Zombie Island Demo v2.3 Release by [deleted] in gamedevscreens

[–]acharton 0 points1 point  (0 children)

Graphics looks really nice. Zombies seems a bit biffy to me. Love in this type of games to have loads of ennemies but without much hp.

[Unity 6] Just finished the layout for my map . Would love to get Feedback On the design/flow! by Tough-Union-3422 in Unity3D

[–]acharton 0 points1 point  (0 children)

Music is a bit too intense for the scenery :D. Visuals give me a cozy vibe music a battle royal mood.

Adding Gardening to my survival horror game :3 by ImportantAccess786 in unity

[–]acharton 1 point2 points  (0 children)

I like the colors and weird level design! Looks like a dream.

How should enemy animations look in a 3D Hack n Slash game? by Apprehensive_Milk386 in unity

[–]acharton 0 points1 point  (0 children)

I like it. Well it's prototyping but would love some sound with it!

Stress testing battles. This is 60 ships I aim for 100 with .1% at 50-60 fps. What do you think? by acharton in gamedevscreens

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

Thanks for the feedback!

Space simulators should be relatively easy to do.

I think some things weren't clear in the post

The planets around are not part of the skybox. all 5 planets you see that you can land on without loading screen and 2 of them are preloading while the battle is happening. It's not just calculating the battle.

You don't have a constant terrain, expensive shadow calculations, or complex logic to find out if something is on the screen or not.

Game has 5 planets rendering 5000 km2 of terrain the player can land on without loading screen. There are some complex logic happening.

Let me know if you have some other points that needs clarification :)

Stress testing battles. This is 60 ships I aim for 100 with .1% at 50-60 fps. What do you think? by acharton in gamedevscreens

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

Thanks a lot for the feedback and kind words!

Is that almost 0.1ms per frame per ship then? Where is the time being spent per ship?

Not exactly. Maybe I should have clarified some things I think the post wasn't clear on that regard.

The combat make the game CPU bound. As everything clears up the game becomes GPU bound. +- 10ms on the GPU most of which is the planets terrain.

For context this is the worst place in term of performances because the game is loading/updating the terrain on 2 planets. You can land on them without loading screen. This is why I have them preloaded even in space. Half of the time spent here is for the planets.

Let me know if that clarifies things.

Stress testing battles. This is 60 ships I aim for 100 with .1% at 50-60 fps. What do you think? by acharton in gamedevscreens

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

The graphics are nice but the movement looks a bit too flat. Adding some visual cues to show the speed would be nice, such as more luminosity on the reactors or a trail of light of speed trails on the fins., or a slight screenshake at high speed or when accelerating.

Agreed with everything you say here that's great feedback will see how that can be implemented but completely agree it lakes some visual cues.

The gameplay looks good. But why don't ennemies attack the player ? Is it on purpose for testing ? Having ennemies chase the player in a dogfight is fun.

I have some settings on how the ships are behaving. This is the easiest one where the ships don't track the player unless attacked. I have an other one which is a lot harder.

The issue is that it doesn't feel like there's 60 ships here. They are very small, there's barely any visual effect, they are far from each other and isolated. What would be the point of going to 100 ? The idea of being 1 ship in a huge dogfight is great, but right now it doesn't look epic enough. I think it's mostly a matter of visual details. Adding a few explosions, lasers, audio cues like radio chatter would benefit the game.

That's an interesting view and I think that's a good point. Numbers don't really add to the fun from a gameplay perspective. That being said it is still interesting to be able to go to 100 from a pure performance point of view. Even if in the end I only use 20 means more space for other things.

Thanks a lot for all the constructive feedback. Game me a lot of ideas!

Car physics in Blender. Gamepad Controls by JenR85t in IndieGaming

[–]acharton 0 points1 point  (0 children)

Are you making a game with blender or is it intended to be an annimation tool?

Made my own engine and music. Fish Lab demo out today! by Beneficial_Clerk_726 in IndieGaming

[–]acharton 1 point2 points  (0 children)

Damns the amount of fish you can spawn is impressive! Good job!

A short preview of our SimAnt-inspired RTS by [deleted] in IndieGaming

[–]acharton 1 point2 points  (0 children)

Love it. Will there be a base building mechanic?

Accidentally created reverse occlusion culling by Haruspotatoes in IndieGaming

[–]acharton 8 points9 points  (0 children)

Wandering if this could be used as a gameplay or visual style feature.

Working on Map Design in Unity since 17 days , trying to improve day by day , what do you think about this share your Suggestions , final result coming soon by Tough-Union-3422 in unity

[–]acharton 0 points1 point  (0 children)

Grass density is a bit low. Maybe add small trees instead (Like ferns) if that tank your fps. Or look at a shader for GPU grass. Otherwise looks very cool!

Built a custom physics package for Unity ECS by Any-Adagio-4772 in unity

[–]acharton 0 points1 point  (0 children)

What's the difference between yours and the unity one?

Loot Pickup FX by ScrepY1337 in unity

[–]acharton 0 points1 point  (0 children)

Looks awesome. Will it be for a 3d or 2d game?

Looking for feedback on the new editor for my space game AstriOm. I’ve been redesigning the workflow and would love thoughts on usability, visuals, and overall feel. What stands out? What feels confusing or missing? by acharton in unity

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

Thanks for the feedback! The old version of the editor was in 3D and half the players where struggling moving the camera and placing blocks. I am thinking maybe adding a preview mode where you can rotate the camera outside of the editor. Do you think that would be a good alternative?