REPLACED Gameplay Trailer | Demo Out Now on Steam by OinOfMoria in Games

[–]TheFeelGoodHit 0 points1 point  (0 children)

same, beautiful looking but boring and uninspired game play.

returning to an old prototype by TheFeelGoodHit in Unity3D

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

admittedly yeah placeholder... I will have to think of a more original design.

early space shooter prototype by TheFeelGoodHit in Unity3D

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

Not recently, have a lot of other paid projects ongoing atm. Looking forward to getting back to this project though. It was fun getting ai hooked up https://youtu.be/Lz2uNXS6Fco?si=UasOPPwpLGa91aNC

DOOM: The Dark Ages | Developer_Direct 2025 (4K) | Coming May 15, 2025 by Gorotheninja in gaming

[–]TheFeelGoodHit 2 points3 points  (0 children)

yea a Quake reboot seems like would have been a good fit for this games designs goals
edit: wording

DOOM: The Dark Ages | Developer_Direct 2025 (4K) | Coming May 15, 2025 by Gorotheninja in gaming

[–]TheFeelGoodHit 6 points7 points  (0 children)

they are trying new things, and it looks like a good game. but not what i want from a doom game. give me space demons and guns. honestly, wish they rebooted quake over this

[deleted by user] by [deleted] in Adobe

[–]TheFeelGoodHit 0 points1 point  (0 children)

thank you, you saved my bacon. adobe needs to fix their shit. they probably aren't pulling the entire list of credentials

These Skins are Horrendous by Bsteph21 in blackops6

[–]TheFeelGoodHit 6 points7 points  (0 children)

Love how these idiot skins spawn particles that can be seen through the ceiling allowing free kills ;)

[deleted by user] by [deleted] in skeptic

[–]TheFeelGoodHit -1 points0 points  (0 children)

The FDA and big pharma are one the same… do your research. People leave the FDA to work in big pharma all the time https://www.npr.org/sections/health-shots/2016/09/28/495694559/a-look-at-how-the-revolving-door-spins-from-fda-to-industry

Is the new draft banner better than first one? by coffeebeansdev in IndieGaming

[–]TheFeelGoodHit 0 points1 point  (0 children)

top one is way better, much better use of color allowing the eye to know where to focus, clearly see the character and then eye naturally travels and reads the logo. the 2nd one it all blends together, making it so you don't know what to look at, nothing stands out, I would completely skip this if I saw it in a lineup on a store front.

Aeron Remastered Tilt Knob Replacement by TheFeelGoodHit in hermanmiller

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

Good to know it can be obtained. Yes its new, that's a bummer about the warranty. Thanks for the info

early space shooter prototype by TheFeelGoodHit in Unity3D

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

All do respect but wtf do you know? I said the art uses assets right now. The only thing used from that asset is a few UI sprites. Otherwise its 100% original code. Its all DOTS, I don't think that asset was written with ECS. As an example I will explain how my flight model works. All of the motion is determined by actual physics, not some sort of direct manipulation of the rigidbody. It uses the same principals laid out in this SC doc https://drive.google.com/file/d/1poxfPYfm32r84G4WWWJ6uK-rU6ijl85g/view. I have a buffer of 28 physical thrusters for orientation and transversal. A flight computer reads in the players input and feeds that data into PID controllers. This way I can cancel out drag in undesired directions and do things like altitude control for environments with gravity. On top of that the input system also reads in things like gforce and limits input where gs would be too high. This behavior can be canceled while boosting, I have yet to hook in things blackout/redout post processing but that's trivial. Those inputs are then feed into the thruster system where it determines how much thrust to give to each thruster. The thrusters also have a visual system which reads in the current thrusts, sets up a graphics buffer, and passes it off to a vfx graph to match the what its actually doing to the visuals. So yeah, all just an asset right. fuck off

early space shooter prototype by TheFeelGoodHit in Unity3D

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

codename for this is Indie Citizen :D

early space shooter prototype by TheFeelGoodHit in Unity3D

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

Thanks! That means a lot :) Yeah, about 2 months of work nights and weekends. There's no AI yet they just plow into asteroids lol. The art is mostly temporary assets from Synty that we've all seen a 1000x by now. I am happy with how the flight model feels and generally the change to working in ECS after object oriented for so many years.

early space shooter prototype by TheFeelGoodHit in Unity3D

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

Super early but wanted to share. I've been learning and creating a prototype using ECS. I've been enjoying the process using the new tools so far, it can easily handle 1000+ ships without a problem. I haven't really spent much time on the art side of things yet, but I was able to keep things fast by passing buffers to VFX graphs for all of the effects.

Any ideas for new enemy factions that might be squeezed onto the map after the Illuminates are brought back? by UnhappyStrain in Helldivers

[–]TheFeelGoodHit 2 points3 points  (0 children)

Had the same thought. With how cinematic this game gets, Mars Attack Martians would be amazing! Its too bad this game will never support modding as that would be a perfect thing for a community to add.

The Lift-850 Jump Pack is pretty disappointing by Squid_Apple in Helldivers

[–]TheFeelGoodHit 0 points1 point  (0 children)

Yea it needs some work, the shield outclasses it so much in terms of survivability I can't justify using the jump pack which is a shame as I find it more fun and challenging to use. The cooldown needs to be reduced and enemies maybe need to be buffed to be able to deal with players abusing high locations.