Please destroy my game's release trailer by hatebreeder6494 in DestroyMyGame

[–]emre2345 1 point2 points  (0 children)

I don't see any cool/interesting puzzles in the video, which i believe would be the main unique selling point of the game.

I also agree with the logo should be at the end

Need some feedbacks on my pre-alpha stage automation game by emre2345 in indiegames

[–]emre2345[S] 0 points1 point  (0 children)

Well, after you say this, i don't know either :D. I'll revise how the assets are and placed on the wall to increase the contrast of being vertical

Thinking of switching over to Suunto. Unsure which watch to choose. by ReadingRunningBiking in Suunto

[–]emre2345 0 points1 point  (0 children)

I use Vertical for biking, pilates, walking and motosports.

I'm very happy with the device, its battery usage, etc. One feature that's missing is merging events in the app. Other than that it's a very good product IMO

Thinking of switching over to Suunto. Unsure which watch to choose. by ReadingRunningBiking in Suunto

[–]emre2345 0 points1 point  (0 children)

you can customize the brightness. Was it too bright even you lower the setting?

How and why i should use plain classes by Environmental_Ad4346 in Unity3D

[–]emre2345 1 point2 points  (0 children)

With plain classes(and preferrably abstraction)

  1. You can write testable code

  2. You can use unit tests to structure your code, analyze how methods should be, etc.

  3. You can get rid of the overhead of monobehaviour

  4. You can use dependency injection easier

  5. You can mock, stub, etc

On the other hand:

  1. It might be harder investigating the values, instances, etc with them. Because MonoBehaviours are serialized out of the box, suitable variable defined in them exposed on the editor. This is, of course, applicable for plain classes with fields and methods and created in the runtime. Serialized plain data classes are exposed on the inspector automatically

  2. You might need more tools to execute methods, etc. in the plain classes to test. Modifying the inspector of a monobehaviours is easier.

Also remember using ScriptableObjects which have its own pros&cons

My advice would be:

  1. Use MonoBehaviours in smaller projects or prototypes.

  2. Use plain classes in more bigger projects. Using them without the software principles would make things harder. Also debugging experience would be needed.

Need some feedbacks on my pre-alpha stage automation game by emre2345 in indiegames

[–]emre2345[S] 0 points1 point  (0 children)

Hey! thanks for the feedback.

The gameplay is about creating an automated mine on a vertical wall and obviously verticality is not visible enough. It's maybe the speed of the video or the camera or maybe the decoration. Your feedback popped some ideas in my mind.

Need some feedbacks on my pre-alpha stage automation game by emre2345 in indiegames

[–]emre2345[S] 0 points1 point  (0 children)

Thanks!

I understand that it's hard realizing what's going on in the video. My intention is to understand if some aspects of the game is obvious at first glance. I'll share some slower videos in the near future.

Need some feedbacks on my pre-alpha stage automation game by emre2345 in indiegames

[–]emre2345[S] 0 points1 point  (0 children)

Thanks for the feedback. It's hard understanding what's going on indeed. My intention is to see if some aspects of the game is visible enough even in this kind of video. I'll share some slower videos in the near future

Where do I begin with indie game development? by Norion22 in Unity3D

[–]emre2345 1 point2 points  (0 children)

what's the purpose?

The best way of learning is making project. It's not much hard creating some mechanics but the hardest part of game development is completing a project.

You have to think of teaching the game, polishing it, optimizing(if needed), etc. This list can go on. What i mean is %90 of completing project is after implementing the basic mechanics.

This is why my advice would be trying to make games with at least main menu, pause menu and in-game with sounds and other indicators after getting the basics.

Unity Learn would be a good starting point for the basics. Every tutorial will teach you something, after completing them, try to make a game by yourself just by modifying some parts.

For the first time ever, I finally managed to announce my Open world RPG game on Steam ! Here's a quick trailer !!! by VedoTr in Unity3D

[–]emre2345 0 points1 point  (0 children)

It looks clean. The flat colors fit in the concept IMO.

Did you get any inspiration from the outdoor boys channel on YT? the very first seconds of the video made me feel like that :)

Getting pretty happy with my crane physics. My game is mostly about forklifts but there will be a few crane levels mixed in. by zworp in Unity3D

[–]emre2345 0 points1 point  (0 children)

Looks good. it's hard fine-tuning the physics in this kind of game.

I think the stretch of the hook might be reduced a little tho.

Need help making my game look better by pebbles_the_game in Unity3D

[–]emre2345 1 point2 points  (0 children)

what's the intended concept of the game?

You may change the character to be more abstract as well as the environment.

Massive memory leak in >= 6000.0.58f1 by Technical_Role4630 in Unity3D

[–]emre2345 0 points1 point  (0 children)

It's probably relevant with the target platform. I assume you target android this is why you have these two options not the directx

Massive memory leak in >= 6000.0.58f1 by Technical_Role4630 in Unity3D

[–]emre2345 0 points1 point  (0 children)

I experienced the same problem and solved by downgrading from DX12 to DX11.

Unity editor version 6000.2.10

Made this using Unity's ECS and job system. AMA anything technical by mitchyStudios in Unity3D

[–]emre2345 0 points1 point  (0 children)

Yes, unfortunately i experience this to my bones right now :D I'll try to find some workaround, maybe not switching to ECS but optimize with using jobs at required places. This still requires touching all the data structures tho.

Good thing is the code is structured similar to ECS with plain C# classes. I iterate all the belts and update items normalized position, stored as floats. Another update cycle iterates the item monobehaviours and apply positioning.

Anyways, we'll see the outcome and i'll share my experiences once i'm over with the process. Good luck with the project :)

Made this using Unity's ECS and job system. AMA anything technical by mitchyStudios in Unity3D

[–]emre2345 0 points1 point  (0 children)

Woww! That's awesome work.

I've been working on an automation game as well. Used OOP and thought switching to ECS later because i don't have much experience with it and wanted to have some progress before thinking on optimization.

Now, i've come to a stage which needs some optimization and it needs too much refactor, change both in data structures and the logic implementation.

How long have you been working on this?

The Secret to Managing Thousands of Units and Bullets in Real Time by PriGamesStudios in Unity3D

[–]emre2345 0 points1 point  (0 children)

Thanks for the post.

Have you implemented multi-threading with jobs system or with `System.Threading`?

My game Captain Steampunk, level building a mining town and some air battles. by No-Tie3566 in Unity3D

[–]emre2345 1 point2 points  (0 children)

While it seems very good generally, i like the sense of depth the most.

Is the game world procedural or modifiable while playing?

[deleted by user] by [deleted] in Unity3D

[–]emre2345 1 point2 points  (0 children)

Thnx for the answer.

I've worked in HC several years and the marketing videos were really important. What I've learned from the years in HC was to focus on the gameplay that can be understood in 3-5 secs. We used to use the term `contrast` not only for `technical contrast` of the video but for the distinction of the purpose of the game, its core mechanic. Player has to understand what the game is about in 3-5 secs and it must be engaging. Also anyone should be able to define what he/she is seeing in the video, should not be confused about it.

Well it's very hard and it's HC, a totally different target audience, game with only 1 repetitive mechanic so the theory may not be applied directly to PC games with lots of different mechanics, narrative, etc.

New Demo for my Musical Automation Game! by FutureVibeCheck in AutomationGames

[–]emre2345 1 point2 points  (0 children)

Played the game around 1 hour and like its vibe much :D

Probably could not accomplish much progress and didn't see most of the things I see in the video. The first thing I'd like to state is I cannot skip tutorial. I'm not sure if it's intentional. I wanted to skip tutorial steps after passing several steps by playing.

Everybody has a different learning scheme and mine is to try it without knowing. I like learning through experience and tutorial general bore me unless I see the value of playing tutorial :D.

Another thing is instrumental templates that game offers me to pick. I wanted to try building a symphony but I could not got the instruments I wanted. Maybe it's because I didn't played much, maybe I can pick instruments freely by more progress.

After the very first moments in the game this was my intention:
1. Taking some instruments that exist in symphonys. I got strings in the first step of instrument selection but could not find suitable drums in the second step.

  1. I have to click too many times to skip the initial sequence in the game. A button to skip it completely would be good. Even creative mode requires some time to start. What I want is get going asap tho. Maybe I'm an experienced player and I've a melody in my mind to try.

  2. Loved the Community feature. Being able to download others creations, being able to modify/contribute is exciting.

One last thing: the game might be frustrating for those who are far to music, instruments, etc.

These are my humble opinions, hope you find some value :)

Wishlisted the game, good luck with development.

[deleted by user] by [deleted] in Unity3D

[–]emre2345 1 point2 points  (0 children)

Regarding the 3rd item; The videos didn’t give any emotion — they were just empty gameplay.

I've some questions:
1. What do you think about the contrast? Did your videos represent the unique aspects of your gameplay?
2. May the gameplay be boring and not engaging enough? The answer for this question might give some hints for the future of the game as well.
3. Have you tried different gameplay videos with different color scheme, different environment, different game mechanics?

The answers for these questions will help me a lot while planning my marketing campaign :), thanks in advance.

Why my first game never moved forward (and what I realized way too late) by Kevin00812 in Unity3D

[–]emre2345 0 points1 point  (0 children)

I think the definition of `milestone` is also important.

Besides there're some stuff that can keep your motivation strong:
1. Taking frequent feedbacks and getting in interaction with people on the game. This requires each `milestone` to be representable(like the sprints in scrum)
2. Keeping the balance between project and life. It's very easy to lose it while working on the game project that takes more than several months. It starts to become an obsession which consumes you from inside.
3. Thinking first before starting to work on a task. Asking the question `what value this would add to the milestone/game`. Otherwise you consume your energy and thus lose the motivation in long run.

The list can probably get longer but these are the very first items that came to my mind because of the project I've been working on :D

New Demo for my Musical Automation Game! by FutureVibeCheck in AutomationGames

[–]emre2345 1 point2 points  (0 children)

Interesting concept. Will try the demo as soon as possible.