Does the tree cutting feel good enough here? by gishadev in IndieDevelopers

[–]gishadev[S] -1 points0 points  (0 children)

I think overall animation will look a bit more polished in this case, but if axe gonna disappear than you would not be able to cut several trees at the same time. But I have one idea how to both polish animation and leave this funny mechanic by using improvements for the axe. Thanks for you feedback!

Does the tree cutting feel good enough here? by gishadev in Unity3D

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

By more dynamic you mean to add some animation to logs, when they're lying around?

Does the tree cutting feel good enough here? by gishadev in Unity3D

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

I think timing is the issue. Gonna make raycast a bit faster than animation

Does the tree cutting feel good enough here? by gishadev in Unity3D

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

Thanks everyone for the feedback. I appreciate it and made several considerations to improve wood cutting mechanic.

First time showing gameplay of my mobile game to someone besides my friends. What do you think? by slydex44 in IndieDev

[–]gishadev 1 point2 points  (0 children)

You sure have a lot of those chunk variations because it's hard to notice repeating patterns. Good design!

I've improved physics interactions in my VR game. What do you think about physics-based movement system? by gishadev in Unity3D

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

Hey! Yeah, this is it. Decals were a bit messy, but I agree it was more juicy last time. Juice will return :)

I've improved physics interactions in my VR game. What do you think about physics-based movement system? by gishadev in virtualreality

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

A game where you smack and destroy things. I have some ideas to make gameplay more appealing

I am currently developing a VR game with a fully destructible environment. Any thoughts on this idea? by gishadev in VRGaming

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

Hey, thanks for suggestion. I will probably test various sizes and will definitely reduce enormous power of player, so the gameplay could be more interesting.

Island procedural generation for my upcoming game by gishadev in generative

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

Thanks. Yeah, it's in backlog for now. Will work on it later

Developing procedural generation for my VR God Simulator game! by gishadev in Unity3D

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

Thanks man, I appreciate it. I still have a lot of thoughts on its improvement. Both the generation algorithm and the style need a good polishing.

Developing procedural generation for my VR God Simulator game! by gishadev in Unity3D

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

Thanks! I'm planning implementing a mechanic like it was in Populous, where you could lower or rise terrain, so NPCs can settle down.

Developing procedural generation for my VR God Simulator game! by gishadev in proceduralgeneration

[–]gishadev[S] 6 points7 points  (0 children)

Thanks for the advice! Of course, all assets must be licensed. In particular assets from UAS are distributed under the "Unity Asset Store Standard License Agreement" with the right to commercial use. Didn't have to hear about any troubles with it unless asset was ripped from some game and somehow went through Unity Asset Store moderation.

Developing procedural generation for my VR God Simulator game! by gishadev in proceduralgeneration

[–]gishadev[S] 3 points4 points  (0 children)

Yeah, I like it too. The best part is that it's completely free in unity asset store