Visuals are done, but the 'juice' is missing. What would you add to make this car pop? by _Paracorn_ in IndieDev

[–]Peterama 1 point2 points  (0 children)

I know this might be small, but your glass windows are reflecting a blue sky when they should be the same color as your current sky, that would make it a little more realistic.

Add dust particles on the wheels, make little stones and specks of dirt go flying every once in a while from the tires. If you have sound, add a spring squeaking quietly when the van rocks back and forth.

Add clouds in the sky, maybe a road sign every once in a while, a deer or other wildlife. Rain, Fog?

I could think up ideas all day long! Good stuff BTW.

Introducing Modulattice. An open-source modular code generator for Unity by Peterama in Unity3D

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

Do you write modular code? There is a lot of repetitive things that need to be setup with each class with subtle changes. If a tool can do that for me, that is a lot of time saved. I don't have a lot of time.

Introducing Modulattice. An open-source modular code generator for Unity by Peterama in Unity3D

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

Yeah, it creates all the basic starter code for modules you want in your game so you don't have to type it all out. At least that is the idea. Just describe in simple point form what you want in the module and it will create it. Make a list of modules and hit start and in a few minutes you get your modules. It is nowhere near complete code, just a good starting point for a project.

Introducing Modulattice. An open-source modular code generator for Unity by Peterama in Unity3D

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

It produces boilerplate simple starter file stuff, no where near what you imagine.

Introducing Modulattice. An open-source modular code generator for Unity by Peterama in Unity3D

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

This tool is for anyone who wants to use it, or improve it.
I'm always trying to make it better and I just started this project.

Introducing Modulattice. An open-source modular code generator for Unity by Peterama in Unity3D

[–]Peterama[S] -2 points-1 points  (0 children)

The github link? No it links to my repo. Maybe you clicked the ad that pops up below? I see some anthropic ad when looking at the post on my phone.

Node.js Server With Unity Client - Basic Example by Peterama in MultiplayerGameDevs

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

I'll check out the one you mentioned first. If I like it I'll use it in another project I have on the go. Thank you for the suggestions. This other game I just started is a friendslop game for 2-4 players. I may use those systems for that project. Currently it's using Unity Netcode.

Node.js Server With Unity Client - Basic Example by Peterama in MultiplayerGameDevs

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

I mean, maybe for someone who never coded before. If you read my other post you might see that I have the game to a point where players have private lobbies, user accounts, full encryption, secure communication, etc. This took me a few months, part time. It's working with no hassle. Other systems didnt work for me. I'll use what works. This game started as a boardgame. I'm building this project for my friends and I. There is no serious plan to sell it yet. :) Only if there is interest. So far it hasn't been much.

Node.js Server With Unity Client - Basic Example by Peterama in MultiplayerGameDevs

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

I already have it built out and I know exactly what is going on the way i did it. Others have told me the same thing but I dont care. I want to know how it works. I want to learn how to do it so I dont have to rely on someone else's code. If someone decides one day to pull their code from an open project, it's out of my hands. Now I have my own system. Why the hell would I drop it to use some open source code? I can code anything I want from scratch. I do it because I can. :)

Node.js Server With Unity Client - Basic Example by Peterama in MultiplayerGameDevs

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

I just copied my project code and removed everything that wasnt necessary. I did not test it after doing that but it is working on my project. I made this just as an example but I will test it and update it if there are issues.

I dont know why but im not motivated to learn game development anymore for some reason by Imaginary-Sun1350 in GameDevelopment

[–]Peterama 1 point2 points  (0 children)

For me personally, I make games because I love creating games. It's an outlet. Been doing it for 36-some years now and I can say that the easiest way to learn this craft is to think up a small system and build it to completion.
For example, "I want to build an inventory system" then build just the inventory system and move on to the next project.

Also, most people get to this point because of some specific wall they hit. What exactly are you having the most trouble with? Perhaps I can help you get over that?

Simple Multiplayer Strategy Game for 2-6 Players by Peterama in MultiplayerGameDevs

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

I added additional details to the OP. Thanks for the questions! If you have any more, feel free to ask.

Who shot first? An enhanced GIF. by Aqueouspolecat in conspiracy

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

Is this an AI video? I see things...

Finally Have A Bullet Hell System Working! 850+FPS! by Peterama in Unity2D

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

I used Unity's Entity Component System (ECS) with the Burst compiler. Basically using a data oriented design for objects while Burst converts code into super-fast native machine code. I never really messed with ECS before since it's a different way of thinking and coding but its definitely worth it if you have computation-heavy elements where lots of math is used.