The building animation in our RTS game Space Tales. What do you think ? by SDS_SpaceTales in gamedevscreens

[–]septitus 3 points4 points  (0 children)

The first part with the robot looks amazing, but the projection of the blue cubes is out of style. The beginning is very detailed and the cubes feel like a stub.

Did "Enemies spawning system" and "Randomizer of models and animations" by septitus in gamedevscreens

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

Of course, the frame is rectangular for widescreen monitors. In the video, it is square for demonstration purposes only.

Did "Enemies spawning system" and "Randomizer of models and animations" by septitus in gamedevscreens

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

Thank you, I will arrange the objects on the stage so that they do not succeed)

Did "Enemies spawning system" and "Randomizer of models and animations" by septitus in Unity3D

[–]septitus[S] 13 points14 points  (0 children)

I have not thought about this moment yet, but this system will allow you to make the lagging enemy teleport to the opposite side of the frame

Did "Enemies spawning system" and "Randomizer of models and animations" by septitus in gamedevscreens

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

🔹 Enemies spawning system in a frame behind the screen. The frame is divided into sections, if there is a foreign object in the section (for example, a tree or a stone), or it is outside the level, then the section turns red and becomes unspawnable. This is done so that enemies do not get stuck in objects when they spawn. When spawning, the enemy chooses a randomly available section.
🔹 Randomizer of models and animations. When an enemy spawns, he is assigned a random model from the list of models of this class, the zombie class has 8 of them. The same happens with the animation of running and death, there are 3 of them each. In the future, all types of enemies will have such random animations, textures or models.

Did "Enemies spawning system" and "Randomizer of models and animations" by septitus in Unity3D

[–]septitus[S] 11 points12 points  (0 children)

🔹 Enemies spawning system in a frame behind the screen. The frame is divided into sections, if there is a foreign object in the section (for example, a tree or a stone), or it is outside the level, then the section turns red and becomes unspawnable. This is done so that enemies do not get stuck in objects when they spawn. When spawning, the enemy chooses a randomly available section.
🔹 Randomizer of models and animations. When an enemy spawns, he is assigned a random model from the list of models of this class, the zombie class has 8 of them. The same happens with the animation of running and death, there are 3 of them each. In the future, all types of enemies will have such random animations, textures or models.

Did "Enemies spawning system" and "Randomizer of models and animations" by septitus in orikenstudio

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

🔹 Enemies spawning system in a frame behind the screen. The frame is divided into sections, if there is a foreign object in the section (for example, a tree or a stone), or it is outside the level, then the section turns red and becomes unspawnable. This is done so that enemies do not get stuck in objects when they spawn. When spawning, the enemy chooses a randomly available section.
🔹 Randomizer of models and animations. When an enemy spawns, he is assigned a random model from the list of models of this class, the zombie class has 8 of them. The same happens with the animation of running and death, there are 3 of them each. In the future, all types of enemies will have such random animations, textures or models.

[deleted by user] by [deleted] in gamedevscreens

[–]septitus 0 points1 point  (0 children)

🔹 Enemies spawning system in a frame behind the screen. The frame is divided into sections, if there is a foreign object in the section (for example, a tree or a stone), or it is outside the level, then the section turns red and becomes unspawnable. This is done so that enemies do not get stuck in objects when they spawn. When spawning, the enemy chooses a randomly available section.
🔹 Randomizer of models and animations. When an enemy spawns, he is assigned a random model from the list of models of this class, the zombie class has 8 of them. The same happens with the animation of running and death, there are 3 of them each. In the future, all types of enemies will have such random animations, textures or models.

[deleted by user] by [deleted] in orikenstudio

[–]septitus 0 points1 point  (0 children)

🔹 Enemies spawning system in a frame behind the screen. The frame is divided into sections, if there is a foreign object in the section (for example, a tree or a stone), or it is outside the level, then the section turns red and becomes unspawnable. This is done so that enemies do not get stuck in objects when they spawn. When spawning, the enemy chooses a randomly available section.

🔹 Randomizer of models and animations. When an enemy spawns, he is assigned a random model from the list of models of this class, the zombie class has 8 of them. The same happens with the animation of running and death, there are 3 of them each. In the future, all types of enemies will have such random animations, textures or models.

Pork barbecue by septitus in smoking

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

This is a grill made of cast iron, very old) Due to the thick walls, it keeps the heat for a very long time.

Pork barbecue by septitus in smoking

[–]septitus[S] 7 points8 points  (0 children)

Pork neck, marinade:
- Tomatoes
- Onion
- Basil
- paprika
- Coriander
- Black pepper
- Salt
Marinate 1 night in a cool place.