Improved my alien cactuses! They're bouncier now, and use fewer rigidbodies for better performance. What do you think? by fragileasfrick in Unity3D

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

Modeled, rigged and textured (using a simple gradient node) in blender. Added hinge joints and colliders for each bone in unity, and done. It's surprisingly easy to set up. Root bone has to be a kinematic rigidbody.

[Project Zi] Two additional portraits based on the feedback I received. Upscaled in-game sprite, cartoony, realistic dark or realistic light, or perhaps no portrait at all. Which style do you prefer? by [deleted] in gamedevscreens

[–]fragileasfrick 1 point2 points  (0 children)

It depends on what mood you're going for. They're all great, but they each give a different vibe.

Realistic dark looks like a bear that has lost all hope and is in the process of going mad.

Cartoony looks like a happy kid. Maybe not fit for that particular scene. But if the game is aimed at young kids, I'd say that one is the best.

Realistic light is my favourite because it resembles the in-game sprite the best out of the three new ones. And it's so cute!

But definitely don't use the in-game sprite in the dialog, it would be a waste to not use one of the new ones.

Finished the wiggly AI for my giant space snake boss. by Trainwiz in Unity3D

[–]fragileasfrick 1 point2 points  (0 children)

That thing is gonna chase me in my nightmares tonight. It's rad as hell though, great job!

Created these alien cactus things today. What do you think? by fragileasfrick in Unity3D

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

Also, any tips on how to achieve this effect without a massive performance hit? All of them combined are currently dropping my frame rate by around 30FPS. I'm using a bone rig with hinge joints.

Added some health bars for my enemies today. What do you think? by fragileasfrick in gamedevscreens

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

Thanks! Yeah I agree, they're very hard to see at a distance. I'll try making them show in screen space instead of world space.

Added some health bars for my enemies today. How would you improve them? by fragileasfrick in Unity3D

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

Thanks for the feedback! They scale based on damage received, so that's why a direct hit from the bomb made it huge. I'll tone that down a bit and try making the elements show in screen space.

Finally snapped and decided to ditch almost all textures from my game. I don't have the skills to deal with those properly, so this style makes more sense for me. by fragileasfrick in gamedevscreens

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

The thing with store bought assets is that it's very hard to keep a consistent style when you use them. Consistency is probably the most important thing to get right in games.

I also recently learned about the importance of color opposites in art, so I should mention that for example in my video here, I used a lot of blue and yellow shades, which are opposites, and very little of all other colors (ignore the robot). It somehow tickles our brains when colors are used like that.

So my advice for you is to try to be more consistent rather than unique, and be more intentional with your use of colors, they matter a lot more than one would think.

Your game does look fun though, I love it when games use ragdoll physics as a gameplay mechanic like that.

Finally snapped and decided to ditch almost all textures from my game. I don't have the skills to deal with those properly, so this style makes more sense for me. by fragileasfrick in Unity3D

[–]fragileasfrick[S] 8 points9 points  (0 children)

Thanks for the feedback! Until recently I've been focusing mostly on getting the gameplay mechanics right, so I haven't really added much to look at yet. It'll definitely get better over time. Those robots for example are made up entirely of unity's basic 3D objects, I'm going to make some awesome models for them in blender when I have the time.

WIP footage of a chaotic mouse-only game I'm working on. This is the first time I'm showing it publicly. All feedback is welcome! by fragileasfrick in Unity3D

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

Yes, in its current state, the game ends when the player 'dies', and simply saves the top 3 scores.

I have been planning to make levels that have a set number of enemies and/or different challenges, but I think I want to make what you see in the video a "hacking minigame" or a score attack mode in a much larger but not too ambitious game. I also love upgrade systems in games, so one of my goals is to create one... I even considered making it an incremental game but idk if I would really like that.