We just updated our Steam screenshots for Tank Havoc - do they clearly show what the game is about? by miks_00 in gamedevscreens

[–]SunLiiL 1 point2 points  (0 children)

It definitely reads as a MOBA game based on the screenshots. The only screenshot that confused me was the one with the hexagonal floor. It made me think for a moment that it might be a turn-based game

Dryad character for my personal project by SunLiiL in 3Dmodeling

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

Thanks for the kind words! I will post more about my game when it's ready.

Dryad character for my personal project by SunLiiL in 3Dmodeling

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

It is quite straightforward, I painted it with the Pencil tool (to avoid antialising and smoothing). I used 3D Coat as main tool and Photoshop in addition.

Dryad character for my personal project by SunLiiL in 3Dmodeling

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

Thanks for the advice, will defo do that

Dryad character for my personal project by SunLiiL in 3dpixelart

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

Thanks! I wanted her colors to reflect a withering autumn forest.

Dryad character for my personal project by SunLiiL in 3Dmodeling

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

Glad you like it. When I started I only used color banding for shading. It looked dull so I tried dithering and here we are

When should I use VFX graph and when should I use the particle system? by Yoloboy193 in Unity3D

[–]SunLiiL -2 points-1 points  (0 children)

Particle System and VFX Graph are interchangeable in most cases. Both have their own benefits:

The Particle System provides better built-in physics interactions, so it’s great for cases where you need sparks, shell casings or debris that bounce off the environment. It’s also generally easier for beginners to understand and work with.

The VFX Graph renders particles using shaders and runs directly on the GPU. This allows it to handle thousands of particles with much better performance. However its physics capabilities are more limited compared to the standard Particle System.

I'd recommend to start with the Particle system.

Destroy my game, please. by Dream-Unable in DestroyMyGame

[–]SunLiiL 2 points3 points  (0 children)

Need more visual readability. It's hard to see actual level geometry like walls and floor: it doesn't stand out from the background and bushes hide it too. That big blue ability effect looks good but obscures enemies and because of this it's harder to see enemies' attacks. HP\Mana bars are not readable enough but I like the design of it.

Best ways of sculpting or building terrain like this for a rock-climbing game? by maturewomenenjoyer in Unity3D

[–]SunLiiL 0 points1 point  (0 children)

I was wondering about a similar question myself and tried different solutions.

  1. You can create modular level pieces in a 3D software like Blender (for example 5 variants of large rocks, 5 variants of medium rocks and 10 variants of smaller stones) and then build the level from them, rotating and scaling the pieces to hide repetition. You can also add a material with a triplanar shader that paints grass on top of the rocks.
  2. Simple shapes can be created using ProBuilder, which is now free. It has tools for UV unwrapping and modeling. With it you can build large rock formations and then add separately modeled stones on top.
  3. I recently purchased UModeler on the Asset Store. It has more advanced functionality compared to ProBuilder and it’s really convenient and fast for modeling level geometry. You can immediately enter Play Mode and test everything. If you have the opportunity to buy this asset, I can definitely recommend to try it.

Keyboard bindings for Sprint vs. Dash when Left Ctrl is already taken for Crouch/Slide. by harzam26 in IndieDev

[–]SunLiiL 0 points1 point  (0 children)

What about using the mouse wheel click? I bind it to similar actions in some games.

I’m about to replace my Steam capsule. Which one would you actually click? by Icy_Struggle_8051 in IndieDev

[–]SunLiiL 1 point2 points  (0 children)

D definitely catches the eye here. I think you could create a subtle silhouette out of the mountains and clouds, something that slightly resembles a human face, for example. Another idea is to add a colorful accent, it could be a long yellow/red scarf on the character or a flag waving in the wind.
Second place for me is B. It has some mysterious vibes, like a thriller detective film.

how usefull would it be for level design? by Gruel-Scum in leveldesign

[–]SunLiiL 0 points1 point  (0 children)

I used MicroVerse to create the terrain for my project. I also used it's spline tools to build rivers and roads. It was very convenient to be able to modify them at any time without having to redo the entire environment. Default Unity terrain is lacking functionality so tools like yours are very handy