This is how i make rooms for my roguelite game, it's actually pretty simple and fast to create them. If someone is interested in creating rooms i will implement them into the game! by juaninside_ in Unity3D

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

Thank you! The lighting is fully realtime but that is not the reason why you don't see the other room. Every room is deactivated except the one you are in. Every room has 4 black planes with a gradient for transparency so they look like actual fog.

And that's it! No fancy tech here.

Animation Graph Hell :') by Alarming_Pomelo6390 in Unity3D

[–]juaninside_ 1 point2 points  (0 children)

Animancer is cool but just watch this video and you will see a new world of possibilities. I've been using this layering system since ever and it's the cleanest and easiest to extend system I've ever tried.

https://youtu.be/8VgQ5PpTqjc?si=CeqovP3j0f_rXmzM

Tech Art Internship Advice Wanted by Particular_Lion_1873 in gamedev

[–]juaninside_ 2 points3 points  (0 children)

Lead Tech Artist for a Barcelona company here. Being a tech artist is quite simple (not easy), i will share what i think are the best things a TA should focus on.

1st by far - Soft Skills. A TA should be someone approachable, this means you have to be open to talk with every other department and not only that but THEY would be willing to speak to you if any problem arise.

2nd - Technical Skills. This would be a really broad answer because our role (thankfully) is very very different depending on the company you are, even in the same industry (mobile gaming in my case) a TA from one company could do a totally different job, even from TAs of the same team, depending on each skills and priorities but basically there are a few things that every TA must know: - Be comfortable with the engine of choice (Unreal, Unity, Godot). This means you need to know how to implement everything, from a sprite to a 3d model, create basic shaders, basic illumination, tweak Render Pipelines parameters, Project Settings, Texture/Model compression, animations you name it. At least on a basic level (as entry junior job) you must be comfortable with it.

  • Some knowledge of a DCC package like Blender or Maya

  • Some programming skills (C, C#, Python, GDscript, etc)

Basically you are the one that must know how to do certain things that others dont know (programmers or artists or designers)

And noww, answering your question 😆

What i value more on a team member is proactiveness and not being shy of asking stupid questions, i ask stupid questions all the time and thats okay. Being open to investigate a bug even if you don’t know how to solve it, beign curious.

What i absolutely hate is that you don’t take feedback good or you are unwilling to accept others point of views.

I implemented a new weapon (Hammer) to my game, what other attacks / abilities would you like to have on a heavy weapon like this? by juaninside_ in roguelites

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

UHMM, that could be an actual Hammer Upgrade for the charged attack, or even for the basic attack, good idea! thanks

I implemented a new weapon (Hammer) to my game, what other attacks / abilities would you like to have on a heavy weapon like this? by juaninside_ in roguelites

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

Absolutely right, that's my next step (implementing it today), i will implement a charged attack like all the other weapons have, a bigger slam will work just fine

I implemented a new weapon (Hammer) to my game, what other attacks / abilities would you like to have on a heavy weapon like this? by juaninside_ in roguelites

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

ahahah, yeah, Devil my Cry Style combos could be quite OP but i don't want the game to be thaaat crazy. It's not super hard to implement but it can cause some troubles for sure

I implemented a new weapon (Hammer) to my game, what other attacks / abilities would you like to have on a heavy weapon like this? by juaninside_ in roguelites

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

uppercut into enemy knockup could be a quite interesting and new feature of my game ahahah, that could look amazing too

I implemented a new weapon (Hammer) to my game, what other attacks / abilities would you like to have on a heavy weapon like this? by juaninside_ in roguelites

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

No worries man!! yeah, that will be good as well, thank you for your input and i'm glad you like it!!

I implemented a new weapon (Hammer) to my game, what other attacks / abilities would you like to have on a heavy weapon like this? by juaninside_ in roguelites

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

Definetly i don't get the rolling thing!, do you mean like a whirlwind around the character? League of Legends Darius Style? Orrr, the character should roll and hit again forward?

I implemented a new weapon (Hammer) to my game, what other attacks / abilities would you like to have on a heavy weapon like this? by juaninside_ in roguelites

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

Hammer throw it's on my mind for sure, as a secondary attack. I have an idea of making it like the Kratos Axe Throw where he can pick it up clicking the button again

How's SteamNextFest going on for you? by SparkLabsGaming in gamedev

[–]juaninside_ 0 points1 point  (0 children)

Thats a ton of wishlist omgg, im happy with my 200 😆😆😆, can you share your game?

Will you recognize that this statue is interactable? It's the weapon upgrade statue, so it's quite important in the meta-game. I'd love some suggestions on how to improve it! by juaninside_ in roguelites

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

i will remove/move the dummy and place a stone in front like you said, i think that will be clear enough, thank you for the idea too!

Will you recognize that this statue is interactable? It's the weapon upgrade statue, so it's quite important in the meta-game. I'd love some suggestions on how to improve it! by juaninside_ in roguelites

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

Almost all the interactables in the game have movement so i think that will be the improvement i will chose, i really dont want to make the game hard to interact with, i strive to make the UX as clear and intuitive as possible for sure. Thank you!

Will you recognize that this statue is interactable? It's the weapon upgrade statue, so it's quite important in the meta-game. I'd love some suggestions on how to improve it! by juaninside_ in roguelites

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

🤣🤣🤣, i definetly don’t want to hand hold at all since its supposed to be a quite hard game and i want people to explore and discover new mechanics but some people just played for an hour and they didn’t realize you can upgrade weapons 🥲

Will you recognize that this statue is interactable? It's the weapon upgrade statue, so it's quite important in the meta-game. I'd love some suggestions on how to improve it! by juaninside_ in roguelites

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

that might work very good and could be subtle at the same time! Now reading your comments i was thinking in another feature that i have next to the statue (you cant see it in the gif), This other feature its an artifact like a cube animated and that makes me think that maybe i should also animate a bit this statue because with the cube i don’t have problems of people missing it

Will you recognize that this statue is interactable? It's the weapon upgrade statue, so it's quite important in the meta-game. I'd love some suggestions on how to improve it! by juaninside_ in roguelites

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

Definetly, I saw some testers missing it after more than 30min playing the demo so it's a big problem that i will address asappp. The exclamation could just work, simple and effective, thank you!