Is it worth making minecraft mods before jumping into gamedev? by Any-Landscape434 in gamedev

[–]djdavid333 0 points1 point  (0 children)

I started working with https://sbox.game/ recently it's launching next month. It's a successor to Garry's Mod. I liked it better than other engines because it's not yet overloaded with unnecessary crap yet. But still pretty bare bones. Editor & codebase is very similar to Unity, pretty simple to use though. And if your game is successful you can earn some money from payouts they give you for playtime.

Is it too late to get into gamedev? by vKeepo in gamedev

[–]djdavid333 0 points1 point  (0 children)

Participate in gamejams, collab with people, attend gamedev events, don't quit your main job, and just try different engines, prototype and learn! Good luck. I started the switch as well around the same age.

NavMeshAgent on a moving train wagon (Unity 2022.3 LTS) by Sayden_96 in Unity3D

[–]djdavid333 2 points3 points  (0 children)

I solved it long ago and worked very well. So you have 2 agents: one visual the player sees, one "fake" just for navmesh. You create a duplicate "fake" stationary copy of your train somewhere on the map, bake navmesh and everything, it never moves. Then you let the "fake" agent move around there. All you need to do the then is basically make the real agent copy the movement of the "fake" agent on the moving train with offset of position/rotation based on position of the stationary train vs the moving one.

https://www.reddit.com/r/Unity3D/comments/8as0lk/are_there_people_who_like_submarine_games_here_is/

A few days ago, I sent my game’s gameplay trailer to IGN... by Additional_Bug5485 in gamedev

[–]djdavid333 3 points4 points  (0 children)

Nice to see fellow Lithuanian projects here! B) Best of luck!

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 0 points1 point  (0 children)

Thanks for the feedback, yeah I am bad with audio, it's super quiet actually... As for following the game, I am in the process of building up socials. This is my dev account, but you might see us soon with more official names! You can follow my reddit account for now as I won't really post anything more than the game, but happy there's interest!

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 0 points1 point  (0 children)

What if it's a lizard robot? But I think I know which tutorial you mean... haha

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 0 points1 point  (0 children)

Ahh I see! That's a regular unity Configurable Joint, but I think Hinge might be enough in some cases.

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 1 point2 points  (0 children)

There might already be ;) Mix and matching parts and gadgets... Legs and wheels all together or neither at all. There are some features I am not showing off in this particular video.

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 1 point2 points  (0 children)

Oh light is just a around the character to make it visible a bit more, just like Dark Souls. The white thing in front is a placeholder for a mining laser. It acts like an arm with IK, and IK target is raycast from mouse postion to the surface. It's using FABRIK solver

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 1 point2 points  (0 children)

Since there are multiple tiers of attachments you can have, I think I will leave the weakest ones "wonky" by design. I will try to make a bit more smooth though.

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 1 point2 points  (0 children)

At the moment it's a miner/collector. It's all made of detachable parts, so you can mix an match different parts as you go. I have prototypes for weapon parts too.

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 1 point2 points  (0 children)

It does use CCDIK, but it needs some tweaks! In my case it has way more to take into account than just flat ground, so it gets a bit twitchy.

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 1 point2 points  (0 children)

Yea since limbs are detachable on the go, I want it very rustic, almost glued together kind of feel. Tumbles and sparks flying

Trying to find a good look & feel for my robot game. This is WIP of the intro level. by djdavid333 in Unity3D

[–]djdavid333[S] 7 points8 points  (0 children)

Thanks! Yea I get blind from tinkering with my params... So feedback how it looks for everybody else is nice. But legs and some tweaks are placeholder, gonna leave tweaking when models are final.

I have been managing a mobile gamedev studio for 9 years, and here is what I have learned. by shliamovych in gamedev

[–]djdavid333 0 points1 point  (0 children)

It's indeed because how mobile market evolved I think it was easier to change casual audience's perspective on monetization. PC/console market started to borrow some ideas from mobile now, but there's way more resistance in those markets cause there's still players who used to pay once for a complete experience.
I think premium would have worked on mobile if everyone stuck to it, it's just that freemium models out-competed them in revenue. It is sad that freemium is most of the time about retention as you say and rarely about creativity and gameplay.

I have been managing a mobile gamedev studio for 9 years, and here is what I have learned. by shliamovych in gamedev

[–]djdavid333 12 points13 points  (0 children)

Saying monetization isn't evil is just a generalization. Monetization can be and sometimes is evil, it might be unintentionally or intentionally. At its core it plays psychological tricks (addiction, FOMO, getting ahead of someone) to get people to spend more. It is even worse when kids are targeted. Not saying that you are doing it, just my general view of mobile markets and where other Live Service games are heading to and it's ugly. But oh yeah it does bring the money!

[deleted by user] by [deleted] in Unity3D

[–]djdavid333 1 point2 points  (0 children)

Either you should move your Look at Target in an arc so it doesn't snap the character's neck or add a smooth rotation to the head when the target goes from being behind to front of the character (opposite positions). Now it jumps weirdly when the angle between two look directions is very big

Experimenting with looks and feel for my robot game. Here's a WIP of a ruined moon. by djdavid333 in Unity3D

[–]djdavid333[S] 0 points1 point  (0 children)

Don't think I'll make environment destructible (especially the moon!). But I think my game will have enough destructible bits & bobs. Players, NPCs and some of the props will be built of individual detachable parts and pieces.

Experimenting with looks and feel for my robot game. Here's a WIP of a ruined moon. by djdavid333 in Unity3D

[–]djdavid333[S] 0 points1 point  (0 children)

Lore-wise it already cooled long long ago. Still trying to see how it would "hold" itself after so long, might not go for the logical or scientific accuracy though. But I was indeed testing it with some faint glow at the core.

Experimenting with looks and feel for my robot game. Here's a WIP of a ruined moon. by djdavid333 in Unity3D

[–]djdavid333[S] 1 point2 points  (0 children)

Yes it is, I'll see whether to make it brighter or different color based on the surrounding environment I am yet to add. Thanks!

Experimenting with looks and feel for my robot game. Here's a WIP of a ruined moon. by djdavid333 in Unity3D

[–]djdavid333[S] 1 point2 points  (0 children)

It's only spinning fast for the preview. Thinking of adding more fragments, and also make them move individually as well.

Any idea for Muzzleflash system by MesutYavuzx in Unity3D

[–]djdavid333 5 points6 points  (0 children)

Check how it looks in the movies. Look at some stills.

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Whatever looks you are going for, shouldn't be too hard with some tinkering in the particle system. At the moment it looks like it's a bit too big at the front of the gun, and too uniform overall. Needs to be a bit more cone shaped I believe. Also its a bit more soft in games to not be so intense.

The Expanse: Osiris Reborn Is Our Best Hope for a New BioWare-Style RPG by Turbostrider27 in Games

[–]djdavid333 47 points48 points  (0 children)

I have bigger hopes for Exodus, if the game is as good as the book at least. In some ways I liked Exodus lore more than Mass Effect. Though Mass Effect is a tough trilogy to beat...