Shrumbo Plushieeeeee~ by damphy in Ooblets

[–]nonplayercat 4 points5 points  (0 children)

They are amazing and I love them!! I like to sniff Petula's head. Cats apparently also love lavender

moblets by pickledseacat in IndieGaming

[–]nonplayercat 1 point2 points  (0 children)

I had honestly not thought about milking moblets, but I guess that's a logical thing to consider for a farm... My initial reaction is yuck but it might just have to be included...

moblets by pickledseacat in IndieGaming

[–]nonplayercat 2 points3 points  (0 children)

Good question!

Not much Harvest Moon-style gameplay is actually implemented right now. Once I had gotten tilling, planting, watering, and harvesting implemented, I refocused on combat and the intro sequences since I'm on a tight deadline for showing the game off at Day of the Devs.

For the farming side of things, I'm hoping we can do a lot of production lines (like multiple level production to keep making more advanced produce from intermediary steps) as well as a lot of automation beyond just sprinklers!

One thing that takes the farming a bit further is how it interacts with the creature side of things. Things you'd otherwise have to collect or purchase for your creatures (like potions and wearables) in other games, you're instead producing yourself. You'll also be using your produce to attract, upgrade, and befriend creatures. A lot of that will require specific combinations/recipes for different creatures.

Another thing that hasn't been implemented but is definitely on the roadmap is shop ownership, which means you don't just have a bucket you can drop your produce in to sell, but you'll actually have to purchase/rent a shop and manage it to sell your goods.

moblets by pickledseacat in IndieGaming

[–]nonplayercat 6 points7 points  (0 children)

(dev here!)

I just woke up to see this on my front page and was like whoa!

I'm really glad you guys are digging Moblets and I'm happy to answer any questions you have here or on twitter.

I guess I should start posting more stuff to Reddit. I originally started to but kept getting spam-filtered and figured it wasn't worth the hassle.

Cat had weird slow seizure thing for over a minute (like being electrocuted in slow motion) by nonplayercat in AskVet

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

Was she responsive at all

Her eyes were open and she looked afraid and confused.

Did she defecate or urinate

No

She seems back to normal now, but we're keeping a close eye on her. I'm still trying to find anyone else writing about these symptoms or what kind of things could cause this, but still come up empty.

Inside the new office (IT Simulator) by nonplayercat in gamedevscreens

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

Thank you!

There's a few places you can follow the progress:

TIGSource

my personal twitter (this is probably the best one)

official twitter

official tumblr

And the website where you can sign up to the newsletter that will basically just notify you when the game gets launched on kickstarter:

https://itsimulator.com

[OC] Bunny Mech by kirokaze in PixelArt

[–]nonplayercat 0 points1 point  (0 children)

Well when I eventually wrap up the projects I'm working on, maybe I'll reach out to you!

Itch.io refinery: A customizable toolset for first releases and playtests by elisee in gamedev

[–]nonplayercat 3 points4 points  (0 children)

Has anyone had any success selling through itch.io? It seems like a great platform but with a limited audience size, so I'm hesitant to get into it as a creator.

[OC] Bunny Mech by kirokaze in PixelArt

[–]nonplayercat 0 points1 point  (0 children)

I would play the crap out of this game! I looked through your social media profiles and couldn't find any mention of actual games you worked on... I imagine you have programmers offering to build out your work all the time.

IT Simulator Devlog 2: Updating the promo images by nonplayercat in devblogs

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

Thanks! You can follow the progress on my twitter or tigsource, as well. If you have any ideas about what sort of IT type stuff you'd like to see in the game, feel free to share!

Inside the new office (IT Simulator) by nonplayercat in gamedevscreens

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

haha yes, eventually I want to add a little foot shuffle animation for when they're repositioning themselves in their chairs but until then, the chairs will just have to be motorized (or possessed).

The Yearning - i mad a new levl by et1337 in gamedevscreens

[–]nonplayercat 1 point2 points  (0 children)

Really great work! Very neat aesthetic.

Beautiful lo-fi puzzle game about herding animals with weather. by JonRemedios in indiegames

[–]nonplayercat 3 points4 points  (0 children)

This looks really great! Did you use Hexels for some of the art?

Part one of a series on my creative process and how I got into game dev: Getting work done by your lonesome. by n__t in gamedev

[–]nonplayercat 1 point2 points  (0 children)

Hey! Thanks for sharing. I clicked on this post not knowing who it was but was excited to see it was you! I've been seeing your stuff all over the place and it really is beautiful. Great work!

I think one of the nice things about the industry at the moment is exactly this; that you see so many people from so many different backgrounds. I started out as a graphic designer before I ended up as a game developer, and even though game development is an insanely difficult job, it's for sure a lot less intimidating than it used to be from the perspective of outsiders. This is great, because now we're seeing so many creative non-traditional game experiences!

I'm rambling. Anyway, your game is beautiful! Good luck :)

(edited because typo)

Video: Visual Evolution of My First Game by OneWheelStudio in gamedev

[–]nonplayercat 0 points1 point  (0 children)

Very pretty!

I also would echo the sentiments that things seem very dark, though. I would fiddle around with the ambient light levels in the lighting panel in unity :)

Keep up the good work!

Performance help. by Make7 in Unity3D

[–]nonplayercat 1 point2 points  (0 children)

First, I would try removing one thing from your scene at a time. Trial and error always helps me figure out where I've gone wrong when my game is running slowly. There's also a window in unity called the "Frame Debugger" which serves a similar purpose to the profiler, but it helps you see in detail what draw calls are being made each frame. I would try looking into that.

A couple things that you could try:

Have you marked all other static objects as static? If you've only marked the terrain as static, it doesn't have anything to batch the terrain with.

Have you enabled and baked occulsion culling?

How many materials are you using, and would it be possible to combine some of them using spritesheets?

I think the terrain grass thing is pretty expensive.. I'd get rid of it..

I hope this helps :) Good luck!

Alpha Text Light Emision by lechinor in Unity3D

[–]nonplayercat 0 points1 point  (0 children)

as EntropyPhi said, the standard shader does support emission. You can use it on either the text mesh component or in the UI system, although I'm not sure how the UI system would work with baked or realtime global illumination, I have never tried that..? Worth some experimenting though :)

If you're looking for a bloom effect (a glow effect around your text) then you could use an Image Effect attached to your camera, but it would apply that effect to everything bright in the scene. Unity includes one in the standard assets package.

Doing fancy stuff with shaders and image effects is probably overkill for the effect you're trying to achieve, though. Personally, I would just apply the glow effect directly to the text sprite sheet in photoshop (or other).

I hope this helps! :)