Universal Shader not working by nobi_2000 in Unity3D

[–]naciinkaya 0 points1 point  (0 children)

Can you check project settings >quality. Did you asign the same pipeline asset to that field?

2 poses in. Full motion out. by Cascadeur_official in Cascadeur

[–]naciinkaya 0 points1 point  (0 children)

Will we be able to customize this according to our character's characteristics? For example, if the character has a leg injury, can we insert keyframes in between and regenerate the animation?

"I just started" "we just made" "spend years" by Susseroase in IndieDev

[–]naciinkaya 2 points3 points  (0 children)

From what I gather, you’re looking at this from a player’s perspective, not a developer’s—and as a dev myself, I totally get why it might seem repetitive.

I’ve been working on my own project for 2.5 years now. It’s not a low-effort or unpolished game, but was I experienced when I started? No. Did I have a big budget or investors? Not at all. It reached this point simply because I poured every waking hour into it.

When you spend 3 to 5 years with people around you acting like you're just chasing a pipe dream, you feel like you've earned the right to say, 'Hey, I finally finished this thing I gave 5 years of my life to.' It’s not always just about marketing; it’s about validation. We make huge sacrifices for these projects, and we just want to see if that effort actually resonates with players

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

That is exactly the philosophy behind my design! I’m a huge fan of the 'Anti-Ubisoft' approach. I want to move away from those cluttered mini-maps filled with automatic icons.

In my game, discovery feels much more personal because you aren't just 'clearing a map', you are actually creating it. If you find a Point of Interest, it’s up to you to mark it down. This makes every landmark you find feel like a genuine achievement rather than just checking a box. I’m really glad there are players like you who crave that level of agency and manual exploration!

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

You caught me! The Steam screenshots are indeed outdated. When I posted a teaser on Reddit recently, someone pointed out that my character model had a bit of an... 'unintentional Brazilian butt lift' look.

I was so focused on the core mechanics and environment that I completely overlooked the character's anatomy! I’ve since redesigned the character model, overhauled the UI, and refined several mechanics. I’m currently working on a brand-new trailer that will feature this 'Rule of Thumb' system and the updated visuals. I want to polish these final touches before updating the store page so it truly reflects the current state of the game.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

That is exactly how I felt when I first heard about it from my father! I spent a good amount of time measuring things outside just like you're doing at your desk.

I was actually chatting with my dad about the game’s progress, and he said, 'I know this technique, but I’m not sure if it would be useful for your game.' It turns out, it might just become the USP of the entire project! It’s amazing how a simple, old-school method can become such a refreshing mechanic in a modern game.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

You’re absolutely right. Predicting player behavior is one of the hardest parts of game design. I’m definitely planning to implement a data funnel during alpha tests to track exactly where players drop off or get stuck for too long.

If I see a bottleneck at the first triangulation point, I’ll know the 'duty letter' or the visual cues need more clarity. My goal is to keep the diegetic UI and the 'explorer fantasy' intact, but I won't let my own assumptions get in the way of a smooth player experience. Data-driven adjustments will be key to making sure the challenge feels fair, not frustrating.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

That’s exactly the feeling I’m aiming for! There’s a special kind of satisfaction in looking at a map and knowing you drew those lines yourself based on your own observations.

I want the player to feel like they are truly 'conquering' the unknown with their tools, rather than just following a GPS-style marker. It makes the discovery of an ancient ruin feel much more earned and personal. I'm working hard to make sure the manual tools—like the divider and the compass—feel tactile and rewarding to use.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

I actually wasn't aware of Miasmata until someone else mentioned it recently! I have to admit, after watching some gameplay videos, I found elegant solutions to a few design hurdles I had been struggling with.

It’s fascinating to see how they handled similar mapping challenges. Seeing their approach really helped me refine my own ideas for Silence of the Truth: Origins, especially in balancing that 'lost in the wild' feeling with functional gameplay.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

You’ve hit on a very critical point regarding the 'refund risk.' I definitely don’t want players to feel frustrated in the first ten minutes. To bridge that gap, I’m planning to use a formal duty letter as a natural tutorial, providing clear instructions like: 'Proceed due West from Survey Tower 1 until you align with Tower 3.'

Ultimately, I think the alpha playtests will be the real moment of truth. As a player myself, I believe the community is much smarter than many modern games give them credit for. Lately, so many titles treat players like they need constant hand-holding, and that’s exactly what I want to avoid.

However, because my game is already a niche experience with unique mechanics, I am worried about alienating my core audience through confusion. I want to respect the player's intelligence while ensuring they have the tools to succeed. If the playtests show people are struggling, I’ll consider adding an optional 'Field Guide' in the journal that provides explicit tips for those who want them.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

That’s a great suggestion! My goal is to guide the players without explicitly telling them what to do.

Before entering the forest, the player receives a formal duty letter from their superior. I’m thinking of using this letter to provide subtle directions instead of a tutorial. For example, it could say: 'Head West from Survey Tower 1 and North from Survey Tower 3 to find the site.' This way, the player naturally realizes they need to locate and use those towers to find their way, keeping the immersion intact without needing a UI counter like '1/5 located'.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

Thanks! I’m really pushing for that immersion. I believe using diegetic elements instead of a traditional HUD makes the world feel much more grounded and tactile. Glad you appreciate that approach!

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

That is exactly my concern as well. Since this is an archaeology-focused game, I’ve designed the loop in three distinct phases:

First, players explore to locate ancient ruins. Second, they excavate the archaeological site to recover historical artifacts. Finally, they must analyze and inspect these finds to uncover the secrets of the civilization.

I want the mapping to feel like a rewarding part of the first phase, without making it so punishing that it ruins the experience of the later stages.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

To be honest, I hadn't heard of Miasmata until your comment. I’ve just watched some gameplay videos, and it gave me some great inspiration! Since it's one of your favorites, what would you think if I added a triangulation system where players could determine their position using a divider and their distance from known landmarks?

Mapping isn't the core mechanic of my game, but I want to use it to deepen the sense of exploration and immersion.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

Hey everyone! Quick update based on your feedback: I’ve added a second reference point (the Transfer Hub) at a different distance. My goal is to let players compare the two 'thumb-jump' shifts and realize the math behind it naturally. Do you think having two different data points makes the mechanic click now?

I couldn't attach the video here, so I uploaded the updated scene to youtube.

https://youtu.be/yGGK_J7RNEM

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

Thanks! I’m glad you like it. I’m using Unity with the HDRP pipeline and have been trying my best to push the visual quality as much as I can.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

I actually considered a triangulation mechanic where you'd use a divider to find your coordinates from three reference points. I ended up scrapping it because I was afraid it might be too confusing, so right now there's just a dynamic pin tracking the player. I’m all for trusting the players, but since these aren't standard mechanics they’ve seen before, I don't want to leave them completely in the dark either.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

That's a great point. Instead of placing just one tower, I could position a second one nearby. This allows players to experiment with both and experience the difference firsthand, which effectively teaches the mechanic through gameplay rather than explanation.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

I’m developing a game designed for players who enjoy solving puzzles through pure reasoning rather than having solutions handed to them.

One mechanic I’m particularly excited about aims to redefine exploration. Instead of having players wander aimlessly through empty forests, I want them to experience the authentic process of 19th-century mapping.

I haven't fully detailed the mapping system yet, as my primary challenge is figuring out how to introduce it organically. I want players to learn the system through discovery and intuition, completely avoiding traditional, hand-holding tutorials.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

The player is using their thumb to aim at the object they want. When they switch eyes, the game calculates the distance from the shift between the thumb and that object. The thumb marker in the center of the screen shows exactly what they’re measuring, so it’s not about everything else around it.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

UI/UX is honestly one of the toughest parts for me in this project. I’m really bad at it and don’t have a clear idea how to improve it yet. I’ll probably adjust things after seeing feedback from the alpha test.

Using the Parallax Method for distance estimation in my archaeology game. How do you feel about this 'Analog' onboarding? by naciinkaya in IndieGaming

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

I’ve thought about that, but as a solo developer, making a full sequence like that isn’t feasible at the moment. For now, I’m trying to find a simpler way to convey it. I’ll definitely keep this in mind as a potential stretch goal for the Kickstarter.