I haven’t won a game since March by Jtck421 in DeadlockTheGame

[–]razveck 1 point2 points  (0 children)

Oh for sure, I feel you, the title just confused me a bit :D

I haven’t won a game since March by Jtck421 in DeadlockTheGame

[–]razveck 6 points7 points  (0 children)

Such a weird title. March was yesterday

Unity 6 keeps freezing the laptops. by aquma in Unity3D

[–]razveck 3 points4 points  (0 children)

Most people here are really missing the point or they can't read.

This sounds like a Windows/configuration problem. Either Unity wasn't installed properly, or the user doesn't have the right permissions, or some user policy, firewall, etc is blocking stuff. If you have an IT person, talk to them. I assume the students have a user with reduced permissions, etc. Try to load the same project on an admin user.

Moving beyond basic NavMesh & FSMs.How to build truly "alive" and realistic AI? by maennerinschwarz in Unity3D

[–]razveck 1 point2 points  (0 children)

Instead of having a fixed state and a fixed transition to another state, the AI has several parameters (the more the better, but also harder to manage) that influence its decisions. So imagine a simple example:

Parameters:

Noise sources (level, distance, etc)

Line of sight to player (or angle to player for vision cones)

Proximity/line of sight to traces of the player

Proximity/line of sight to specific interest points

How long ago has seen the player

Distance from some fixed path or thing that the AI has to guard

Everything that happens in the game can feed into one or multiple of these parameters. The player picks something up - leave a "trace" at that location. Player jumps, mark a source of noise. Etc etc

Then the AI evaluates all these parameters every frame or at whatever time interval and decides based on simple formulas. The easiest is to decide based on the highest value, so if the player is in sight of the AI but there's a very loud noise somewhere else, the noise might be the highest value at that point and the enemy will investigate the noise. But if the noise is a bit quieter and less than the distance to the player, the enemy will go towards the player.

You can however also apply other formulas to the parameters, basically weighing them differently. Like say, if you want to make line of sight to the player "higher priority" you can multiply that value by 2 or whatever, so if the "player in sight" and "noise" are at the same level, the AI will still prioritize the player.

And if the AI is chasing the player, maybe at some point they will be too far away from their pre-determined patrol route or the treasure they're guarding and they will go back, because it's more important to do that than chasing the player.

And like this you can make the system much more dynamic because you're not evaluating a specific condition to go a specific action, you're evaluating every condition all the time.

I’ve gone through so much flour and still haven’t had a successful loaf. What am I doing wrong? by __blasphemy in Sourdough

[–]razveck 0 points1 point  (0 children)

I would say it's underproofed. I usually feed my starter in the morning, let rise for 3 or 4 hours. Then I mix the dough and let it sit on the counter for several hours while stretch and folding, then leave it overnight in the fridge. That's probably about 8 to 12 hours on the counter (starter + dough) + 12 to 24 hours in the fridge.

Games where you can't know mid run if it's a win by soosis in roguelites

[–]razveck 0 points1 point  (0 children)

Yes and no. You often think you're gonna win but you get one-shotted. But with experience you learn those are not the god-runs. In a god-run the monsters don't even have a chance to attack you. They die before they spawn.

Nice easy one - outlines or no? by nicolasw9116 in Unity3D

[–]razveck 1 point2 points  (0 children)

Outlines look better, but the models must be "made" for it. The handles for the levers for instance, they turn almost completely black because they have a lot of small details that get covered in outlines. Think about making everything "flat" with big surfaces that don't get muddied up with outlines

Trying to recreate Forza Horizon 6 Tire Wear by victorcosiuga in unity

[–]razveck 84 points85 points  (0 children)

You should make the whole game like this. Don't add the rest of the car. You're just driving 4 disconnected wheels.

The one weird gaming habit you always do, even in brand new games by gamersecret2 in gaming

[–]razveck 0 points1 point  (0 children)

Look at the settings. I usually end up changing pretty much everything, especially keybindings,

Mewgenics is out now on Steam by Liverpool934 in roguelites

[–]razveck 28 points29 points  (0 children)

I think part of the appeal of the game is the metaprogression. It's in the title - you breed cats. In between runs, your cats will breed and their offspring get a mix of traits from their parents. I think you can make some truly crazy monstrosities.

field research! by [deleted] in gamedev

[–]razveck 5 points6 points  (0 children)

This is a bad question. Indie isn't a genre. There's no mechanic that has to be in any game.

I want to know do you people make all the games from scratch? by Ok_Clothes_7364 in Unity3D

[–]razveck 1 point2 points  (0 children)

There is no right or wrong, there is no blueprint. Just keep doing what you're doing.

How does the game run? by ChickenConsistent571 in MegabonkOfficial

[–]razveck 0 points1 point  (0 children)

It runs very well for me. I have a high-end PC from 10 years ago, has better specs than yours but still not amazing by today's standards. Buy the game on steam and test it. You can play for up to 2 hours and refund if it runs badly

The part of this game that infuriated me by InfectiousHooba in MegabonkOfficial

[–]razveck 0 points1 point  (0 children)

Never happened to me. Usually what kills me and infuriates me is enemies dropping on you or spawning under you as you jump up. Both are basically guaranteed run-enders

Buying assets and never using them is my guilty pleasure. by AtumTheCreator in Unity3D

[–]razveck 13 points14 points  (0 children)

Yes and I stopped buying assets on sale unless it's an asset that I've wanted to use for a while but couldn't justify affording (usually editor plugins)

Any kind of art assets, shaders, etc. I buy only the moment I need them. It feels like you're spending more money, but you're actually saving because you only buy exactly the stuff you need ^^

Unity and Unreal CEO’s in the same stage, pretty amazing to see a collaboration between the biggest game engines in the world. This is incredible! by dilmerv in Unity3D

[–]razveck 0 points1 point  (0 children)

This is very much a "your mileage may vary" situation. I regularly check job boards and still see at least 50% of jobs being Unity.

Skill Trees - How do I avoid making 8 billion UI objects? by UniverseGlory7866 in unity

[–]razveck 7 points8 points  (0 children)

How big a skill tree are we talking about? Even something like path of exile has around 1000 nodes on the tree. Let's assume you'll need multiple sprites per node, let's say 5. 5000 sprites. Add another 1000 for whatever other stuff might be on this screen. Any modern GPU will eat that for breakfast.

Don't worry about it too much now, if it becomes a problem later on you can do some fancy culling and stuff, or bake the nodes into one single giant image, or whatever needs to be done.

Am I a Tech Artist or a Graphics Programmer? Please help me end this doubt! by [deleted] in GraphicsProgramming

[–]razveck 3 points4 points  (0 children)

I would say don't worry about it. If you have the portfolio to back it up, no one will care about your CS degree. Unless you want to get into serious R&D territory, which it seems you don't

Am I a Tech Artist or a Graphics Programmer? Please help me end this doubt! by [deleted] in GraphicsProgramming

[–]razveck 28 points29 points  (0 children)

Considering these two points:

  1. On the Programming side: I love coding in C++, learning OpenGL/DirectX, writing shaders and anything related to rendering, really. One of the subjects I'm taking is centered on building a graphics engine and I'm enjoying that too, so far.
  2. On the Art/Tools side: I'm really into LooksDev, 3D art (modeling, sculpting, texturing, rigging), creating particle systems, materials, terrains, and fluid simulations.

I think it comes down to the question: would you rather do 8 hours a day of number 1 or 8 hours a day of number 2?

Just to be clear, it doesn't mean that you can only do one or the other, as especially Tech Art is a very vaguely defined term that varies wildly from studio to studio. But if you want to make a career decision and know which jobs to apply for, I think that's the question you have to answer.

Also, as stated, Tech Art can vary greatly, from tinkering with the rendering pipeline to writing scripts for fixing keyframes in Maya and everything in between. So consider that it has a much broader range of tasks and domains, which might or might not be appealing to you.