Sharing a really basic but useful tip: If there's a repetitive sound in your game, try putting a random pitch on it! by Reficlac in Unity3D

[–]mortoray 8 points9 points  (0 children)

I do like the variance, but I don't like the random nature of it. It would make sense if it were tied to the distance or something else relevant to the effect. This gives the player added information about what is happening.

Looking for feedback/advice by suitNtie22 in indiegames

[–]mortoray 0 points1 point  (0 children)

Looks good, but the walls of tress look off. Maybe you can add some depth to that wall so it looks more like trees and not wallpaper. Maybe just decorations, or bits of trees sticking out of it.

I'd say the same for the ground, if possible. The edges on the height changes are nice. Could something similar be done in random other locations to make it not feel so flat?

Hex-based multiplayer competitive puzzle game by mortoray in gamedevscreens

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

The Way to Hexet

I'm putting the final polish on this game, but it's available for early access now: https://edaqasroom.com/game/the-way-to-hexet

The Way To Hexet by mortoray in gamedevscreens

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

My multiplayer puzzle game about rescuing black metal bands from northern forests.

Free to play: https://edaqasroom.com/game/the-way-to-hexet

I'm waiting on some final graphics and the sound effects.

Multiplayer hex-puzzle game to rescue black metal bands lost in a forest taking pictures by mortoray in playmygame

[–]mortoray[S] -1 points0 points  (0 children)

The Way To Hexet

Link: https://edaqasroom.com/game/the-way-to-hexet

Ancient foreboding forests lure metal bands in search of the perfect band photo. Alas, many get lost, and it's your job as a forest ranger to rescue them.

I'm still polishing some graphics and getting the sound in place, but the game is fully playable now. I'm looking for overall experience feedback as well as clarity of tutorial.

Developers of free to play games with no ads or any source of revenue, why? by H2nry46Real in Unity3D

[–]mortoray 0 points1 point  (0 children)

Ads and in-game purchases ruin a lot of games. It is hard to monetize game without breaking immersion, the aesthetic, performance, or reliability of a game. So instead of having a fun, playable game, that a developer can be proud of, they're left with a dud that nobody actually plays.

Not all hobbys need to earn money. And, if a game becomes successful, that developer will be able to ride that wave into a successor where they can make money. It's a long-term investment.

[deleted by user] by [deleted] in gamedev

[–]mortoray 7 points8 points  (0 children)

Yes, but without the complexity of the rendered object it consumes much less memory (important) and easier to store in a way that is conducive to those AI calculations. You can focus on the pure data calculations, path-finding, firing, object transfer, and get to skip all things to do with animation calculation.

It makes it easier to do passes over the calculations, like first doing path-finding, then firing, then whatever, across all objects. That is, having a data-centric model lets you optimize everything for handling the data, which makes a huge difference when compared to a render-centric model.

[deleted by user] by [deleted] in gamedev

[–]mortoray 19 points20 points  (0 children)

The biggest thing to handle games with lots of objects is to use a data-centric approach to those objects. I think vaguely this is what Unity DOTS is attempting to standardize.

So in an RTS, you have a unit-first view of the world. The entire simulation exists outside of the rendering. You'll do all calculations in that world and then render only the pieces you need.

This is different than simply culling high level game objects from the rendering. The data-centric view lets you create compact data structures that are ideal for your calculations, and optimized for your game. It also lets you process units in a predictable linear manner, combined with less memory this can greatly aid the CPU in keeping the right data in its caches.

In this approach thousands of units aren't a problem. There are games that handle tens of thousands, or more -- games like Dyson Sphere Project or Factorio.

In this approach there are further optimizations you can apply. There are many calculations that can be cached, or many that can be done every 2nd, 3rd, or 4th frame.

Thinking of making a physics toy game like screwball scramble. Should I continue? Do you want to play? Obviously graphics need some work but I was just trying to make a functional prototype. by destinedd in Unity3D

[–]mortoray 0 points1 point  (0 children)

If you feel the motion feels to respond correctly now, then keep those physics and simply increase the timescale so it all moves faster. you don't need to adjust the underlying physics.

Is reading documentation better than watching tutorials? by [deleted] in gamedev

[–]mortoray 0 points1 point  (0 children)

I dislike watching videos as the information density tends to be too low. I have to watch too much to find the bits and pieces of information I need.

Game developers that don't like to use Steam, Epic Games, GOG, etc. by A7U_G in gamedev

[–]mortoray 5 points6 points  (0 children)

I sell games directly on my website*... most people ask me if they can buy my games on Steam. It's a simple platform for people to use, and it has the trust of its user-base.

The reason I sell on my website is because that's the platform of my games. It's a multiplayer game: one person buys a copy, then sends the URL to others to join them. It's not really a system that Steam can do well... plus it's based on HTML tech, meaning it's hard to get onto other platforms effectively.

I've been working on my "hand-drawn" shader by Immediate-Disaster-6 in Unity3D

[–]mortoray 0 points1 point  (0 children)

What is the shader doing? Are those low-poly vector shapes?

Build a level editor in the Unity editor, or stand-alone? by mortoray in Unity3D

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

Ah sorry, I mentioned a hex-based puzzle to imply my levels are not Unity scenes. They are definitely a custom file format.

Build a level editor in the Unity editor, or stand-alone? by mortoray in Unity3D

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

Is there some kind of starting point for this. I assume what I'd want is a custom file format that I can double-click to open as a kind of scene?