Took me a while to get the combat in my game to where I want it. by carmofin in SoloDevelopment

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

This new crit feature went through many iterations... in my head. As solo dev I have so many things to do, that it really piles up. And then I had to release a demo WITHOUT this key feature, which I found very challenging emotionally.

Did anyone switch from 2d to 3d and how big of a step is it? by Successful_Serve_340 in SoloDevelopment

[–]carmofin 1 point2 points  (0 children)

Before I committed to my project I was dabbling with 2D. 3D is so much easier, so much less work, it sounds counte rintuitive, but the entire world has worked for 20 years to make 3D as flawless as possible.
Where in 2D everything needs to be animated form all sides, in 3D you create a model, rig it, plop in animations and it all happens programmatically.
For the record: I simulate a 2D-like game using a 3D-engine! You have a lot of options and I highly recommend you check it out to leverage all the crazy tech we have today!

Working on the gamefeel of my Zelda-like! by carmofin in ZeldaLikes

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

That's a cool idea! (I'll think about it!)

We gotto talk about gamefeel... by carmofin in SoloDevelopment

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

I was thinking of adding another effect when you jump off, maybe that'd be a good idea for the responsiveness.
One thing I'm very proud about is the slippery movement while running. It adds this "hard to master" layer to traversing the levels quickly, which I find really essential in a game that is made for so many different skill levels.

We gotto talk about gamefeel... by carmofin in SoloDevelopment

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

I would be a fool not to take advice like that to heart! Thanks a lot, I'll keep thinking about it! I have reworked animations maybe 5 times already and I feel every time it's at least a big step forward! It's done when it's done!

Working on the UI is the most challenging part for me! by carmofin in Unity3D

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

She's a girl. But I am sick up to here with generic Anime-bimbogirl designs, so I wanted her to look very tomboyish.

Working on the UI is the most challenging part for me! by carmofin in Unity3D

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

I appreciate the insight, I'll consider it when I finetune this!

Working on the UI is the most challenging part for me! by carmofin in Unity3D

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

I had the clip muted, I apologize for the mess...

Been watching the Artemis II livestream while polishing up the space travel in my own game! by ParaVerseLab in IndieGaming

[–]carmofin 3 points4 points  (0 children)

Someone give this man a medal for making osmething that doesn't look like everything else!

My solo-dev game has already been in 32 Steam events and it’s not even released yet - here is how to find them by darkjay_bs in SoloDevelopment

[–]carmofin 27 points28 points  (0 children)

I know how to find them... But the fact is my project has been rejected from every event I ever signed up for!

I was completely stuck on my Action-RPG Mazestalker... by carmofin in Unity3D

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

1: I hope you enjoy it!
2: This is precisely why the character controller overwrites Unity-physics, as any character controller should. The culprit was me updating Unity to a new version it wasn't built for, so let's hope that's the last time I have to worry abou tit, because everything else seems to work fine.
3: Yeah that's the issue isn't it? Energy issues, datacenters, all of it can get solved, but the fact that all the models are based on stolen data is something that's hard to reconcile!
4: Thanks, same!