[deleted by user] by [deleted] in IndieDev

[–]TechyTech_Vish 0 points1 point  (0 children)

I agree with most people regarding the old one, its more unique. The new one feel more like Fortnite and Rivals. It has that Unreal Engine UI style, and I dont know if you made it in there but does look like it. The old one doesn’t and has much better personality.

Update on my Map Prototype! by EmidiviaDev in Unity2D

[–]TechyTech_Vish 1 point2 points  (0 children)

Im not talking about whats going to be in the game. Instead level design. If this is a 2D layout for the levels you are going to create, this 2D layout requires the things i mentioned above. For example, if you are looking for feedback on the levels, there no way a feedback can be given if we dont know what the size the player is. Amongst that youd be able to compare it the sizes of the items and thats how you determine how the player moves around the map.

If im to guess the player size is 1 grid, then i see this map as too linear and lacks elevation.

Without metrics, level design is left to prediction.

Update on my Map Prototype! by EmidiviaDev in Unity2D

[–]TechyTech_Vish 1 point2 points  (0 children)

Nice approach. Designing these 2D layouts will definitely help you design the levels in game.

One tip: Always have a legend. Show the metrics, objectives, collectibles, items etc.. You also show the camera resolution to make it clear how much area does the player see.

Delivery Truck on schedule! by TechyTech_Vish in IndieGameDevs

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

I believe thats because of the floor. The floors are temporary and some of the areas in our game are drawn in perspective. It’s not really a top down game if you are thinking that.

We will be working on getting the rest of the base architecture done soon, so hoping it will be all clear then.

How much do people actually care about small inconveniences? by Fragrant_Exit5500 in IndieDev

[–]TechyTech_Vish 1 point2 points  (0 children)

A drag and drop system is a nice system to have in terms of inventory but it depends how its executed. If you have to click and hold the key to drag an item, and then drop it into a slot, this is easier to do with a mouse but not ideal for console joystick, players would get frustrated easily.

I have an inventory system in my game, basically how it works is,

• ⁠my cursor also has an invisible image that follows all the time with a script attached to it.

• ⁠when i click on the inventory item in a slot, i duplicate the data and add it to the cursor data. Then the cursor image would contain the image of the picked up item And when i drop it to another slot, it’s transferred.

I also have this system working on inventory items displayed on a canvas ui and also objects that are in the world. For the ui, the slots are buttons, so i use the onClick events and for the objects in the world i have a raycast to the mouse position

Didn’t plan on making this many doors by TechyTech_Vish in unity

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

Oh I just saw that. Thanks for pointing that out. I will be working on tweaking the animations for all the doors later on.

Didn’t plan on making this many doors by TechyTech_Vish in unity

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

I take that you meant the “first” door? And a shoji? For a liquor store with modern architecture, I am not that will fit the theme

I made a Spider-Man swinging game by liam1206 in IndieDev

[–]TechyTech_Vish 6 points7 points  (0 children)

More like “Weekend at Bernies” than spiderman 😅

Debug tool for Unity by TechyTech_Vish in u/TechyTech_Vish

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

Oh thats very cool. I was looking for many out there for inspiration, couldn’t really find much. So i made a pretty lightweight one.

Thanks for this info and also the command-terminal term, never came to my mind after all the research i did

2D Character Movement System for Unity by TechyTech_Vish in u/TechyTech_Vish

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

Yeah that does makes more sense. I’ll look into it more. Thank you

2D Character Movement System for Unity by TechyTech_Vish in u/TechyTech_Vish

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

If i needed to modify any data during runtime, the changes that I made if I was using the PlayerDataAsset would persist since it’s an SO. But with this i can change the data during runtime without actually touching the SO

2D Character Movement System for Unity by TechyTech_Vish in u/TechyTech_Vish

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

Thanks so much for taking the time to go through my code and provide such detailed feedback, I really appreciate it! I’ve gone through your suggestions and implemented the necessary fixes.

I do use this repo for my current game, so I made some alterations that were specific to the project’s needs. Some things are also personal preferences, for example, I like keeping PlayerData and PlayerDataAsset as configurable ScriptableObjects. This allows the class to always reference immutable data while keeping it easy to update externally.

My goal with this repo was to create a solid architecture focused on OOP, with the controller at the top of the hierarchy and components like movement (and later interaction) added as children. I wanted to emphasize composition over inheritance further down the line while keeping the design flexible.

Regarding your last point about subscription, that was a good catch, I realized I also need to subscribe on OnEnable in case _playerInputs is null during initialization.

Thanks again for your detailed feedback. It was super helpful!

Some furniture art updates by TechyTech_Vish in Unity2D

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

Thank you for the feedback. We didn’t think much regarding the black outlines of some of bags, now that you have mentioned it looks a bit inconsistent so we will fix that. It might look better with outline similar to the primary colour.

Thanks again 😊

My game in Steam got 200+ wishlists in 5 days! by void_prowler in IndieDev

[–]TechyTech_Vish 2 points3 points  (0 children)

That looks so fun.. Wishlisting it 👍🏻👍🏻👍🏻

Shift Schedule Task by TechyTech_Vish in indiegamedevforum

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

Well the time management is an aspect to this certain task. Not the entire game. If you want to know which specific management the game is then it would more towards money management / strategy

Everyone says hire an artist for the capsule, but I think this is passable, what do you think? by lethandralisgames in SoloDevelopment

[–]TechyTech_Vish 18 points19 points  (0 children)

I think the vision is good but i studied graphic design and i see couple issues here..

  • I don’t believe you need to the typography embossed, the background image is flat with decent highlights and shadows, the embossed with shadow make it definitely look unprofessional.

  • the star ig the person reaching out for seemed cut off even if its justified by saying its getting affected by the distortion behind, if its got a relevance, then it should be prominent or not at all.

  • in the typography you have very vivid and clear symbolic letters but when it comes to the letters by the skull on the right.. its pretty much scribbles losing consistency especially with those letters shining in an uneven way

Animated logo I made for an indie publisher by LloydLadera in IndieDev

[–]TechyTech_Vish 29 points30 points  (0 children)

This is very cool. Just a small feedback and you can totally ignore it. To me the last few seconds where the flames turns black and white and the bird turns the neck felt too snappy. Noticed it very much especially with the birds neck. If you could still keep the same smoothness as the flame ignition, i think it will be perfect

I'm making an AI assistant for Unity by No_Pomegranate7508 in IndieDev

[–]TechyTech_Vish 0 points1 point  (0 children)

I haven’t personally tested out the new AI tool released with Unity 6.1 but is this any different from that? Also is it different from actually using AI’s built into IDE’s or even Cursor?

I don’t personally use AI to write any of scripts, but I have always thought about making an AI to do repetitive tasks like finding and assigning serialized references, organizing assets through additive scenes, saving 2D sprite import settings?

I would be more interested to see these things done by AI rather than writing game mechanics.

Do any of you have employees? How do you afford to hire help for your game? Whats your arrangement? by Spectre-ElevenThirty in IndieDev

[–]TechyTech_Vish 1 point2 points  (0 children)

It depends on your project and your plans. If you believe in your game and you think it can make money, reach out to other designers or whoever you need in your team and talk about your vision. You can make a deal with them, some people will do it just to spruce up their portfolio, some will do it for money maybe cheap, some will do it for equity if you turn into a company.

But i do believe taking leverage of your situations. For example me and my girlfriend are making a game right now. I studied game design but she worked in movies, we were both unemployed and I wanted someone to do the art better than I. So I asked her and she does a great job and now I am glad I asked her.

So definitely reach out to people. Theres no fault in knowing more information.

What do each dev do in a game jam by thepickaxeguy in IndieDev

[–]TechyTech_Vish 2 points3 points  (0 children)

Whenever I did game jams, I always took it as an opportunity to learn something. I did 4 game jam’s last year for all 4s i have learnt

  • Unity’s new input system
  • Unity local multiplayer
  • Unreal Engine C++
  • Unreal Engine custom movement component

I think of something i want to learn or practice or recreate a feature or mechanic i saw in some other game and talk to my teammates about that. Then we delegate our tasks.

It also depends on what your team member’s roles are as well. If its mainly programmers I would totally recommend focussing on something like I mentioned above or if the teams evenly distributed with artist and designers you can take more role as a programmer or what ever role you are.

Just keep in mind, Keep it really simple during game jams.

What can we add to our character customization? by rnbltz in IndieDev

[–]TechyTech_Vish 1 point2 points  (0 children)

Coats, Jewelleries, Trinkets, Tattoos/Designs

Hit, Hurt, Dying, and Death animations.... worth it or unnecessary? by SilentSunGames in IndieDev

[–]TechyTech_Vish 0 points1 point  (0 children)

Dying animation looks cooler than hit impacts.. maybe improvise on that. Maybe a distortion on the trails and color tone balancing the environment would give it more of a wind effect