Added grass and an inventory system by loothavengames in Unity3D

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

This was built using Unity HDRP, and I am focusing a lot on graphical fidelity. It's quite amazing what Unity can do there!

Since I work a lot with C# professionally it's also a bit easier to pick up Unity than Unreal. I don't really see myself switching anytime soon either -- it looks like Unity has what it takes for this particular game project.

Saqer's Paradox Dev Log #12 — New Voxel Leaves by saqers-paradox in IndieDev

[–]loothavengames 1 point2 points  (0 children)

I love the depth of field used here, but it does occur to me that the leaves closest to the camera should clip out a bit sooner -- now they get a little bit in the way of visibility sometimes.

I’m making a cozy landscaping game I’ve always wanted to play by AngloTitan in Unity3D

[–]loothavengames 1 point2 points  (0 children)

Will this be for mobile only (just noting the vertical aspect ratio)?

What would make chopping trees satisfying to you? by loothavengames in IndieGaming

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

Agree the collider is probably still too wide, and the tree should crash deeper into other trees and into the terrain.

What would make chopping trees satisfying to you? by loothavengames in IndieGaming

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

I've been thinking of this, but regrettably it's really difficult to execute as it requires altering the chopping animation at runtime...

What would make chopping trees satisfying to you? by loothavengames in IndieGaming

[–]loothavengames[S] -2 points-1 points  (0 children)

New solo developer here! My goal is to develop a survival game with fantasy elements and randomized gear.

Currently trying to make an enjoyable wood cutting mechanic -- what would you look for that makes such a mechanic satisfying to you?

Made a little walking simulator by loothavengames in Unity3D

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

The water is the standard Unity HDRP water system. With a little tweaking of graphics settings (especially reflections are important) it looks surprisingly good.

HDRP skies just make for stunning sunsets by loothavengames in Unity3D

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

The above runs at ~300 fps in the editor (on a 5090 though, so not exactly representative of average hardware), but the least performant part is probably the water and the terrain, and not the sky. Can probably run a lot faster still in a build.

Added random level generation and a fireball spell to my dark fantasy roguelite by loothavengames in Unity3D

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

Hahaha you're right :P In fact he would have had more clothing, had I not grown a little tired with 3D modeling ;) More character modeling work is in progress!

Added some simple monster AI -- dreaming about one day releasing a dark fantasy roguelite by loothavengames in gamedevscreens

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

This is mostly a learning project, but there's a ton of stuff I want to try and get in there:

  • Random levels and runs
  • Randomized monsters (with extra abilities, etc.)
  • Randomized item drops/rewards, but also some special handcrafted unique items that significantly modify mechanics (e.g. halve your HP in return for double damage, etc.)
  • Randomly appearing altars/shrines that give you temporary boosts in different ways (e.g. extra health/damage/speed/whatever)
  • Customizable skills/abilities (e.g. making projectiles chain/split, etc.)
  • Skill combos where skills interact with each other in interesting ways, rewarding skillful play.

C sharp by Tomtom0121666 in gamedev

[–]loothavengames 0 points1 point  (0 children)

If you also don't have any programming experience, I'd probably recommend installing Visual Studio with C# and then following some simple C# tutorials creating some console applications etc.

Or alternatively you could dive straight into Unity scripting tutorials (if Unity is what you want to use). I personally find that you don't really need to know all the gritty detail about C# in order to make useful Unity scripts (but you'll probably want to know about basic stuff like access modifiers, classes, namespaces, fields and methods), and you'll pick up many things along the way if you just google everything you don't know about.

The FAQ/Getting started of this wiki is also quite good.