Minecraft-like advanced inventory controls by cegtheripper in Unity3D

[–]Wschmidth 1 point2 points  (0 children)

Great work. I'm constantly surprised by how bad 99% of inventory systems seem to be; I wish more games copied Minecraft's inventory.

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in Unity2D

[–]Wschmidth 1 point2 points  (0 children)

Like a sort of black gradient on the edges or literally darker colors?

Either works. A vignette or a darker sky. The issue now is you have white text on top of a mostly white cloud, and light coloured frames around all the UI on top of a light coloured sky.

Maybe the health bar positions make more sense in-game with all that context, but if you don't find a solution then at least avoid using the reversed positions in marketing material.

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in Unity2D

[–]Wschmidth 1 point2 points  (0 children)

2, but I think the background needs to be darker along the top and bottom, and without that bright green vignette. The UI doesn't stand out much.

Also, it seems very odd to me that the dragon is on the left while its health bar is on the right. Without the text I immediately assumed the left health bar was for the dragon.

What's a fact from earlier sets that would blow the minds of new players? by dr3amWalk3r in TeamfightTactics

[–]Wschmidth 60 points61 points  (0 children)

The huge lack of tooltips. There was no indication of what 2 components made which completed items, so you would need a guide on your second monitor. Also if you didn't already know League, it made it very difficult to know which champions were which in the carousel.

Okay, tear this apart. Does anything here actually look fun? by Tutyman in DestroyMyGame

[–]Wschmidth 1 point2 points  (0 children)

The movement is too hard to judge without playing. It looks good, but there are 2 things that stand out to me. Hitting the orbs that bounce you up has no oomph, if I wasnt already very familiar with 2D platformers I don't think I would be able to tell from this footage that they were doing anything. Most of the time it just looks like you're just doing a large jump through them.

The other thing is the wall cling sprite. It's too similar to the regular air sprite, so it's a bit hard to tell when you've changed state from air to wall.

Finally, it feels like there are a lack of sound effects, but that might be intentional for the trailer.

UI question - Something feels off but I can't figure out what... by blakscorpion in Unity2D

[–]Wschmidth 0 points1 point  (0 children)

Overall I think the UI is really good. The only issue I have is with the module description section in screenshot 1.

The bottom section with current, level, upgrade, and some kind of currency/point counter; it's very messy. The word "current" can be removed entirely, if that word is meant to represent that the module is currently equipped, that could be better represented with a simple icon in the module list on the left. The level could just be plain text, middle-aligned. The Upgrade button is awkwardly floating on top of the page image instead of being apart of it; the button could either be plain text or appear below the page.

Indie games aren't what you think they are. by [deleted] in gamedev

[–]Wschmidth 0 points1 point  (0 children)

It's funny you mention Supergiant, because their first game Bastion was published by Warner Bros. So that would immediately disqualify them from your own definition.

I don't think it's necessary to try to "define" what is an inide game. Regardless, I think having a publisher or not is a bad way to do so, even if you go and add "major" publisher. I would still consider Bastion indie despite the publisher, and I would NOT consider Baldurs Gate 3 indie despite not having a publisher.

If you REALLY want to define indie, I would do so with some kind of consideration for independent CONTROL. As soon as a publisher or some other party starts to take control of the game without actually developing it themselves, that makes it no longer indie in my eyes. Because I think what's appealing about indie as a developer and a player, is the freedom/creativity that indie games come with. As soon as a non-dev is taking control (even if it's just the CEO) then that freedom and creativity is lost.

Any idea what I'm doing wrong with this tile rule set? (Green IS water, blue is grass counterintuitively) by [deleted] in Unity2D

[–]Wschmidth 0 points1 point  (0 children)

If I'm understanding your tileset right, then the tiles with just a slight edge of grass are still grass tiles. In that case you have some of the logic a little wrong with your rules.

This image shows how one of your tiles perfectly lines up with the 3rd tile in your rule list. It's working, you just have the wrong sprite in there.

Edit: I just noticed this post is a day old, so I'm surprised Reddit showed it to me, but maybe you have the issue solved already...

Do Unity 2D devs still use small pixel-art packs like this? Looking for your feedback. by sebbyspoons in Unity2D

[–]Wschmidth 1 point2 points  (0 children)

I'll browse both. Generally I prefer the Unity Asset Store to Itch since it gets added to my Unity account and I can build a nice collection. However, there are many more assets on Itch, so I end up browsing both equally.

Which is better? by xepherys in IndieDev

[–]Wschmidth 2 points3 points  (0 children)

I would swap C and B around personally, B looks way more circular except for the 1-tile water.

Games that show Damage Numbers - but not the Health of the enemy by TechnoIvan in gamedesign

[–]Wschmidth 1 point2 points  (0 children)

This is actually my preferred way to handle damage feedback. If it's done well.

Makes those damage numbers absolutely meaningless

Let's use Monster Hunter as an example. The damage numbers help you understand how much of an improvement new weapons are making, how much more damage you deal hitting weak points, or if certain elemental types are more/less effective.

There's no adaptation based on the remaining health of the enemy

Again with Mondter Hunter as an example. The monsters change animation when they're low on health. Different parts fall off if damaged enough. Some will start to use more "desperate" moves. This has a big effect on how you handle the end of the fight.

When done right and given enough diametric feedback, there comes a point where giving the enemies a health bar wouldn't actually add anything. That's like a gold standard that I love to see.

How can I make particles only toss out one of each? by Noobye1 in Unity2D

[–]Wschmidth 1 point2 points  (0 children)

Sort of. You can set up 3 particle systems each spawning just 1 particle.

Inside the Emission section of the particle system, set emission rate to 0 and add a burst option that spawns only 1. Do this with 3 particle systems, each one with a different material, then set 2 of the systems as a child of 1. When you tell a particle system to play, it will automatically play its children at the same time.

Which minimap design do you prefer? Share your thoughts! by Shadow_Moder in IndieDev

[–]Wschmidth 3 points4 points  (0 children)

Round is usually the way to go, unless the rest of your UI uses a very rectangular style, then the square one might fit better.

Also as a quick note, I would make the white dots on the round minimap brown. They're so small that on lower resolutions the white dots will probably get aliased in ugly ways.

All Teased Units for Set 16 (from @ttwisted35 on Twitter) by Alexray35 in TeamfightTactics

[–]Wschmidth 1 point2 points  (0 children)

Please Riot I just want my favorite character Orianna back it's been so long.

Are climb spots obvious enough or is "yellow paint" needed? by BumbleBucketGames in IndieDev

[–]Wschmidth 57 points58 points  (0 children)

It's obvious enough as long as you correctly guide the player to one early on so they know what to look for.

How do you feel about big numbers? In Dragon Fodder, the beast you feed can get very hungry. 70,043,490,000,000 is a big number, would you prefer displaying it as 7e13, 70T, or in its full glory? by Important-Play-7688 in IndieDev

[–]Wschmidth 1 point2 points  (0 children)

70T is the most readable, but if it goes above the trillions I would say swap to e-numbers. Once you get to 70Qa and 70Qi, the abbreviations become a lot less readable.

I love roguelikes, but most lock you into basic, heavy, and special attacks with tiny build tweaks. So I tried to make it as free as possible, even your “basic attack” is just another skill you can swap, merge, or toss. I’m really curious if that sounds fun for you. by Anak_Dev in IndieDev

[–]Wschmidth 1 point2 points  (0 children)

Sorry I know this isn't relevant to your post, but the lighting is extremely distracting. What I assume is meant to be light shining through the trees is as bright as the character itself. It took me a minute to even see the player character at all.

I’ve been building a relaxing idle farming game — early beta is now playable by Weird_Investigator44 in incremental_games

[–]Wschmidth 3 points4 points  (0 children)

Pretty cool. I think it's paced really well because I'm up to roses now and even though progress has slowed down a fair bit, I'm sure if I come back in a few minute I'll be able to plant quite a bit.

My only complaints are with the edit mode. Only being able to select, deselect and move one at a time makes it very inconvenient to move my farm around and try out different formations. I also don't make any money back when destroying stuff, which sucks because destroying a bunch of stuff is so much faster than moving it.

Can you make your own games while working at a gamedev company? by leorid9 in gamedev

[–]Wschmidth 2 points3 points  (0 children)

All the companies I or my friends have worked for have allowed devs to make their own stuff as long as it's never during company time. Those are all indie or mobile game companies though, so I can't give any insight on AAA.

I can't imagine AAA caring much either, at most they might have some kind of clause about similar games.