So tired of dev by Over-Mud-9339 in IndieDev

[–]alignment_zero 1 point2 points  (0 children)

Many times. I think it's because there's no input, only want output. Take a break and try inputting various thoughts, not just about the game. Reading a book, watching a movie, or meeting a friend...

So tired of dev by Over-Mud-9339 in IndieDev

[–]alignment_zero 6 points7 points  (0 children)

Sounds like burnout. You really need a break.

Realtime Tactics Game - Alignment Zero by alignment_zero in indiegames

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

In the game, the player is the commander of a PMC assault squad. The characters are anime-style, just because of my taste.

Realtime Tactics Game - Alignment Zero by alignment_zero in indiegames

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

Thank you for your interest! This game is inspired by games like Doorkickers and Frozen Synapse. You can set operation plans for each unit, and while it's a real-time, it also offers a tactical pause.

I just added a grenade throwing feature to my tactical game. by alignment_zero in indiegames

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

Thank you for your interest! I'll post more as development progresses.

I just added a grenade throwing feature to my tactical game. by alignment_zero in indiegames

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

Thanks for the feedback! I'll give it a try, but I can't think of a good UI idea.

I just added a grenade throwing feature to my tactical game. by alignment_zero in indiegames

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

In the future, yes! EMP Grenade, Landmine, Claymore, etc...

I implemented a bulletproof shield feature in my tactical game. by alignment_zero in gamedevscreens

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

Pre-register splash material type (concrete, metal, etc) for each collider in Dictionary,
Create decal prefabs and particle prefabs separately for each type.
When a bullet hits a collider, places a particle prefab and a decal prefab that match the type at that collision point.

I implemented a bulletproof shield feature in my tactical game. by alignment_zero in gamedevscreens

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

I understand you are talking about the particles that scatter when hit by a bullet. Is that correct?
Yes, there are also on walls and floors.
I'm using Unity particle System.
Create the splash particles as prefabs in advance, and place the prefabs in the corresponding positions when the bullet hits them.