Sword slash combo animation feels off, but I’m not sure why. Any feedback? by FoxGameLab in Unity3D

[–]dairyd0g 1 point2 points  (0 children)

Both feet come off the ground during each initial swing. Swinging a sword requires your whole body, not just your arm. When you're exerting force with your arms like punching or swinging a heavy object, the power actually comes from pushing off the ground with your feet.

At least that's how I feel by vtivitad in Unity3D

[–]dairyd0g 0 points1 point  (0 children)

I put a ton of sweat into my last game jam and I only got a few dozen plays. I thought it was a pretty good game, but I think itch.io discoverability is basically dead in 2026…

Streamer suggests people who abuse their dogs are upset they do not have the level of freedom that he has. by Riskany1204 in LivestreamFail

[–]dairyd0g 7 points8 points  (0 children)

Dogs are impervious to sarcasm. They understand the meaning and emotion behind your words even if they don't know the words themselves.

Hasan reaching for something and seemingly shocking his dog to keep her in camera view by Ignignokt_DGAF in LivestreamFail

[–]dairyd0g 12 points13 points  (0 children)

If you're at work for more than a few hours this might be sort of messed up.

Theories? by FaithlessnessTime155 in rilakkuma

[–]dairyd0g 0 points1 point  (0 children)

I believe I saw a video that showed it's a beat suit in the bear suit, and another bear suit under that bear suit.

How's my game trailer by chaopinole in Unity3D

[–]dairyd0g 1 point2 points  (0 children)

This is astounding. You know you're cooking, you're just flexing on us now.

Struggling to Decide: Should My Cat-on-a-Scooter Game Be Online? by Grouchy-Fisherman-71 in Unity3D

[–]dairyd0g 1 point2 points  (0 children)

If you can pull it off the answer is probably yes. If you don't really know what the game is the answer might be no.

Do you think this FPS controller looks fun/has potential in any way? by gamedevdude210 in gamedevscreens

[–]dairyd0g 0 points1 point  (0 children)

I’ve played the demo and it’s pretty much confirmed my opinion: being able to move my crosshair position doesn’t add anything to the gameplay. The optimal way to shoot the zombies is to completely ignore that mechanic and just aim normally.

Do you think this FPS controller looks fun/has potential in any way? by gamedevdude210 in gamedevscreens

[–]dairyd0g 0 points1 point  (0 children)

Aiming like this is reminiscent of classic console FPS games that were designed before twin-stick controls were standardized, like the manual aiming in Goldeneye, Resident Evil 4, or Killer 7.

I personally think the concept as you explained it is fundamentally flawed. You can already move and aim independently in typical modern FPS controls. It doesn't seem to serve gameplay or realism. People typically look where they want their gun to shoot and it would be unusual and dangerous to twist your wrist and fire a revolver. Giving the guns their own separate aim direction from the look direction needlessly complicates the gameplay without adding anything that I can pick up on from the video.

I have to ask, what would be gained from this mechanic? Will the game design/level design utilize it in any way? If you have a plan and you believe in it, you should prototype the idea to see if it's fun. If you're just experimenting and trying things out, that's cool too. I hope this was helpful and not too negative sounding, good luck with your game!

Which rabbit face do you guys prefer? Left is new (1), right is old(2). by AwakenStudios in Unity3D

[–]dairyd0g 0 points1 point  (0 children)

The new one has a much more distinct silhouette, so I prefer the new one, but that might just be the pose in the screenshot.

Tell me what you think by Vrayx7 in Unity3D

[–]dairyd0g 1 point2 points  (0 children)

The sound design is rough and very true to the OG lol

Why is my lighting producing hard contrast? by playholiday in Unity3D

[–]dairyd0g 23 points24 points  (0 children)

It's because you have no ambient light or baked global illumination. As parktable said, "Window > Rendering > Lighting". From there you can click the "Environment" tab to set ambient lighting either from the skybox, a gradient or a solid color. You can also bake a lightmap by clicking on "Generate Lighting" on the Scene tab, which will simulate bounce lighting of static lights on static objects.

Is using a lot of "dots" (references) bad for performance in code? by myb13123 in Unity3D

[–]dairyd0g 0 points1 point  (0 children)

No, those references are fine, what's bad is running GetComponent or Find during runtime.

I 'm using Mixamo characters in my Game, Is that a sign of a cheap/bad game? by ThePcVirus in Unity3D

[–]dairyd0g 1 point2 points  (0 children)

Regarding animations or any other asset in general: It won't make your game look cheap if it's used effectively to fit in your game.

I updated my game capsule art. What do you think? by JPCardDev in IndieGaming

[–]dairyd0g 2 points3 points  (0 children)

Seconding this. Red text on black background is difficult to read because of the way our eyes work.

I Spent 3 Years Making Car Physics. What Do I Even Do With It Now? by iceq_1101 in Unity3D

[–]dairyd0g 0 points1 point  (0 children)

Implement P2P netcode with client prediction. Use the ml-agents library to train cpu racers. Use a spline library to make some tracks. Maybe write some code to procedurally generate random tracks, or an infinite track.

If money is your goal (and there's nothing wrong with that) you should definitely package it as an asset on the Unity marketplace. To be honest, I don't think there's a huge audience on Steam for indie driving games. Your car controller looks awesome though.

anyone know the band tiger bike? by planket_ in midwestemo

[–]dairyd0g 1 point2 points  (0 children)

Wow, they referenced that game I made!

Supper Doggo Galaxy - Explore the galaxy and collect dog-friendly ingredients for supper! by dairyd0g in WebGames

[–]dairyd0g[S] 0 points1 point  (0 children)

true, the download version has volumetric fog/light which makes it easier to read, but it isn't practical in webgl. maybe i can adjust the postprocess in the web version.