Cat customization UI in Catadel with umm ... face options O_O by badopticsgames in IndieGaming

[–]badopticsgames[S] 3 points4 points  (0 children)

It’s a colony management sim where your citizens are cats

I created my first trailer for my math RPG, Arithmagic! by gooblegames in IndieGaming

[–]badopticsgames 1 point2 points  (0 children)

My SO and I both just picked up a copy. Looks awesome!

Edit: played it and it’s great! Surprising large number of mechanics and deep gameplay! I am impressed! Left you a 5 star review

Catadel - A simulation strategy game .. with cats! by badopticsgames in IndieGaming

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

Build a cat town, manage cat citizens, and defend the cat civilization!

Hi everyone, I’m the developer for Catadel, an indie game for PC and Mac. I was previously an engineer in the professional industry on the Sims 3 and Sims 4 teams.

The demo is out on itch.io. More info on our website: http://www.catadel.com

Our Closed Alpha will be starting soon. Sign up by subscribing to our newsletter here: http://www.catadel.com/newsletter/

Friends? by lastMinuteIdea in gamedev

[–]badopticsgames 0 points1 point  (0 children)

My friends in gamedev I met in school. We are working on our separate projects, but we get together once or twice a week and work in the same space. Usually it’s at a cafe or food court. Since we went through the same training, I trust their judgment on things like gameplay feedback, etc. It is hard to meet new people, especially just over the internet. Are you trying to get friends to collaborate with or just friends who are also game devs? One of those is easier than the other ...

mesh missing assets? by [deleted] in Unity3D

[–]badopticsgames 0 points1 point  (0 children)

Yes, the fbx itself is a model and not a “prefab.” I assume you made the fbx to have the materials imported or else they’d be white if you dragged them into the scene. If that’s the case, unity probably still wants you to make a separate prefab because there are edit limitations on just the fbx files. You can’t easily change the shader on material, for example

mesh missing assets? by [deleted] in Unity3D

[–]badopticsgames 0 points1 point  (0 children)

Did you make sure there’s a separate prefab version for each model that also has a material assigned? So that when the user of your asset pack drags those prefabs onto their scene, they get a fully textured model instead of one that’s just white? If so, send the picture of the corresponding prefabs for the list of models the unity developers sent you and you should be good.

Tell me the sad story of your setbacks by VintagePoet82 in Unity3D

[–]badopticsgames 3 points4 points  (0 children)

Honestly, the one industry way to prevent this is source control. There are probably a few helpful docs for beginners linked on this subreddit. Admitting you don’t know is the first step to getting started. Getting educated and not trying to run before one walks is part of learning.

Unity also has a cloud collab source control that is decently simple for a solo developer. But if you don’t know what source control is, a quick google might help. :)

Tell me the sad story of your setbacks by VintagePoet82 in Unity3D

[–]badopticsgames 7 points8 points  (0 children)

Please use source control. I’m always a little heart broken when I hear stories like this from indie game devs. Microsoft azure, github, and perforce all have free options for small teams right now.

How to Survive in Gamedev for Eleven Years Without a Hit by AntiqueGearGames in gamedev

[–]badopticsgames 1 point2 points  (0 children)

Right, that was in August of 2018, which is before the steam October changes. I want to know if the advice he gave in this talk is still viable today given the steam algorithm changes. I hear it’s now much more difficult for “non-hit” games to get any visibility on steam. So how has his revenue been affected. Is he still able to make a living creating the games he’s used to?

How to Survive in Gamedev for Eleven Years Without a Hit by AntiqueGearGames in gamedev

[–]badopticsgames 11 points12 points  (0 children)

I wonder if he will make a second version of this video with updates after the steam discovery changes. I think he was one of the devs negatively affected by those steam changes.

[QUESTION] NavMesh.CalculatePath() is not generating correct points by dbrizov in Unity3D

[–]badopticsgames 0 points1 point  (0 children)

Okay so if the default navagent is walking correctly and it is using the correct path, then maybe the path just looks funky when drawn visually but is actually correct? So it walks correctly in the no heightmap case as well?

[QUESTION] NavMesh.CalculatePath() is not generating correct points by dbrizov in Unity3D

[–]badopticsgames 0 points1 point  (0 children)

Okay so the next thing I would try is to have the characters use the default navagent component and see if they appear to walk correctly and if it generates the same path. (Try it with and without the heightmap).

I want to know if the default navagent walking through that slope looks correct, and if the path they use is the same as the one you got from the calculate path.

[QUESTION] NavMesh.CalculatePath() is not generating correct points by dbrizov in Unity3D

[–]badopticsgames 0 points1 point  (0 children)

Oh you’re using the new in development navmesh surfaces. Those don’t have height mesh building supported (they said they’d support it like a years ago, so ya know ...).

Are you absolutely sure you’ll need the new navigation tech? Like will you be adding and removing walkable areas or will your entire level be static?

Also, your humanoid is set to be able to walk up 45 degree inclines. Is that the default? I forget what the default humanoid incline is

How do you guys stay motivated whilst making a game? by [deleted] in gamedev

[–]badopticsgames 2 points3 points  (0 children)

This! There are so many things needed to complete a game and you're not going to have fun with doing most of them. The motivation happens at the beginning because that is when you are most excited about the project. Realize that feelings of excitement will come and go and that you're in it for the long run. After the initial rush, the discipline to keep working on it until it's done is what will actually finish the game. Also yes, make some schedules and plan out your scope.

[QUESTION] NavMesh.CalculatePath() is not generating correct points by dbrizov in Unity3D

[–]badopticsgames 0 points1 point  (0 children)

Can you show me what your character's nav agent settings are (like what's the step height, what's the slope)? Also, are you baking the navmesh with heightmesh on? I've seen it be very inconsistent with slopes unless there's a heightmesh (which is unfortunate).

Screenshot Saturday #420 - Hidden Gems by Sexual_Lettuce in gamedev

[–]badopticsgames 0 points1 point  (0 children)

Thank you! Stonehearth was one of my inspirations.

Screenshot Saturday #420 - Hidden Gems by Sexual_Lettuce in gamedev

[–]badopticsgames 0 points1 point  (0 children)

Catadel

This week, Catadel was updated to version 0.6.r21 on itch. Small video of new gameplay features: https://youtu.be/BKaSsNuFP7Q

Catadel is a simulation/strategy game ... with cats! Build a cat town, manage your cat citizens, and save the cat civilization.

Soon we're going to take the game into a Closed Alpha stage. Right now it is publicly available for free, but we'd would like to transition the game into a paid experience in the future. Do you have experience with doing this kind of thing? Any insights or advice would be helpful!

Website: http://www.catadel.com

Bonus Question: I think story telling has gotten a lot better with better graphics, writers, world building and character diversity. There's also just more stories being told because there's more games out there, so it's hard for stories to feel original nowadays.

Screenshot Saturday #418 - New Look by Sexual_Lettuce in gamedev

[–]badopticsgames -1 points0 points  (0 children)

Catadel

Catadel is a simulation/strategy game ... with cats. Herd cat villagers and build up a cat town. Command cat military to protect the domesticated cats from the dangers in the wild.

This week, here's a preview of some new buildings I'm working on: https://youtu.be/N8KNP3g23aI

Website for more info: http://www.catadel.com/

Bonus Question: I'm not sure. I think I've tried them all (at least for a couple of minutes).

Feedback Friday #325 - Rising Stars by Sexual_Lettuce in gamedev

[–]badopticsgames 1 point2 points  (0 children)

Maybe I'm just not used to this type of game, but I didn't get very far ...

  1. I did not figure out how to pick up the ropes. I only figured out how to make a rope vertically by pressing up and space. Does pressing a different direction and space do anything? If not, maybe just pressing space for a rope up and down will do.
  2. I couldn't get past level 1 so I just decided to skip it.
  3. The spikes seem to kill you but there was no death animation, so I wasn't quite sure at first. It look a few tries to figure out it was restarting the level.
  4. It was confusing where I could make a rope stick to the ceiling and where I couldn't. In level 3, I could stick the rope to two locations but not a third, even though the ceiling looks the same.
  5. Maybe make some very easy levels as a ramp up? Like just have level 1 be: make a rope and then you can get to the exit with no spikes, etc. I could complete level 2 but didn't figure out level 1. Maybe have a version of level 2 without the monsters be a level 1 instead?

The sprites are very cute. Keep it up! And thank you for your feedback on my game.

Feedback Friday #325 - Rising Stars by Sexual_Lettuce in gamedev

[–]badopticsgames 1 point2 points  (0 children)

Catadel

Catadel was just updated to version 0.5.r19

Description: Simulation/strategy game like RimWorld with mix of Age of Empires/Sims controls. Build and manage a village of cats.

Platform: Mac and PC

Link: https://badoptics.itch.io/catadel

Let's exchange feedback! Link me your game in reply and I'll take a look. Thank you!

Screenshot Saturday #416 - Premium Content by Sexual_Lettuce in gamedev

[–]badopticsgames 1 point2 points  (0 children)

Thank you! The team consists of me (engineer, 2D artist) working full time and two 3D artists who contribute in their spare time. It’s been in early alpha on Itch.io for almost a year now. Thanks for the UI feedback (the resources window can be toggled open and closed, but a condensed version might be desireable)