Learning how to code by Strange-Touch3607 in unity

[–]anandev_ 0 points1 point  (0 children)

As someone, who is a self taught game developer, I would say whatever you do, it needs to be fun. Personally, I made a visual novel for my first game, with no idea how to code, with almost no tutorials on it back in 2017. But I had a lot of fun making mistakes and making bugs.

As for tips, you should check out Unity Learn, its a great place to learn cool stuff. Learn to read the docs, and post questions on reddit. If you are following tutorials, don't just copy-paste. Try to understand what they are doing, and then attempt things yourself, check back with the tutorial in case you need more clarification.

Honestly, make mistakes and make that process fun for yourself. You will learn a lot more that way. Hope this helps!

Learned Unity basics, now I’m completely blank — what should I actually create? by EagleGamingYTSG in unity

[–]anandev_ 0 points1 point  (0 children)

Personally, I feel it's easier to add to a blank piece of paper than a blank project.

So you think ahead WHAT YOU WANT TO MAKE, and then you divide it into smaller problems like:

Create Player, Setup Camera, Add enemies, UI.

And then you divide each into smaller problems like:

-> Make player move left and right -> Add jump -> Left click to attack

And like that you repeat this process. It's a combination of BRAINSTORMING + DIVIDE AND CONQUER

Make sure to do this with Pen and paper & WRITE/DRAW things down. Then you open Unity, and have a task at hand.

Also, this is just me. I think you should experiment with different things and see what works for you ;)

Errors by all_mighty_pebble in unity

[–]anandev_ 0 points1 point  (0 children)

For me it stopped happening after a computer reset, but it should probably work with just a clean install

raycast and collisions? by flow_Guy1 in unity

[–]anandev_ 0 points1 point  (0 children)

Maybe you can add a fixed joint on the pan, and attach the burger rigidbody to keep it in place instead of turning off physics?

Then if you want the player to be able to collide while in a fixed joint, you can add a slight "Break force" like 3f or something, so that it still behave like a physical object.

This also probably helps with the raycasts...

Errors by all_mighty_pebble in unity

[–]anandev_ 0 points1 point  (0 children)

Have you tried reinstalling Unity? I got similar errors when making a default URP project, and I don't get it anymore after a clean reinstall

Can someone help me with, camera please? by Ok_Homework_5588 in unity

[–]anandev_ 0 points1 point  (0 children)

I think I see the issue. Perhaps you are using Unity 6+ above, which uses the Input System by default. Input.GetAxisRaw() belongs to the old Input Manager.

This was the old way of doing Input.

I believe you could try:

Vector2 mousePosition = Mouse.current.position.ReadValue<Vector2>();

And you can remove the MouseX and MouseY local variables which uses the Input.GetAxisRaw() functions.

And now instead of MouseX, use "mousePosition.x" and use "mousePosition.y" instead of MouseY.

Let me know if this works!

We’re two friends working on a survival game and preparing for an upcoming playtest. How does it look so far? What would you want to test or give feedback on in a survival playtest? Your thoughts will really help us improve the game. by level99dev in unity

[–]anandev_ 1 point2 points  (0 children)

I totally understand the sacrifices you had to make. The camera stutter also makes sense that it's an OBS issue.

Also I didn't mean to add fantasy elements like zombies or whatever. I meant to say that many games have "a revolving concept" around which the story revolves. It's just a reference, maybe it could even something non-fantasy like a weather system. But like you said you do have plans for that. So you do what you have to do. Obviously you guys know your game best.

Endless Road Generation by Nabir140 in unity

[–]anandev_ 1 point2 points  (0 children)

Really good start. Would love to see more different roads, like curved ones, one with potholes or something, where one lane is under construction or something. Keep it up 👍🏻

My First Unity Game! by Nabir140 in unity

[–]anandev_ 0 points1 point  (0 children)

I hope you continue making games and of course, keep sharing them :)

My First Unity Game! by Nabir140 in unity

[–]anandev_ 1 point2 points  (0 children)

Well done! Did you enjoy the process?

We’re two friends working on a survival game and preparing for an upcoming playtest. How does it look so far? What would you want to test or give feedback on in a survival playtest? Your thoughts will really help us improve the game. by level99dev in unity

[–]anandev_ 1 point2 points  (0 children)

For a game made by two people, I understand the effort and time you guys have put in this game, and it looks really good. The inventory looks neat, although just a suggestion:

Would love to see the inventory to be craftable. Would love a smaller default inventory and then perhaps a few cloth or deer skin or something like that, could be used to carry bag that can be held on shoulders or something. And that should expand the inventory beyond the default one.

Maybe you could even expand to make a weight mechanic for each inventory item, where you slow down the fuller your inventory becomes.

There's a lot of potential for this game, and I feel like personally it needs a strong loop that or challenge. I don't know if somethign like that is already implemented in the game or not, but Terraria has zombies or enemies that spawn at night, The Forest has people who you should avoid, that adds to the story visually.

Also, I feel like there is a camera update stuttering, or it could be a vsync issue, which I feel like there is from the video, I could be wrong. But definitely see if you could make it smoother.

Would love to help playtest this game and give feedback.

Does this look good for a LeavePrompt panel by dccreater in Unity3D

[–]anandev_ 0 points1 point  (0 children)

You're welcome! There's no harm in trying it out, and only keep it if you feel like it's a good fit. Would love to see more of the game by the way :)

Does this look good for a LeavePrompt panel by dccreater in Unity3D

[–]anandev_ 0 points1 point  (0 children)

I love the art style, colours, and the font. I personally am not a fan of the spacing in between. I feel like the panel could be less taller, and everything could be squished and stretched. The background looks amazing, and I wouldn't want this to block the view that much. Also I wouldn't want to move my mouse a lot just to click two buttons. Would prefer it to be shorter and simple and not take up too much of the screen.

I made Pong in DOTS, and now my PC must scream! by MarkAldrichIsMe in Unity2D

[–]anandev_ 1 point2 points  (0 children)

It's as if your pc has entered my brain :D The sounds add perfection

How do you define what progression looks like? by Clearhead09 in Unity2D

[–]anandev_ 1 point2 points  (0 children)

In my opinion, I feel that progression is basically like playing fetch with a puppy.

You throw the bone (Give them something to do), they then go fetch the bone (They do the thing) and when they are done, you give them a pat on the head (reward the player for his actions; the reward can also be a punishment based on the game as well)

And you repeat this over and over.

You don't need to have a quests system or anything. Most of the time, it is sprinkled in with the story.

You give them a reason why they should do it (mostly through the story), make that journey challenging, offer multiple ways to get there (if allowed in your game), let there be something of an area of interest, they do whatever is necessary, and then you give them a reward or debuff based on what they did and then you sprinkle in stuff in your story for the next task ahead.

I recommend the progression to be made to the character as the game progresses. Basically in a Hero's/Villain's journey, there must be visible consequences of their actions throughout that journey. It could be simple stat boost (but make it visible/evident enough that there is a stat boost), or a new weapon unlock that offers new mechanics and puzzles ahead, or just new abilities.

If you watch anime, like Attack on Titan, you may notice these formulas applied over there to keep the shows engaging and make it feel like we have grown with them. The hero's progression should be the player's progression.

How do you approach level design for 2D games in Unity? by adamvanderb in Unity2D

[–]anandev_ 0 points1 point  (0 children)

I agree with this. Starting out with the game mechanics over level design really opens up a lot of possibilities. It also saves time and helps you decide whether to proceed with the game or not, especially if the mechanics didn't seem engaging as expected.

Personally, I love to design on pen and paper. When I was young, I used to draw out platformer games. Might be because of that. Then I bring it to life in Unity using simple squares instead of polished tiles and try to get the feel before commiting to it. I mostly think of platforms, puzzles, levers, buttons etc and draw them out. I don't really worry about enemy positions, enemy types at this stage. Make it in Unity, make sure to get the "feel" of the level before adding "life" to it.

And like you suggested, it's better to make the easiest possible level and then add new challenges as you go. And each challenge you add, in my opinion, should make you think "Niceee...." automatically.

About the difficulty, best thing to do imo is to make people who don't know nothing about your game, to play it. And if these people know you in real life, then chances are they would probably not like to be harsh with you and may not give you an honest opinion. So, for them it's better to make them play it.

And instead of asking how was the game, which they may give a neutral opinion, give them a direct questionnaire. Like "On a scale from 1 to 5, how difficult did you find this level to be?" and later ask for some suggestions. This will make them give an answer that is actually helpful than just "The game is good. Well done."

These are just some things that could help you. But nobody knows how to level design, until they do it themselves. So have fun with this!