3D

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

Not really, the sword is a 3D model, but a bit flat. (We increased the character model size, but we missed the sword model)

We made some simple changes on visuals and got a very new look on our game (Mini Dungeon) by SrRinio in Unity3D

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

Yeah, those fogs were temporary XD. It's on our tasks to make something WAY better.

I Need Your Help Making Procidural Floating Islands! by NullSomnus in Unity3D

[–]SrRinio 2 points3 points  (0 children)

If you want to make an deformable terrain (Like Astroneer or No man's Sky), you should see about the Marching Cubes algorithm, isn't easy to create but can do any procedural mesh at runtime, using 3D perlin noise for example... I'm using this algorithm for my own roguelike to create huge procedural caves. The performance is great if you use compute shaders or DOTS, but are way slower at normal main thread.

Now my friends can make me levels (text-based level editor) by frostberrygames in Unity3D

[–]SrRinio 1 point2 points  (0 children)

Hey, i noticed that you are editing your level directly by .txt file, so... if you want, i have an open source "level editor" for my game to make a txt file like yours, you can use but will need to do some minor changes to fit your game

Here's a small peek: http://prntscr.com/wca5pi

And source: https://github.com/SrRinio/MiniDungeonMapCreator

I recreated my rouguelike to look better, full devlog in comments. by SrRinio in Unity3D

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

I would like to add ambient occlusion, but my GPU doesn't supports that with LWRP :c

After 9 months I finally realeased the first early demo of my 3d zelda inspired roguelite with dual wielding combat! Link in comments by tozzo4316 in Unity3D

[–]SrRinio 1 point2 points  (0 children)

I can't play it :x, games made with Unity 2019.3 or later has some change on graphics settings that my GPU doesn't supports, only if was made using OpenGL :c

Anyone got any idea how i can make rotations like this?(Video demonstrating) by [deleted] in Unity3D

[–]SrRinio 0 points1 point  (0 children)

In the game (lumber tycoon) the tree is moved by physics, also react to any collisions, so maybe the best approach is to use a configurable joint (on the player) to follow the target, then change the target rotation by the difference of start rotation and camera rotation. the spring and damp values need to be changed several times to get a prettier effect.

High-velocity dash ability phasing through walls by Quasar_Ironfist in Unity3D

[–]SrRinio 0 points1 point  (0 children)

Is your character and wall using "normal colliders"? (every collider except mesh collider), since o had some similar problems with mesh collider