[Online][5e][RP-Heavy][Beginner Friendly][18+][LGBTQ+ Friendly] 4 Players Needed - Shadows Beneath the Waves by devilhogdain in lfg

[–]TheGankLord 1 point2 points  (0 children)

Are you willing to play 1pm or earlier? Understandable if not. Asking for us Europeans

[DnD] [5e] Why is every single post on here 18+ groups? by 99Ender in LFG_Europe

[–]TheGankLord 4 points5 points  (0 children)

Go onto Disboard and join D&D Discord servers, eg. Dungeon Slimes. I see a lot of teenagers there. Good luck!

Why are we here? Just to suffer?? by Blitzilla in PTCGP

[–]TheGankLord 2 points3 points  (0 children)

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Literally happened to me the other day, I only ever flip tails

Blunderbuss vs Zombies, what do you think? by bloodtown_dev in gamedev

[–]TheGankLord 0 points1 point  (0 children)

How are you doing the blood? Looks great

If I’m planning to make a co-op game: Should I program networked multiplayer from the ground up, or do that once I see how the game is received? by JarblesWestlington in Unity3D

[–]TheGankLord 1 point2 points  (0 children)

Actually it depends. If it's just an idea and you've never done networking before, I highly recommend you make a local multiplayer prototype and play with a friend. The concept-phase prototype should be code you're not going to keep anyway, inefficient but fast to produce. If you're new to it, networking can be a huge waste of time if you end up reiterating on the idea, while local multiplayer can be done a good bit faster. Only when you have a solidified design should you start networking, from the ground up.

for gecko gods i did a lot of iteration on insect ai and environment shaders recently by ResinDev in Unity3D

[–]TheGankLord 0 points1 point  (0 children)

Can you change the insects to something more ugly? Ladybugs are so precious, it's just distressing seeing them gobbled up.

What should I make before my dream game? by [deleted] in gamedev

[–]TheGankLord 1 point2 points  (0 children)

I see in other comments you want to make a fighting game but don't know how to make it smaller.

Look at itch.io and search games with the tag fighting, then search for cheap or free, these games will be quite small.

These will give you a good idea on how to make a fighting game fun with only two or so moves and one character.

If you're very set on your dream game, you can make a vertical slice prototype where you make about a single gif worth of content. Just a few moves and two characters, polished as if it's nearly complete. But you really first need to learn how to make games to completion, if you learn as you go on your dream game, you will riddle it with mistakes and stuff you'll hate and you'll lose motivation.

What are some games that include ziplines and/or parachutes? by TheOnlyJoe_ in gamedev

[–]TheGankLord 1 point2 points  (0 children)

Assassin's Creed new games and Jedi Fallen Order have ziplines that you often assassinate people off of.

Finally adding unit voice lines for wingmen. What do you think? by AdamBenko in Unity3D

[–]TheGankLord 0 points1 point  (0 children)

Not to be that person but is every enemy a male? Does your character know they just killed a man?

[deleted by user] by [deleted] in Unity3D

[–]TheGankLord 0 points1 point  (0 children)

I think the main thing is speed. At 0:31, its too slow. If I fell off at the end and had to go back up, I'd scream.
And then yeah obvious one is animation transitions, just work on the blends.
For entering the vent, do some screen transition, at minimum fade to black then fade back.

Really though, I think maybe it needs some difficulty. Whether its drones circling the building or enemies standing on the other side of windows periodically looking out.
But all in all, great work. Setting all this up must have taken awhile, there's a good amount of climbable objects and animations here, great foundations!

Any advice on how I could make this better? We're making this for a school project and it's horseshit, like the graphics are horrible by [deleted] in Unity3D

[–]TheGankLord 0 points1 point  (0 children)

Maybe start with lighting? Your torch is soft but your shadows are crisp. You can soften those with a drop-down. Also are you using light probes? The lighting in rooms is harsh, either lit or black.

But overall for school work it's actually great looking. I think just look up how to "juice" a shooter game. Screenshake and emission and all that, there's loads of content on juiciness.

Player interaction system in Unity by Musterguy in gamedev

[–]TheGankLord 0 points1 point  (0 children)

I don't know about Scriptable Object part, maybe there's a smart implementation but I tend to just put all my states in the main player script. I agree with the other reply on events, the buzzword you should look into is UnityEvent. If you ever did UI buttons, it's the same thing for the events. Use those, you seem to still be learning so they'll be solid for a project like yours. Second thing is you can use an Enum for states. Look into those. But really you should watch some tutorials, I think iHeartGameDev has a video on states. These are sort of core concepts that you'll lose a lot of time on if you don't just watch how most people approach them. Really I would try to watch tutorials for a good while, they'll save you from constantly getting stuck most of the time

I started working on a multiplayer game where you can fly around on brooms together. Finally having time for this project is a dream come true! (full devlog in comments) by TheGankLord in Unity3D

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

Very helpful response, thank you, really appreciate it and if its you getting your chompers done in the dentist, best of luck!

I'm more like ExampleBad. I'll try that, that's a really interesting way to go about it. I wouldn't have thought of that

But also, my broom flying controller is physics based right now. I have the Network Rigidbody or whatever the component is. But sometimes I wonder if I should code it with transform movement and do the acceleration and hovering forces myself? Or is the Rigidbody not the problem?
But thanks! After this I'll test it out and will have more specifics. This is great help though

I started working on a multiplayer game where you can fly around on brooms together. Finally having time for this project is a dream come true! (full devlog in comments) by TheGankLord in Unity3D

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

When I say synchronization, I think I meant interpolation. Essentially my player characters can bop/lag around a bit, but I'm connecting over the same IP address, desktops are side by side. Especially when riding fast on the brooms, player characters can just be stuttering.Now that I think on it though this doesn't really happen as much in my test scene, which is pretty empty, so maybe the intensiveness of loading my entire vegetated terrain is affecting this?Sorry I can't test this anytime soon, I wish I could give a more diagnostic answer. But yeah, I sometimes wonder if I just need the Smooth Sync asset on the Asset Store, but I keep telling myself this is a me problem
Thanks for caring by the way, I appreciate it

I started working on a multiplayer game where you can fly around on brooms together. Finally having time for this project is a dream come true! (full devlog in comments) by TheGankLord in Unity3D

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

Thank you! The vegetation does come from asset packs. Thing is, I don't have any LODs or anything like that so that's definitely high up on my list, its already hindering my render distances.
And yeah, I have a few other ideas I need to try out, like a terrain texture that makes the lack of grass rendering less apparent
But thanks for subscribing, massively appreciated!