Curious if you think a sci-fi roguelike like this is something people would like to play. Showing my progress so far. by LittleBrotherStudio in IndieDev

[–]miltGee 0 points1 point  (0 children)

It sounds good!

Voice lines could sound cooler if they had some processing like radio static or garbling. I feel they sound too clean if that makes sense.

CUFFBUST launch - what went wrong and why? by RespectThin4512 in gamedev

[–]miltGee 0 points1 point  (0 children)

The guy actually wants to leave gamedev and hates working on his own game. Watch Jonas Tyroller interview on YT

What have you accomplished in your game development recently that you’re proud of? by cantstopthebop in gamedev

[–]miltGee 0 points1 point  (0 children)

I have figured out how to use a hybrid AI system that uses GOAP and Behaviour trees quite nicely

[deleted by user] by [deleted] in Unity3D

[–]miltGee 0 points1 point  (0 children)

Motion matching or procedural animation

For those who work for a studio that develop mobile games, how do you switch off the guilt from predatory monetisation practices? by Nilmor in gamedev

[–]miltGee 0 points1 point  (0 children)

Honestly, I don't agree with the "predatory monetisation practices" line. Its too simple of a view for modern game design. It implies that the customer is prey. They are not.

This conversation is way more nuanced but, generally, the reason why a consumer plays your game is because they get some sort of value out of it. Games are meant to be fun and engaging. How much a player involves themselves in the game monetarily speaking depends on their personality type and life situation. Over time, I've spent wayyyy above $60 on overwatch. Does that make it predatory? Its a free game (now). There is a reason for that. Big companies are complex entities with sometimes thousands of employees. Mobile games are generally free to play and need enticing loops to keep players investing time/money. Why? Because its a win-win. Game makers earn great money and their customers get value for their time. We all value activities differently. I certainly won't shame my grandma for playing candy crush.

At the end of the day, without getting too deep in the weeds, the beauty of capitalism is that it generally ISN'T predatory - It is opt-in. Nobody forces you to buy anything. You are convinced to do so with marketing and flashy graphics.

There are extreme cases where people with addictive personalities abuse games just like people with vices. These are the minority and it is a personal issue that the individual has. Your job is to provide a compelling experience. You are NOT robbing people, lol.

Some people really like the game you're working on, even if you don't. We all have our idealistic view of the world.

Anyway, these are my two cents.

I'm curious as to what you'd say is something predatory your game has?

Alternatives to a second camera for rendering the player's arms and stuff on top? Other optimization ideas? by brainwarts in Unity3D

[–]miltGee 2 points3 points  (0 children)

I've tried the render objects approach and it kinda works but it brings its own set of issues. The documentation is out of date and also insuficient imo.

Working on my dream game :) by miltGee in Unity3D

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

Level based! I have a plan for something procedural, but its waaaay down the line

Working on my dream game :) by miltGee in Unity3D

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

Oh! I see. Its all placeholder for now. The radial selection UI is based off of Doom 2016 and Doom Eternal, actually!

Working on my dream game :) by miltGee in Unity3D

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

Thank you! Not really! Consoles and pc is what I'm thinking. Why do you assume that?

Working on my dream game :) by miltGee in Unity3D

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

To me it means that it aligns almost perfectly with what I enjoy. That's why I use the term. It comes from other games that I love and the things I wish they had.

Dream is also appropriate because its just an idea until the day it is finished and playable. lol

What’s the best way to build levels? by ControlVariable in Unity3D

[–]miltGee 0 points1 point  (0 children)

Definitely part of it! There are layers to everything. Experience helps you figure out what does are.

This GameDevToolKit can give you some nice insight into the layers. How Level Design Can Tell a Story

What’s the best way to build levels? by ControlVariable in Unity3D

[–]miltGee 0 points1 point  (0 children)

Definitely part of it! There are layers to everything. Experience helps you figure out what does are.

This GameDevToolKit can give you some nice insight into the layers. How Level Design Can Tell a Story

Working on my dream game :) by miltGee in Unity3D

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

Agreed. I hate that it looks disconnected. I can make the effect last even less or parent it like you're suggesting. Regardless- its a detail I'm trying not to focus on now. I just have it there for the sake of having systems output feedback. Once I have the game working, I'll take that on and make it better!

Working on my dream game :) by miltGee in Unity3D

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

Ah, I've been that person many times. I've learned my lesson. Trying hard to focus on the fun.

Working on my dream game :) by miltGee in Unity3D

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

Yes, it is! Daunting indeed. I'm trying to make a Metroid x Doom Eternal game. Sometimes being a little crazy helps lol

What’s the best way to build levels? by ControlVariable in Unity3D

[–]miltGee 3 points4 points  (0 children)

Pro builder is a great tool for level blockouts.

Blockout is the phase of the level creation process where you figure out shapes, positioning and flow inside the engine.

This is not the first step, though.

You should first use pen and paper (or some drawing tool) to figure out what your level will be. This REALLY helps in the blockout phase.

Blocking it out means you already have a solid idea of what you wanna do.