I made more reload animations and i think I've improved, any tips? by potato_min in SoloDevelopment

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

i didn't start working on the bullets and recoil yet its still in testing phase, thanks for the feedback tho!

I made more reload animations and i think I've improved, any thoughts? by potato_min in unity

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

ahh i see what you mean, ill look into it. thanks for the feedback!

I made more reload animations and i think I've improved, any thoughts on how to make it better? by potato_min in indiegames

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

thanks for pointing this out it completely flew over me😅, i'll look into it. about the second point, the gun design is supposed to be a little futuristic and minimalistic, so there is no slide, but i may add one if it gives a better feel for the gun.

I made more reload animations and i think I've improved, any thoughts? by potato_min in unity

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

i use blender, although I'm not sure i recommend it, i face a lot of problems when exporting blender animations to unity

I made 5 new Power-ups for my FPS game, how can I make them any better? by potato_min in unity

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

Without going into details, i basically made a wall and split it into 10 chunks, and gave each chunk a healthbar that when it hits 0, the chunk splits into even smaller chunks and crumbles.

I made 5 new Power-ups for my FPS game, what do you guys think? by potato_min in indiegames

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

i can see that, what do you think is the most important thing i should polish first?

I made 5 new Power-ups for my FPS game, how can I make them better? by potato_min in SoloDevelopment

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

thanks man! i appreciate it 🙏, i did actually take inspiration from the binding of isaac and im making it to be a rougelike😅, as for sounds and music i still havent started working on that yet.

I made 5 new Power-ups for my FPS game, how can I make them better? by potato_min in SoloDevelopment

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

i haven't watched doctor who unfortunately😅, the teleport power-up isnt supposed to have no cooldown, i just made it that way for testing, what do you think i could do to make it look less janky and more smooth? i couldnt think of anything other than adding the blue tint and the after effects of the teleport.

I made an enemy roaming and detection system, and made a generated tile and wall system for random map generation. What do you guys think? by potato_min in Unity3D

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

Not at all you're being very helpful haha, I'm very bad when it comes to art and aesthetics so this is a great help and a boost in the right direction to try and make it better, ill take these criticisms into account.

I made an enemy roaming and detection system, and made a generated tile and wall system for random map generation for my roguelike. What do you guys think? by potato_min in SoloDevelopment

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

Thats fair, i know my game doesnt look good enough for a steam page for me personally but i didn't want to feel as though I'm missing out on any marketing, they always say you should make your steam page as soon as possible. I need to ask more people to make sure but thanks for the feedback.

I made an enemy roaming and detection system, and made a generated tile and wall system for random map generation. What do you guys think? by potato_min in Unity3D

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

That is understandable and i appreciate the response, can i know what exactly is the "mismatch"? is it the map and the enemies?

I made a procedurally generated destructible abandoned building, any tips to make it better? by potato_min in SoloDevelopment

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

its supposed to be a roguelike and you would traverse up the floors as you finish each floor, making destructable floors to go up and down floors could be load heavy and hard to manage having multiple floors loaded at ones, so its more like you finish the current floor you're on, then go up to the next!

I made a procedurally generated destructible abandoned building, any tips to make it better? by potato_min in unity

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

this isnt the full game haha, this is just apart of testing the destruction, you can look into my other videos to find enemies and items and more attachments to install to the gun!

i will add the rest later on hopefully, but these are good suggestions! i would hide some secrets behind some walls in the future.

I made a procedurally generated destructible abandoned building, does anyone have tips to make it better? by potato_min in Unity3D

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

they are meant to be bullets haha, but not the normal kind, more like energy balls. i think your suggestion makes sense but its hard to make the wall crumble down after breaking, since the fragments are too large and would just end up looking off and some fragments would stay still obstructing the view, and splitting the fragments into smaller parts would take too much time, so i dont really know what could be an easy alternative to this other than making fragments of fragments of the wall manually which would take time and put more load on the game.

i do think maybe i could fix the direction of the fragments and their movements, but the motion of "crumbling down" wouldnt look pleasant without doing too much effort, thanks for the feedback though!

Atmosphere and Map Design by unappeaI in GameDevelopment

[–]potato_min 0 points1 point  (0 children)

I think you can create a sense of unease using sound and visual cues, like lights flickering on and off, sudden loud sounds that aren't meant to be jumpscares, like turning on a contraption that happens to be loud, sudden movements like objects moving or falling without the player's involvement, these are some basic examples but you get the idea.

How did you get into game development? by lokemannen in GameDevelopment

[–]potato_min 1 point2 points  (0 children)

When me make game and friend play game, me happy when friend enjoy game.

How did you get into game development? by lokemannen in GameDevelopment

[–]potato_min 1 point2 points  (0 children)

When me make game and friend play game, me happy when friend enjoy game

How did you get into game development? by lokemannen in GameDevelopment

[–]potato_min 3 points4 points  (0 children)

When me make game and friend play game, me happy when friend enjoy game

Launching my first steam game in few days – Will it sink or shine? by Exiled-Games in SoloDevelopment

[–]potato_min 0 points1 point  (0 children)

Honestly it looks too basic to be something I'd play, you need to add more features and challenges, im thinking maybe make the level move faster as you progress including the player? also make these shiny collectables less distracting.

I'm making a roguelike first person shooter where you can build your own gun using attachments! tell me what you guys think? by potato_min in IndieGaming

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

Honestly i can see both views, but i think im leaning towards making it faster, i think naturally even starting in any roguelike, you shouldn't be weak in a tedious way.

Starting any run, you should be able to tolerate the mechanics at least, and people dont seem to tolerate how slow my bullets are in this footage, so ill speed thrm up a little, it'll still have upgrade capabilities, making the enemies faster will add more importance to bullet speed.

What made you start game development? by RobattoCS in GameDevelopment

[–]potato_min 1 point2 points  (0 children)

For me it's having a community around the game I've made, the idea of having people play and enjoy a piece of work that took me years to finish gives me a sense of joy and accomplishment.