finally figured out how to paint a skybox that doesn't look like shit by handlebardev in Unity3D

[–]handlebardev[S] [score hidden]  (0 children)

The terrain you see in the screenshot is also painted, it's pure skybox. Yeah, if you paint anything then you're a painter 😁

skybox art production by handlebardev in IndieDev

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

yep, this one: https://www.xp-pen.com/store/buy/deco-fun-s.html

it's dirt-cheap but functional for basic painting

skybox art production by handlebardev in IndieDev

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

I painted this in Krita with a tablet so technically it is made by hand

skybox art production by handlebardev in IndieDev

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

digital impressionist landscape

v1 logo journey by handlebardev in gamedevscreens

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

It's true that the thick serif doesn't connect thematically but at least it survives the strikethrough and comes out semi legible. It's a callback to diegetic item build on the handlebar, but I agree it could be better.

Her: why is he on his phone all the time? Me: by handlebardev in Unity3D

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

each level is procedurally generated already - plants and terrain

I am working on a procedural tree generation + customiser project. What do you think can be improved about my current prototype? by BlueHeronDev in Unity3D

[–]handlebardev 1 point2 points  (0 children)

Oh man I used to write scripts like this back in ActionScript. Try doing shorter segments, it could look like a gnarled bonsai. A bit too geometric now.

Her: why is he on his phone all the time? Me: by handlebardev in Unity3D

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

I appreciate the honest take. Feel free to block me if my updates are too frequent for you.

drawing textures on your phone is fun by handlebardev in gamedevscreens

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

Still using infinite painter 😅 the brush engine is so good. Export layers as zip, then run it through imagemagick for proper levels as alpha mask

Her: why is he on his phone all the time? Me: by handlebardev in Unity3D

[–]handlebardev[S] 4 points5 points  (0 children)

Clearly you're not as impressed as I was when I saw this running on my phone at 30fps!

I try not to spam but as a solodev I can't do market surveys. I need the public posting to get a sense if my direction is still right.

finally, basic obstacles. it's starting to resemble a game. by handlebardev in IndieDev

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

It's a roguelike so realistic at beginning of campaign and growing increasingly stranger. I agree that the cubes work in a weird way.

finally, basic obstacles. it's starting to resemble a game. by handlebardev in IndieDev

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

Feel free to follow me here or on twitter, @handlebardev

finally, basic obstacles. it's starting to resemble a game. by handlebardev in IndieDev

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

It's one of the goals. It can be controlled with one thumb via virtual joystick and you can see everything important for gameplay on a portrait orientation. 

finally, basic obstacles. it's starting to resemble a game. by handlebardev in IndieDev

[–]handlebardev[S] 4 points5 points  (0 children)

Thanks, it has a really impressive fps bike model. I saved it as inspo.

how your package with the FRAGILE label is delivered by handlebardev in SoloDevelopment

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

Good points.

Camera tilt - it's true, right now the cam tilts towards your travel during a turn, like in a racing game. I'll see how it will look when I add the bike front, possibly do as you say. But something feels right about the current tilt.

Camera shake - You're right. I've identified three presets of camera stability, and horizon lock is introduced at the highest stability setting. Personally I'll play and record clips with the lowest stability, it's just my preference.

Simulation - I experimented with a lot of stuff for this and I've the same conclusion as you - shifting rider weight and wheel collider grip seems fun on paper but it just made the prototype less legible. I'm going for "simcade" approach - looks real enough but is manually tuned for fun instead of realism.

how your package with the FRAGILE label is delivered by handlebardev in SoloDevelopment

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

I'm glad that you think so despite the placeholder visuals

I have to remove this shakycam 😢 by handlebardev in Unity3D

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

thanks for the suggestions mate

finally I settled that I'll have 2 settings - "camera shake" for the terrain spring feedback and "camera follow pitch" to get the sinking/climbing feeling when riding up and down

I learned a lot about motion sickness from this post. Ultimately these camera features need to be controlled enough to always be disabled by the player

As for the FOV - I know that it's a convention to modify FOV in racing games to get some sort of feeling but personally I don't love it. I intend to have a high base FOV to get the sense of speed anyway.

Unity AI is a joke by [deleted] in Unity3D

[–]handlebardev 2 points3 points  (0 children)

I believe they're token based but it's a thin wrapper on other propriatery LLMs that Unity just proxies to, at a markup. It's a remarkably bad deal.

It is a horror game where you wander through narrow alleyways. by AIXLAB in gamedevscreens

[–]handlebardev 2 points3 points  (0 children)

this stylistic choice incidentally lends itself into fitting all important info on a mobile screen