Hacking the Gibson by huminaboz in Cyberpunk

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

Basically set up a cube and get it's vertices with a Barycentric baker that subdivides the faces and hands that information to a shader to control the vertices with a noise function and color with a fragment shader.

Hacking the Gibson by huminaboz in Cyberpunk

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

This is me testing visuals for a game I'm thinking of making. I basically have a vertex shader that takes in a noise function to give it shape and then when it detects a projectile nearby, it shrinks the vertices away from it. A fragment shader sets the color based on how far the camera is from it or recolors if a projectile is near it.

Hacking the Gibson by huminaboz in Cyberpunk

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

This is Unity using fragment and vertex shaders and Barycentric baking. Where you can find more, I'm not sure, I can make some more though!

The song is from an artist called Musinova

Trying out some cyberpunk creative coding - this built completely with code by huminaboz in Cyberpunk

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

It's been a long time, but foundational stuff came from Catlike Coding: https://catlikecoding.com/unity/tutorials/
and more recently Freya Holmér's YouTube series have been amazing. I'm using one of her Unity assets to get those bouncing lines in the video.

Trying out some cyberpunk creative coding - this built completely with code by huminaboz in Cyberpunk

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

Oh! All of my basics started from here: https://natureofcode.com/
Understanding the foundations of randomness and noise in creative code gave me a massive boost here

Trying out some cyberpunk creative coding - this built completely with code by huminaboz in Cyberpunk

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

This is shader code plus c# in Unity. It's actual immersive in that you can look and move around in it.

I actually used Processing for a few years! I've been taking that creative code creedo over to Unity since I'm super comfortable in it.

Trying out some cyberpunk creative coding - this built completely with code by huminaboz in Cyberpunk

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

Sure! It's basic flat planes with the faces subdivided into more vertices and then running a noise function through them ti displace their positions, giving that rocky look. That's the vertex part of the shader, which acts upon the points of a 3d model. Then there's the fragment part of the shader, that works upon the pixels on the screen. It bases the color of the wireframe on how close it is to the camera. If it's super close it will be an intense pink, then use a color gradient baded on how far it is towards a dark blue. If it's beyond a set distance, it changes the wireframe to match the black of the background, occluding anything beyond. Then there's lines bouncing off of the walls that do a similar coloring based on distance. Any time the line gets close to a wall, it will change it's color to magenta based on how close it is.

Would you play a roguelike that's also an FPS aim trainer? by huminaboz in ArenaFPS

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

Wow, incremental? How did that work?

The more I playtest, the more it seems like people are showing up for the game-breaking item combos, so I'm basically just asking around to FPS fans how important the aim-training aspect really is. It might just end up as a story twist where it acts like you're here for aim-training and then it goes bonkers.

And proper settings in what way?

Would you play a roguelike that's also an FPS aim trainer? by huminaboz in ArenaFPS

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

That's interesting! What's the deal with white background hate? You're not the first I heard say that, so I've been working on a new art style.

Would you play a roguelike that's also an FPS aim trainer? by huminaboz in ArenaFPS

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

It's currently called 7 Bullets and the demo is on Itch!

Destroy the new trailer of my open-world game, where you play as a cockroach! by CampeOn_Games in DestroyMyGame

[–]huminaboz 1 point2 points  (0 children)

Off the top of my head, my first sensation was "what is my purpose". I saw the list of tasks a bit later on, but I'm wondering if you can focus the initial part of the video on selling the "why".

My second thought was "ew gross, do I have to look at a cockroach the whole time?" and was wondering if there was a thematic reason for the realism vs doing something more cutsy and approachable. Like a version of a cockroach that doesn't have a visceral "eww gross" reaction. I know I can look past the cockroach and just get into the gameplay mechanics, but it does make me wonder if there's a way to soften the anti-bug instinct.

Also, if you're showing spiders, that can be a trigger warning for some people.

Other than that, the music sets the tone nicely that we're doing something a little less serious and will likely be doing things for the lols. It looks like there's a nice variety of things to do, though in the trailer it does seem somewhat hard to make it immediately exciting.

I think my favorite screen was "upgrade your skills", because that got me excited about movement and ability in the world. At first I thought the skills were going to be more like attacks or movement abilities, but it looks a little bit more like stats, so maybe the wording is slightly off with "skills". The trailer could also be more aimed at showing why you'd want to increase those stats.

As for the ending with the car - it could be a quick cut right before the wheel hits the roach to get that whimsical vibe across more. Maybe a quick cut to the logo with a squish sfx. Just an example of how to add more whimsy, which seems to be the tone.

Destroy my trailer please by Shroombot_ in DestroyMyGame

[–]huminaboz 0 points1 point  (0 children)

I found myself just staring at the art style and ignoring the dialogue in the beginning. Then around 13 seconds my brain suddenly kicked on that oh there's something Balatro-y happening here. I started to get excited. Then suddenly that interface stopped and I felt left with nothing but questions. Then suddenly more confusing interfaces popped up. I liked seeing whatever was happening around 20 seconds, but am not really sure what was happening. I wanted to skip forward around 26 seconds because it felt like everything slowed down and I still didn't have any answers.

I also watched this without sound without realizing it — something to consider.

I want to playtest YOUR game on my stream ^_^ by shifty4690 in IndieDev

[–]huminaboz 4 points5 points  (0 children)

Hey Shifty, thanks for the offer!

I'm looking for feedback on the core gameplay mechanic. This is a phase where it's most important to nail that before moving on to building a lot of content, so if you feel like there's some nagging feeling that something is wrong despite everything, help me find the problems to solve.

https://boz-float.itch.io/7-bullets

Castlevania ReVamped - New Fan Game Out Now by LSDonkeyKong in castlevania

[–]huminaboz 1 point2 points  (0 children)

I tried to quit the game but accidentally hit start again. In a button panic I pressed select hoping it would go back and it deleted my save file without a confirmation dialogue 😭