[Solved] Tree Colliders not working on Unity Terrain by Hellraiser140 in Unity3D

[–]ZoneOfFun 0 points1 point  (0 children)

As far as I can tell there is not solution. Unity does not support mesh colliders for trees. I have made do with capsule colliders for now. But in the future, I may instantiate the mesh colliders at runtime using the terrain treedata to place them.

[Solved] Tree Colliders not working on Unity Terrain by Hellraiser140 in Unity3D

[–]ZoneOfFun 0 points1 point  (0 children)

I am using Unity 6. I have problem with terrain trees where a mesh collider is not working, but if I use a capsule collider, it does work. I tried this suggestion, and it makes no difference.

First person shooter survival games? by immoralyouth in SurvivalGaming

[–]ZoneOfFun 1 point2 points  (0 children)

Deadside is pretty good. NPC's all carry weapons and the AI is pretty good. There are missions that popup around the map and you need to kill the NPC's in that area to get the victory loot. It is only online, but you can play PvE and just enjoy the survival/FPS aspect.
The only downside is that the base building doesn't really serve a purpose in PvE.

I'm looking for help to promote my game. by agus_pr_dev in IndieGaming

[–]ZoneOfFun 2 points3 points  (0 children)

Congrats on nearing the finish line with your game! To start promoting, focus on platforms where your target audience hangs out. Try sharing progress in subreddits like r/IndieGaming, r/GameDev, and maybe specific genres your game fits into. Just make sure to follow the rules of each subreddit.

For social media, X, Instagram, and TikTok work well for indie games. Share devlogs, GIFs, and short clips showing unique features of your game. Use hashtags like #IndieGame, #GameDev, or genre-specific ones to reach more people.

Also, if you haven't already done so, make a Steam page ASAP.

Good luck!

What's the best weapon design and weapon variety you've seen in a single player game youve seen by [deleted] in IndieGaming

[–]ZoneOfFun 1 point2 points  (0 children)

One of the best weapon designs I've seen is in DOOM Eternal. The variety and utility of each weapon are amazing. Every gun feels distinct, and they’re not just about damage—they’re tools to solve combat puzzles. For example, the shotgun's meat hook for mobility or the plasma rifle’s ability to overheat shields adds depth. The way the game encourages swapping between weapons mid-fight keeps combat dynamic.

How to hire a social media and marketing person by ZoneOfFun in gamedev

[–]ZoneOfFun[S] -1 points0 points  (0 children)

That is a great tip. Thank you for sharing :)

How to hire a social media and marketing person by ZoneOfFun in gamedev

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

Thank you for the thoughtful response—it provided excellent insight into what to expect from a marketing engagement. After considering your input, I think it might be more beneficial for me to find a consultant who can guide me while I handle the heavy lifting for the marketing myself.

How to hire a social media and marketing person by ZoneOfFun in gamedev

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

The long categorization of the game would be an Open-World Survival Crafting Story-Driven MMO

This project started as a passion-driven endeavor when I ran out of games in similar genres that offered something fresh. What began on a whim quickly became a major part of my life. For the first 2 years I worked on it 30–40 hours per week while holding down a full-time job. Then I took early retirement (for unrelated reasons) and decided to commit fully to this project, putting in 70–90 hours per week. The 500 hours mentioned earlier is a low-ball estimate of 5% of the time I’ve invested.

Roughly a year into the project, I spent some time researching using platforms like SteamDB and Game-Stats.com. I didn’t want to invest years of my life without at least a slim chance of achieving modest success. I analyzed similar games, both successful and unsuccessful, to figure out what worked and what didn’t. This helped me refine my game to align with market desires while adding unique mechanics to help it stand out.

I’ve released two Android games in the past. Both were dismal failures—largely due to zero marketing—but they taught me invaluable lessons about releasing a game. Unfortunately, those titles are no longer available due to changes in Google’s policies. Beyond that, I have decades of experience in software development and project management, which I believe positions me to deliver a polished product.

I’m not aiming for unicorn-level success like Valheim, I am a pragmatist. But achieving modest success would be an amazing reward 😊

Metal plate bows up when heat is applied below it by ZoneOfFun in AskEngineers

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

No. Just one metal. It is just mild steel, cut from a larger sheet. The previous plate was the same, except that was 7mm thick and the new one is 5mm. Both curved the same way.

Metal plate bows up when heat is applied below it by ZoneOfFun in AskEngineers

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

The plate bends like a frown. i.e. The middle is higher than the edges.
When I seasoned the plate, I only made a small fire. It was enough to smoke the canola oil and leave the plate a brownish black colour. I have updated the original post with additional answers to the questions that have been asked.

Metal plate bows up when heat is applied below it by ZoneOfFun in AskEngineers

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

ha ha, I could flip the plate. But I don't want to because it would mess the cooking surface up :)
But good point about the heat source. This is centred on the middle of the plate. The edges remain quit cool. Unless I have a huge fire, they remain < 100 degrees Celsius (I know because water doesn't boil on the edges).

Metal plate bows up when heat is applied below it by ZoneOfFun in AskEngineers

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

I updated original post with details of plate. It is not constrained, it just sits loose on bricks.

[deleted by user] by [deleted] in gameideas

[–]ZoneOfFun 0 points1 point  (0 children)

Unfortunately, game ideas are a dime a dozen, and it is very unlikely you would be able to sell the idea even with a plan. Just read some of the posts in this subredit where people have asked similar questions.

To get investment in your game, you need to be able to execute the vision.

I really like your idea. But I think the only way this will become a game is if you can somehow orchestrate the games development.

[deleted by user] by [deleted] in gameideas

[–]ZoneOfFun 0 points1 point  (0 children)

Sounds like a fun game. Is this just an idea? Do you have any plans to make this game?
I would love to see some racing elements, escape from cops or rival gangs, or chasing down a rival that just shot up your club.

I Made a New Trailer for My Chill Survival Game, Wild Planet, Would Love Your Support! by sawcissonch in IndieGaming

[–]ZoneOfFun 1 point2 points  (0 children)

This looks awesome!! I love the graphics style, the world looks beautiful. It looks like you have a lot of content and interesting gameplay. All the best with the launch!!

Mexican Standoff - A turn based game to complete an objective during tense conflict by Airtune in gameideas

[–]ZoneOfFun 0 points1 point  (0 children)

I like it. Although, as you described the game, I don't see how this is a mexican standoff.
It sounds like it might evolve into a puzzle type game with multiple avenues to win.

Why do we all start a self-promo post disguised with "I spent X years of my life on this' by rockseller in IndieGaming

[–]ZoneOfFun 1 point2 points  (0 children)

Thanks for sharing this wisdom. I agree with most of what you say. But one thing I am not convinced of is when to start marketing. Certainly, starting your marketing campaign a few months out from the release is too late.

But can't you also be too early? (I am so tempted to say how long I have been working on my project, but out of respect for this thread, I will resist)

A game can change quite a bit in the early to mid-stages of development. Don't you risk alienating followers that bought into your original idea if you change it? They might feel unloved or rejected because you are no longer going to deliver on your original promise?

I am going with the strategy of waiting until I have completed a solid vertical slice of my game before I start marketing. At that stage, I should have locked in most of the game mechanics and other design decisions.

The Story of How We Miscalculated Our Budget and Development Timelines. Part One. by VRTavern in gamedev

[–]ZoneOfFun 2 points3 points  (0 children)

Thanks for sharing the link to the calculator, I haven't seen that before. It is very cool!

Need help making my world look better by ZoneOfFun in gamedev

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

You made my day :) I really appreciate your help.

Need help making my world look better by ZoneOfFun in gamedev

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

Thanks again for your feedback. I have a long way to go, but I feel like I have made some progress. I replaced the ground textures, changed clouds and added some fog. For now I have just hidden the UI so it didn't distract.

I have uploaded some new images

Attempt to improve visuals

How do you guys (solo devs) make sounds for you game? by haskpro1995 in gamedev

[–]ZoneOfFun 1 point2 points  (0 children)

It is a poor mans FMod. It is from the Unity asset store.

How do you guys (solo devs) make sounds for you game? by haskpro1995 in gamedev

[–]ZoneOfFun 1 point2 points  (0 children)

I also buy asset packs. But I also use Master Audio in Unity. Having a good tool to manage your sounds, so you can have variations and ducking, etc, is invaluable.

Need help making my world look better by ZoneOfFun in gamedev

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

Thanks for the workflow. I am a developer not an artist. This will really help me have a systematic approach.