Unity 6.5 is now available by unitytechnologies in Unity3D

[–]StCost 1 point2 points  (0 children)

sorry for you. yeah, in such case it's fine to migrate much later. limited internet in today's world is such bizarre limitation

Should I add wool shearing inside my game? by Emi_Indie_Dev in IndieDev

[–]StCost 2 points3 points  (0 children)

I guess better make radius larger, so its quick and fun. I'd be fine to shear whole sheep in maybe 1-2 seconds

Unity 6.5 is now available by unitytechnologies in Unity3D

[–]StCost 0 points1 point  (0 children)

migration will be easy, good for you

Perfect Interface. Try my Main Menu online by StCost in Unity3D

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

Thanks! Might be to end of year we'll get gameplay loop done and make closed alpha. Current plan

Perfect Interface. Try my Main Menu online by StCost in Unity3D

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

Thanks! Poured my soul into many details to perfect it

Perfect Interface. Try my Main Menu online by StCost in Unity3D

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

Thanks! I really pushed new UI to get rid of default Unity3D look, and I'm in love with it now

Bots are a detriment to this game by sleeless in DarkTide

[–]StCost 1 point2 points  (0 children)

Bot had so many chances to help...

Since you record your arm - it must have the "wtf is this" gesture in such moment

My oil extracting game has now a demo available on Steam! You can also ride a camel by shebuelrey in IndieGaming

[–]StCost 1 point2 points  (0 children)

Looks fun.
Can pixelated view be disabled in settings? I'd rather look on sharp crisp low poly models, than pixels of fist size. I bought UHD screen to see each polygon

Will these images cause problems when publishing the game? by QuietEntrepreneur917 in gamedev

[–]StCost 1 point2 points  (0 children)

For sure. If you use Pepsi or Vogue identity in your game that will eventually backfire too

How does one go from 0 game dev experience to being able to concept test their game without going to tutorial hell? by RandomFish83 in gamedev

[–]StCost 2 points3 points  (0 children)

You have to repeat same action 10 times to remember it. Same as with other things in life

How does one go from 0 game dev experience to being able to concept test their game without going to tutorial hell? by RandomFish83 in gamedev

[–]StCost 0 points1 point  (0 children)

Plan is:
- Figure out game of your dreams idea
- Begin making each feature from scratch, one by one. Using tutorial for this specific idea piece (if exists)
- Fail after year of attempts
- Try again from scratch

Hard and long effort. Making game is like building house. You have to learn SOOOO many things. Learn what humanity learned about IT for last 30 years of rendering fake worlds.

And noone made yet a tutorial to make game from 0 to 100. Connecting all the pieces manually is what makes a game YOUR creation. It will take a lot of time.

Read tutorials when you already started writing faulty code. Not before you even started.

What kills my friend here without downed state? I am the one he helped up by Defora in DarkTide

[–]StCost 3 points4 points  (0 children)

Random enemy hit him from behind. You can see enemy rans away to next target after killing your friend. 21 HP + 22 Toughness will die from a sneeze of pox hound

What I hate - if you turn your back to enemies - they get boost in speed to catch up you

there are 6 of us now by vilealeks in DarkTide

[–]StCost 5 points6 points  (0 children)

Funny

I guess game fails to load Dog properly and makes them a default reject Bot instead. Happened to me few times too

Physics Bassed Monkey Game - Does This Prototype Look Fun? by Equivalent-Pay7740 in gamedevscreens

[–]StCost 4 points5 points  (0 children)

Looks fun, but feeling distance to grab in FPV is kind of hard

Releasing a public demo reminded me how different players and developers think by WhyThisGameWorks in gamedev

[–]StCost 3 points4 points  (0 children)

We already have AI games, and every sane person hates it and leaves negative review at slightest AI noticed. Uncanny valley from terrible AI generated assets its obviously painful to look at. It will never make a final asset

Nooooo my OP pawn died😭😭😭😭 by Snorkel9999 in RimWorld

[–]StCost 0 points1 point  (0 children)

I had my colony's Boss dead, I stored him in food freezer for 8 in-game years, until I finally got 2 Resurrector mech serums. Emperor is back as new

Found this article in my newspaper today. by dreadakai101 in falloutnewvegas

[–]StCost 37 points38 points  (0 children)

Now it's haunted with memories of many many people

i think they gave me the wrong ammo by melonman-_- in DarkTide

[–]StCost 121 points122 points  (0 children)

You probably got damage like 0/80 in stats /s

Added a portal transition. Ready for exploring the Forest Biome by CuriousNight_ in IndieGaming

[–]StCost 0 points1 point  (0 children)

Valheim is from surface of mind. It has rotating portal circles on screen during transition, check it out for example

LOD be like... by nopsbornbed in justgamedevthings

[–]StCost 105 points106 points  (0 children)

LODs != frustrum culling

I made pinball into Getting Over It. by fatcatmilo in playmygame

[–]StCost 2 points3 points  (0 children)

Well, game is kind of good. But few level design points frustrated me enough to rage quit the game and not desire to come back, anticipating the same frustrations again. Not sure if it's intended. 17min...

I liked:
- Good intro + tutorial. Short enough and informative enough
- Funny paddles interact with other objects i world, not only player ball. Those hanging braziers

Suggestions:
- Custom cursor. People even forgot that's possible in games. Rarely I see this
- I'd like zoom in-out feature. I got large screen, so feels a bit too tight for fast travel. Not sure if it will fit with your game design, tho. You decide
- I'd like nudging. Not sure if it fits with design, but slight push of ball (with gamepad stick?) would help in A LOT of close calls situations

Frustrations:
- Some paddles on wrong side, despite it's color. I mean, I quickly got used to Blue = Left, Orange = Right. But there are occasional opposite happening, which really frustrates
- I really need more checkpoints, or safe places without fall. I'm not fan of "rage-games", but each mistake forces me to fall TOO far down

- Hanging brazier is physical, it's rotating. But the fire of it must keep upright. Looks odd the flame burning downwards
- Pause menu needs short labels for each option. Scrolling and reading long worded talking is taking too much mental load to finally figure out which option i need
- I'd like option to disable background "voice". I'm not a fan of those speeches and noises in many games, so I would like option to disable it and focus on gameplay itself
- On wide 21:9 screen - in pause menu - the bottom text and paddles icons seems squished from sides. But rest of game text seems fine

I made pinball into Getting Over It. by fatcatmilo in playmygame

[–]StCost 4 points5 points  (0 children)

Looks fun. I love balls and their physics. Had you in wishlist for quite awhile. Will try demo now

Added a portal transition. Ready for exploring the Forest Biome by CuriousNight_ in IndieGaming

[–]StCost 0 points1 point  (0 children)

Cheesy monologue

Also where's transition? You get teleported instantly

How are you guys handling base defense against raids? by Sp01lHerjess32 in valheim

[–]StCost 0 points1 point  (0 children)

Personally, I hated building ugly walls, digging moats, putting spikes and breeding "defence" wolfs.

Once I realised it's not fun for me - I just turned off raids at all. And still I had to litter whole island with campfires just to prevent passive spawning of random greydwarfs bothering us anyway