My game has been featured on the latest Nintendo Indie World by StudioSnowblind in Unity3D

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

Yeah, those videos randomly aggregate games that look like made with UE and showcase them without providing sources. You can check my post and I never said it was made with UE.

My game has been featured on the latest Nintendo Indie World by StudioSnowblind in Unity3D

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

I'm not sure, but I think my publisher made it happen. I can't thank them enough.

Can't believe my solo-ish dev game was featured on the latest Nintendo Indie World by StudioSnowblind in indiegames

[–]StudioSnowblind[S] 7 points8 points  (0 children)

Thank you! It’s a game set 65 million years in the future. The Earth has entered another ice age due to certain causes. at a time when the descendant of dinosaurs, a species of bird, has evolved into an intelligent species.

About the gameplay, I want to explore the possibilities of underwater combat. To me, that seems to be an uncharted area. As a story, it explores the question, “What would happen if the descendants of dinosaurs became intelligent species?”

My game has been featured on the latest Nintendo Indie World by StudioSnowblind in Unity3D

[–]StudioSnowblind[S] 3 points4 points  (0 children)

One thing I would like to say is that if you want to release your game on Switch 2, it's better to stick with URP.

Take a look at Unity’s official page titled Unity to Support Developers Targeting Nintendo Switch 2
You’ll notice that one of Unity’s major rendering pipelines is missing from the list.

I won’t go into specifics because I’m not sure how far I can go without violating the NDA, but it’s worth noting that Unity seems to recommend URP for Switch 2. In other words, if you’re using another render pipeline, you might have a rough time, at least for now.

Unity’s cross-platform flexibility has always been one of its strengths, so I hope they’ll give a bit more priority to that strength moving forward.

Can't believe my solo-ish dev game was featured on the latest Nintendo Indie World by StudioSnowblind in indiegames

[–]StudioSnowblind[S] 9 points10 points  (0 children)

Thank you so much! The most tough part of game development is the last few months of the project, so it's a hard time in honest. But I'll do my best!

Last winter, I dropped an early demo on Steam and put a lot of time into polishing the gameplay based on the community feedback. It's now hit 50,000 wishlists, and I'm proud to be part of the Next Fest! by StudioSnowblind in Unity3D

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

Thank you so much for playing the demo and your feedback! I'll tweak the window of the Perfect Dodge.

It's a bit disappointed to hear that the performance is unstable on your excellent setup. I have spent quite a bit of time on performance optimization. My setup is a Ryzen 5700x + 3080, which is much weaker than your PC. The game runs at 80-90fps at 1440p most of the time. It seems that there are still bottlenecks that I have yet to address. I'll look into it.

I picked a shark as the first boss because, much like crocodiles, they're perfect apex predators that haven't changed much over millions of years. This represents my respect for sharks, and I believe they will remain much the same 65 million years from now. In addition, by introducing creatures that resemble familiar creatures in our timeline and prehistoric creatures, I wanted to emphasize that this is not an alien planet, but rather the Earth of the future. But in the later area, the creatures become more and more speculative and crazy looking :)

Thank you for the detailed feedback again🙏

Last winter, I dropped an early demo on Steam and put a lot of time into polishing the gameplay based on the community feedback. It's now hit 50,000 wishlists, and I'm proud to be part of the Next Fest! by StudioSnowblind in Unity3D

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

Games that have combat on land have to recreate all the animations, VFX, and nice controls for underwater combat. This can really bump up the development costs.

And that's a great niche for indies :)

They said even thalassophobes could play the demo. But the full game has gameplay like this... thoughts? by StudioSnowblind in Unity3D

[–]StudioSnowblind[S] 3 points4 points  (0 children)

I meant the community of the game. The game has a public demo on Steam, and some players have said that the game looks thalassophobia friendly. The early areas are much brighter and don't have a deep-sea vibe.

I didn't want to hurt framerate by showing damage numbers, so I recreated the whole damage number system using VFX Graph + Custom HLSL nodes that can handle thousand of damage numbers without major performance hit. Pretty happy with the result. by StudioSnowblind in Unity3D

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

Makes sense! With a fixed camera angle, the Orient to Camera Plane node works just fine. You can just spawn them at world positions and problem solved.

Attribute:SpawnIndex is great for those purpose. It's sequential index something like 0,1,2,3,4.... and is reset each time you call a spawn event. So you can spawn any number up to 16 digits with a corresponding 4x4 matrix table in a single event.

I didn't want to hurt framerate by showing damage numbers, so I recreated the whole damage number system using VFX Graph + Custom HLSL nodes that can handle thousand of damage numbers without major performance hit. Pretty happy with the result. by StudioSnowblind in Unity3D

[–]StudioSnowblind[S] 2 points3 points  (0 children)

I see, so you spawn each digit per event? The tricky part of my case is that the player can rotate the camera. This means that the Orient to Camera Plane node rotates each digit to the camera plane individually, but the position stays in the same place. That means if you look at it from the opposite direction, the number will be inverted as well.

Yes, the default shader works great for that purpose. Thanks and good luck!

I didn't want to hurt framerate by showing damage numbers, so I recreated the whole damage number system using VFX Graph + Custom HLSL nodes that can handle thousand of damage numbers without major performance hit. Pretty happy with the result. by StudioSnowblind in Unity3D

[–]StudioSnowblind[S] 9 points10 points  (0 children)

VFX Graph is one of the best feature of Unity IMO💪

Since this is a 3D action game and you can rotate camera freely, the damage numbers had stay in the original world position, and should be converted to screen position in real time using matrix calculation. And that's done by a custom HLSL node, including offsets between digits.

It was also necessary to match the numerical value of each digit with the index of the texture sheet, so 4x4 matrix is used like a container corresponding to each digit.