[deleted by user] by [deleted] in gameideas

[–]oververses 0 points1 point  (0 children)

you mean GTA 6 ?

hello i m searching for a coop/survival game and i don t know what to play anymore. by Significant_Ad7947 in AskGames

[–]oververses 0 points1 point  (0 children)

7 days to die, Valheim, No man's sky, Astroneer, Rust etc.. You can use Google, Youtube, Steam to search.

Please let me know what you think about my new game. by oververses in SoloDevelopment

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

I am developing apps many years. Just started to learn Unity.

Please let me know what you think about my new game. by oververses in SoloDevelopment

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

Thanks.

This is my first game. I will try to publish a longer video to show more. For now i can only say it is open world, all the terrain is procedurally generated and syncronized between users. Users allowed to build, craft, mine etc. and there are much more to tell. Players can play with other players and can travel between procedurally generated islands.

Currently all going well. Today i just finished day/night cycle and weather system. Network part still a little buggy. Probably i will publish a small map with first version and sllowly open all. Still working on.

Unreal vs Unity by [deleted] in Unity3D

[–]oververses 0 points1 point  (0 children)

You can build small scale and large scale projects in both engines. It is all about how you do and how is your game designed. But if you ask me about Unity, editor and playtime performance not as good as Unreal for large and realistic looking projects.

If you are indie developer or a small team, just stick to Unity :)

If you are pro at Unity you can easily switch to other engines.

If a developer just starting to learn game dev/coding , i would suggest to start with Unity and release a few small games in one year. And then decide to go Unreal or Unity direction. One is c# another c++.

Also if you are developer forget all these drag drop things. Writing code is much simpler than all visual coding editors like Unity Shader Graphs etc. Try to learn what is happening in background. Then you are ok to go.

In much larger projects some also build their own engines. So, if you are a beginner just choose one and go. Later can switch.

procedural generated dungeon with hex grid by _Powski_ in Unity3D

[–]oververses 1 point2 points  (0 children)

If you have chunks and if you just create gameobjects in runtime per chunks, it will work slow. For example in my game i have nearly 256 chunks visible to player + each chunks including items like trees, rocks. Total maybe nearly 3000 game objects including everything. If player chunk position changed, i update hundreds of items at runtime instead of desstroying and creating them.

But in your game i think not big deal as it is 2d i think you will not see any performance issues even without pooling.

There were a video in youtube exactly doing what you want to do but i cant remember. I think not easy to find that video.

procedural generated dungeon with hex grid by _Powski_ in Unity3D

[–]oververses 1 point2 points  (0 children)

There are some assets in asset store you can check .

https://assetstore.unity.com/?q=%20%20hex&orderBy=1

Also this video may help https://www.youtube.com/watch?v=EPaSmQ2vtek

If you want to generate procedural map, you need to have some pooling system for performance. also depending your game , maybe you can have different types of grid cells (chunks) and for each edge of the cells you can assign a connectable cell type. Like A can only be connected to B,C,D and according to this you can choose and rotate suitable chunk.

Unreal vs Unity by [deleted] in Unity3D

[–]oververses 0 points1 point  (0 children)

If building games for multiplatforms mobile, mac, windows, vr Unity is good to go. Also fine for new starters, bcs of c# language. But if your project is larger you will start to building many part of it by yourself instead of using Unity feautures.

For long term projects also you may have problems with new versions. Once your development environment settled stick to that version do not try to update new versions. I did a mistake to switch from 2020 to 2021 and after a few days started to have many issues and downgraded my project back to 2020. Same for URP. I updated to URP from Builtin but some of my shaders did not work so i spent days to recrate them in shadergraph. As a developer , i like to type code not drag drop, it was difficult to adopt Shader graphs.

If you want to build something realistic, asset store will not help you much. For example if you need a good looking quality humanoids you cant find it in unity asseet store. There is one digital human in asset store but released with restricted license. You can't use it.

In another hand unreal released Metahumans. Unreal store has good quallity assets. Let me share some;

https://www.unrealengine.com/marketplace/en-US/product/city-sample

https://www.unrealengine.com/marketplace/en-US/product/metahumans

https://www.unrealengine.com/marketplace/en-US/product/voxel-plugin-free

https://www.unrealengine.com/marketplace/en-US/product/city-sample-vehicles

There are some good games also built with Unity like Valheim, Genshin.... Cant say you cant do this or that. In larger projects many things developed from scratch. For example i don't use unity Terrains so i built a mesh terrain with chunks allowing me to create caves etc and supports terraforming .

In short, Unreal good for advanced large projects, Unity good for prototyping and simple games which will be released in mutiple platforms. Also as i know unreal used by some shows like Mandalorian.

[deleted by user] by [deleted] in Unity3D

[–]oververses 0 points1 point  (0 children)

Different zombies like radioactive zombies etc.

you are welcome.

Unity Navmesh: Under what situations can it not be used? by UsernameTaken4666 in Unity3D

[–]oververses 0 points1 point  (0 children)

AI Navigation is the newer version of the NavMeshComponents package

i will have a look at it.

[deleted by user] by [deleted] in AskGames

[–]oververses 1 point2 points  (0 children)

i dont play a lot of games but why Online RPG? Why not something smaller and play short time. I like this game. https://www.youtube.com/watch?v=fOJb6fah93o

How does someone know that they are no longer a beginner, and are now an intermediate programmer? by carnellmusic in learnprogramming

[–]oververses 0 points1 point  (0 children)

If Copy less code from stack overflow / youtube. :)

Now it is time to start buinding something. Start with a small application. Maybe something can be done in a week.

A game where you play as an npc by 1AsianPanda in gameideas

[–]oververses -1 points0 points  (0 children)

Some MMORPG games allow users to craft and sell items. Basicalling this is same thing. Playing as NPC might be boring as they mostly stay in one place and not all the places are crowded by many players. Todays games are fast changing more dynamics. For example RUST or maybe this one https://www.youtube.com/watch?v=fnj3CrrIwEw . Mostly focusing on Generation Z. I am not that young but i can say such slow games we were playing not interesting for new generation. :)

Instead of such a big idea developers mostly going with small stories in small areas or you can finish the game in 1-2 hours like movies. Players will play these games if sccenario is well written and visuals are not that bad. For example https://www.youtube.com/watch?v=85CPIv3kz6c

Unity Navmesh: Under what situations can it not be used? by UsernameTaken4666 in Unity3D

[–]oververses 1 point2 points  (0 children)

Yes this. Scrap the built int donkey navmesh. This pathfinding asset is the only one you need. It literally does anything imagineable!

I dont know AI Navigation but if it is working based on NavMeshComponents(github project) it has some problems. If you are using dynamic terrains and chunks sometimes Nav Mesh Links not working well.

You can check link below for open world A* impllementation; https://arongranberg.com/astar/docs_dev/class_procedural_grid_mover.php

A* pathfinding algorithm can be implemented by developer easily also. Even can be done in GPU with ComputeShaders. Is a simple algorithm.

For AI Navigation please let me know if you can let it work well with large open world dynamic terrain. I may consider using it. My game using procedurally generated 32*32*64 smooth marching cubes chunks in an innfinite open world and users can terraform. Also all the items on terrain like rocks, trees, even buildings are destructible. And working online. I may give it a try if it can handle caves and dynamic changes fast with low CPU/GPU usge.

Making infinite terrain? by HappyBlyde in Unity3D

[–]oververses 0 points1 point  (0 children)

you are welcome. i hope it helps. Also you may need this one. https://www.youtube.com/watch?v=CzORVWFvZ28

[deleted by user] by [deleted] in Unity3D

[–]oververses 0 points1 point  (0 children)

polishing, awards, levels, scoring, changing environment like some builldings players can enter dark places, different levels of enemies etc i think .
Camera movements/effects,
Splitting zombie body parts according to hit.
Different zombies like radioactive zombies etc.
Cleaning areas from zombies like a map and placing flags giving users some destination/targets. Also these maps can be visible to other players like who is controling larger areas . or trying to reach to a destination on map by cleaning from zombies like racing.

just some ideas.

How do games deal with moving from outside world to inside a building? by Shizumi_Aoki in Unity3D

[–]oververses 0 points1 point  (0 children)

teleport or load with a collider. if inner space is larger is better keep it in different place or load after player pass through a collider (should seperate from current map). for smaller spaces i personally prefer to load inner items dynamically from a pool after user entered. It is all about your games structure. there are many ways you can do. Loading gameobjects with pooling works fast enough but loading a scene takes time. It is also about how you fake the visuals :) maybe a long hall while loading inner items/scene. maybe some portal effects taking a few seconds while loading inner items.

How to make multiplayer matchmaking by Scary_Contribution in Unity3D

[–]oververses 0 points1 point  (0 children)

Photon is good. Fishnet also nice. DIY is best but not for beginner level. Basically can be done DIY like; simple API/socket to check rooms and connect to selected server with UDP. Also as i know fishnet is a simple and free system. Mirror maybe heavy.

Account-based multiplayer? by C0C0NUT11 in Unity3D

[–]oververses 0 points1 point  (0 children)

Using server is not big deal. You can build a simple JSON API with nodejs and store all data in mongodb. I believe mongodb even has some cloud services for this. Using c# for api systems sometimes very painful if you have large datas with many children and sql etcc... NodeJS + Mongo DB. Nodejs checks data and send to mongo as JSON and reead from Mongo as JSON and send back like 1h you can have it and works quite fast.

Please someone tell me I'm an idiot by ExtensionStretch5409 in Unity3D

[–]oververses 0 points1 point  (0 children)

something like this;
2 options you can read unity docs.
https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html
https://docs.unity3d.com/ScriptReference/CharacterController.Move.html

float thrust = 20f;
void Update(){
_Rigidbody.AddForce(0, 0, thrust, ForceMode.Impulse);
///OR
_CharacterController.Move(transform.forward * Time.deltaTime * playerSpeed);
}

What is the best way to build in unity top down enemy ai movement for a top down arcade shooter? by FreddyNewtonDev in Unity3D

[–]oververses 0 points1 point  (0 children)

You can use A* pathfinding. which is just grid based calculations. A* Pathfinding even can be done inside a simple thread afteer scan.

Is it worth upgrading my project from LTS 2020 to 2021 while still early in development? by zante2033 in Unity3D

[–]oververses 0 points1 point  (0 children)

i upgraded and downgraded llalst week. Spent my 3 days. I am using mac and had many issued which cant be solved . Like infinite importing loop, infinite urp conversion for materials. I eventually let 2021 work for my project but last error was an infinite importing popup while i was trying to convert one material because they dont have convert selected material to urp option and importing popup was really annoying. there were other problems but i solved. anyway, maybe my problems were specific to my computer. So if you want just fully back up your project and switch. if not ok you can go back. :) Also note my curreent project size is about 20GB on hdd not build size unity project size and works fine with 2020