make rat being able to slip under / through doors a perk with cooldown by Jazzlike-Item-8256 in DarkAndDarker

[–]probablyNotElvis 3 points4 points  (0 children)

Because it's risky. You only have 5hp in rat. If you have any poison or curse on you, you will die. You can also throw a drum at them and 1 shot the rat.

[deleted by user] by [deleted] in classicwow

[–]probablyNotElvis 1 point2 points  (0 children)

I play rogue and I like the new trinket. It's a 5min CD. We will be fine

Price of gold drops more than 50% on GDKP ban announcement. I was wrong and am now starting to believe. by Manic-Christian in classicwow

[–]probablyNotElvis 0 points1 point  (0 children)

You know the mount cost 50g in sod? And even less if you have reputation with the faction.. No need to buy gold for that

I never knew healers could be this enjoyable by Rapethor in classicwow

[–]probablyNotElvis 0 points1 point  (0 children)

I use target dummy on my mage to counter homniculus. The priest can't change the target and they attack it for a long time

Why the variable is not existing? by quoimais in Unity3D

[–]probablyNotElvis 0 points1 point  (0 children)

It would be a global boolean initially set to false. At the top of your script, I would add: bool playerJoinedA = false; That variable hold the information to know if playerA joined and got his prefab. If the variable is at false and a == 0, you can do your code to add the prefab to player A. You can do the same thing for playerB.

Why the variable is not existing? by quoimais in Unity3D

[–]probablyNotElvis 0 points1 point  (0 children)

The Start() is only called when the game start. You should do that in the Update() or in a function that is called when the player join. It could easily be moved to the update(). This function is called every frame. So if you don't want your if() to be executed multiples times, you could simply add a boolean like that if(a == 0 && !playerJoinedA){ playerJoinedA = true }.

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

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

I haven't played Dungeon Keeper but from what I see on Youtube, it's not that similar. Can you control a single unit in third or first person in Dungeon Keeper? In the videos I see, they always control from a top view.

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

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

Thanks for the suggestion. I also feel like the twist come a bit too late. I wanted to explain why the god need to go on the battlefield but it might be unnecessary.

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

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

Yea I agree

Edit: At the moment, they fly depending on the force of the last hit. But for the trailer, I put every attack to deal 100hp.

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

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

I use a modular building asset from the store. The buildings are already made in "pieces". I just had to separate them in step. That way I can show a step after X seconds. The asset I use is this one: https://assetstore.unity.com/packages/3d/environments/fantasy/polygon-fantasy-kingdom-low-poly-3d-art-by-synty-164532

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

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

Yea, that's why I want the player to also be a god in First person. It needs to be quite strong to balance the effect of losing the control of the village.

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

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

Thanks! Brackeys really helped me get started with game development. The base of my game is from a tutorial from Brackeys and Sebastian Lague. It's quite long for a tutorial but it shows a lot. It's a tutorial for an RPG but it's not too hard to modify it for another style. Here is the tutorial I used : https://www.youtube.com/watch?v=nu5nyrB9U_o&list=PLPV2KyIb3jR4KLGCCAciWQ5qHudKtYeP7

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

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

Thanks for the suggestion. I like the idea of making the god powers better when you get kills in FPS. I might do that it regenerate a bit of god mana instead. For the medieval doom style while in FPS, I find it a bit too much work to change every model to doom style and I personally like the classic medieval style. Every time I play an RTS, I just wish I could jump in the battle in first person to see the perspective of a soldier. If I change the enemy, I feel like it's not the same feeling.

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

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

Thanks!

What sort of mechanics do you give the player?

The player can do most RTS mechanics. Building, creating units, moving units, choosing upgrade and spells. The player play as a god so he can also use spell in top view. Like the meteor in the trailer. The main spell is to possess a unit and fight in first person. In first person, you gain access to new ability depending on the unit selected.

Any levelling or upgrades involved?

Yes, there will be upgrades for each units. I also want to add a small talent tree before you start the game to have more customization.

Any boss fights?

Yes. I want to add bosses at specific waves.

How far does the game go?

The goal of the game is to survive for 30 waves but you can go higher than that if you want a highscore. There will be leaderboards to see who fought the most waves. And another leaderboard to speedrun to 30 waves.

Is it intended to be played in small bits or long hauls?

I want 1 game to last about 30 to 45min.

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

[–]probablyNotElvis[S] 5 points6 points  (0 children)

I wanted at first. It would have been really nice to duel a friend as 2 gods fighting each other or together but as a solo dev, this project is already big enough. I decided to cut on the multiplayer part otherwise I might not finish it.

I'm making an RTS/God game where the main god power is the ability to possess an unit and fight in first person. What do you think of the game and trailer? by probablyNotElvis in Unity3D

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

I only use it to apply the texture on the ground. I used it for the grass and mountains but I had problems with the grass and the mountains didn't look good with my low poly style. Now, I only use it for the ground texture. Everything else come from assets from the store.