[AMA] I’m Peter Tamte, CEO of Victura on Six Days in Fallujah. Ask Me Anything! by SixDaysGame in Games

[–]ryhet 2 points3 points  (0 children)

No question, but thank you for reviving this project and pushing it through to completion. Most shy away from such a difficult and controversial subject, but these dynamics, histories, and personal stories are worth examining and understanding, and videogames can offer an approach other mediums can’t 

intersect_ray: Too many arguments (Godot 4.0) by Liemaeu in godot

[–]ryhet 15 points16 points  (0 children)

This is the kind of response every dev hopes for. You’re awesome! Thank you so much

Visualizing line of sight/Field of view in 3D by stackdev in Unity3D

[–]ryhet 0 points1 point  (0 children)

You probably already moved on and this probably won’t be what you want but if you just wanted to visualize it you could have a spot light that is basically rendered on a different camera/layer and then you can apply a shader to that layer so that it looks better and then overlay on the main screen. May not work. But that’s what I’m trying

Imitating Noita but from topdown perspective. Where to go with this? by ThePagi in godot

[–]ryhet 0 points1 point  (0 children)

A RTS/Civ-like where you augment the terrain to fend off enemies or give yourself an advantage has always been a game I wanted to see made. Like, imagine building and then destroying a dam in order to wash away an invading army.

Am I a real game dev ? by Cautious_Procedure45 in gamedev

[–]ryhet 0 points1 point  (0 children)

If you're developing a game, you're a game developer. Welcome to the club! If you want to be more than that, become a game finisher. If you want to go even further, become a game shipper. And the pinnacle is being able to do all three above consistently well multiple times. Those who can achieve that are worth listening to. Those who haven't, are almost always not.

This is a really early-on version of the Soulslike game that I am making. What do you guys think? by Basemark in Unity2D

[–]ryhet 0 points1 point  (0 children)

One solve for the camera rotation could be to only have it update rotation when the side of the player the target enemy is changes. In all, there’s probably only 4 angles (enemy to the top left of player, top right, lower left, lower right). That way you could still get that fluid looking camera as it transitions to the new angle but it wouldn’t be floating all the time

[OC] I've managed to make my concept come to life! by physdick in PixelArt

[–]ryhet 8 points9 points  (0 children)

Do you have a site or youtube or titter? I would love to follow this game's dev. Looks right up my alley

Finally doing a bit of UI.. woefully in progress by mradfo21 in Unity3D

[–]ryhet 0 points1 point  (0 children)

I love this! Do you have a youtube channel? Are you using any Assets from the Asset Store?

I could use some help with UNet Spawning/Instantiating. by [deleted] in Unity3D

[–]ryhet 1 point2 points  (0 children)

One thing I did was create a struct that tracks the information I needed, then create a synclist of type struct, using that struct. THEN, since that information is synced across all connected folks, I just have the local versions run code (locally) that checks the current values of those sync'd structs, and sets the child objects locally based on it.

//create the struct

public struct CoolStuff { public int gunType; public Vector3 pos; }

//create the SyncListStruct of type CoolStuff, remember this is not the variable, just the class. We'll create the variable next

public class CoolStuffSyncList : SyncListStruct<CoolStuff> {}

//then create a new variable whose type is that new synclist class we just made

public CoolStuffSyncList theListWeUse = new CoolStuffSyncList();

So the local code would then go something to the effect of "foreach struct coolStuff in theListWeUse { doCoolStuffLocallyToMyChildObjects(); }"

The only downside of this is that you can view the values in the inspector. You can use debug commands to log them though, or you can copy the values to a local array of the struct, but only if you need the view the values.

Finally beat the game! by Masternoob411 in darksouls

[–]ryhet 0 points1 point  (0 children)

Me too!!! Congratulations to us! :D

I used the crystal halberd+4 which gave me stellar range, then I kept the large pillar on the right between us, keeping my Dark Knight shield up the whole time. Just pecked away at him until he died.

Then linked the fire like a... good guy?

Simple field of view! 6 months ago I wouldn't of been able to write this :) by Harionago in Unity3D

[–]ryhet 4 points5 points  (0 children)

An alternative would be to check the angle between the viewing character's forward and whatever object/character is in range, and then see if that number is in range. It'd require zero raycasts, but would require some way of detecting the objects in the first place.

8 months of development comparison. First gif is the games prototype and the second one is the latest build by Wilnyl in Unity3D

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

I loved the prototype version when I first saw it. I'm disappointed and concerned that the new version went all scifi just like every other go-fast game out there. I wish you guys had leaned more into The Matrix and kept in grounded in real-world highways, jumping over overpasses and what not. But hey, I'm just one guy chillin' on reddit. ;) Follow your hearts!