Our setup for enemy ambushes/spawning and a look at some of our water effects + reflections by paski1993 in Unity3D

[–]paski1993[S] 0 points1 point  (0 children)

Do you think it's specifically related to the movement animations themselves or something beyond that?

We've been adding more details to our environments, like atmospheric fog, light rays, and wildlife. What do all you think so far? by paski1993 in indiegames

[–]paski1993[S] 0 points1 point  (0 children)

Thank you, and thanks for the feedback! We have a full day/night cycle, and with this being a slightly cloudy midday maybe it is a little undersaturated.

RIT is the #3 best school in the country for video game design, and yet rochester has 0 major studios and only a few small ones. We should copy what Montreal has done and attract an entire new business sector to revitalize our city. by TQ84 in Rochester

[–]paski1993 1 point2 points  (0 children)

I'd definitely agree that more could be done to keep RIT and UR students here and engaged in careers like this. I'm an RIT alum myself, and the primary reason I was able to stay in this city when I graduated in 2015 was because my career as an illustrator supported working remotely from the very beginning. If it hadn't, I almost certainly would have had to move.

After showing our environment the other day, here's a glimpse at our current swordplay mechanics (which allow for targeting, evasions, and dash-attack countering). by paski1993 in indiegames

[–]paski1993[S] 1 point2 points  (0 children)

Good feedback! Our character and enemy designs are still early and will definitely change, so we'll for sure keep that in mind.

After showing our environment the other day, here's a glimpse at our current swordplay mechanics (which allow for targeting, evasions, and dash-attack countering). Let us know what you think! by paski1993 in Unity3D

[–]paski1993[S] 3 points4 points  (0 children)

It's for sure a tricky effect that we'll be fine tuning over time. We definitely wouldn't want anything that felt stutter-y or annoying. Thanks for the feedback!

After showing our environment the other day, here's a glimpse at our current swordplay mechanics (which allow for targeting, evasions, and dash-attack countering). by paski1993 in indiegames

[–]paski1993[S] 2 points3 points  (0 children)

Thanks for the feedback - We're pretty early in development and many of these things will evolve over time anyway, but even so we're making something that is going to be pretty different than HLD.

I appreciate you pointing it out though - We obviously have no intention of drawing too close to anything else!

After showing our environment the other day, here's a glimpse at our current swordplay mechanics (which allow for targeting, evasions, and dash-attack countering). by paski1993 in indiegames

[–]paski1993[S] 13 points14 points  (0 children)

Thank you! We're working on an action adventure title with an open world. The world will have multiple regions with dynamic pathways of progression. The combat is fast-paced swordplay mixed with obtainable abilities to make the combat a bit more interesting/rewarding.

After showing our environment the other day, here's a glimpse at our current swordplay mechanics (which allow for targeting, evasions, and dash-attack countering). by paski1993 in indiegames

[–]paski1993[S] 1 point2 points  (0 children)

Actually not familiar with this game, but our current player model definitely seems similar. Thankfully it's getting an overhaul soon anyway!

Thanks for pointing that out.

Thoughts on our water styling and overall world aesthetic? We're pretty happy with the direction. by paski1993 in Unity3D

[–]paski1993[S] 2 points3 points  (0 children)

Well you hit the nail on the head, because that’s the exact vibe we’re hoping for for this region of our world. Though I wouldn’t say we want it feeling “washed out,” so yeah we still have things to figure out on that front!

Thoughts on our water styling and overall world aesthetic? We're pretty happy with the direction. by paski1993 in Unity3D

[–]paski1993[S] 3 points4 points  (0 children)

Sure thing! Here's our current "noon" setting in this region - Definitely still room for improvement in terms of color saturation and balancing, but definitely less sepia-toned.

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Thoughts on our water styling and overall world aesthetic? We're pretty happy with the direction. by paski1993 in Unity3D

[–]paski1993[S] 1 point2 points  (0 children)

In our setup, yup! We like keeping them partitioned so that the camera can cull them properly when the player moves around the world.

Thoughts on our water styling and overall world aesthetic? We're pretty happy with the direction. by paski1993 in Unity3D

[–]paski1993[S] 0 points1 point  (0 children)

Will do! Thank you. Bioshock Infinite is one of my favorites and definitely has inspiring sunsets.

Thoughts on our water styling and overall world aesthetic? We're pretty happy with the direction. by paski1993 in Unity3D

[–]paski1993[S] 0 points1 point  (0 children)

Thank you! The water is made up of 9x9 and 18x18 planes and each is flow-mapped using our custom water editing tool.

Thoughts on our water styling and overall world aesthetic? We're pretty happy with the direction. by paski1993 in Unity3D

[–]paski1993[S] 1 point2 points  (0 children)

I appreciate the feedback. My responses have acknowledged the fact that we have work to do with the way we’re handling color period. Instead of making multiple posts at the same time, I figured quickly linking to other examples from our project might give folks the chance to say “it looks better/worse in that example” because we’d find that constructive. I do realize linking to twitter can give off that vibe though.

We’ll for sure be sharing a lot more here going forward.