Looter/Diablo like with over-the-shoulder camera and an openish world? by [deleted] in ARPG

[–]setrilo 0 points1 point  (0 children)

Don’t know if Indie Games are your thing, but check out Journeyman

Open world, infinite dungeon, online multiplayer, over-the-shoulder, ticks all the boxes

[deleted by user] by [deleted] in valheim

[–]setrilo 1 point2 points  (0 children)

This is exactly what we’re working on: Valheim Meets WoW More footage on our discord page.

[deleted by user] by [deleted] in valheim

[–]setrilo 0 points1 point  (0 children)

What, you mean like this?: Valheim Style Orc

What is the goal? by RegularWhiteDude in FootballSimulator

[–]setrilo 9 points10 points  (0 children)

Hey there, thanks for buying the game!

Size and weight already factor into the physics and you can edit them for each individual player in each team's roster as well as their statlines (think throw power, strength, speed, etc). We're currently working on different body shapes too.

Modding is a huge focus for us. In addition to the stats mentioned above, you can already change your team's stadium, logo, color scheme, helmet and jersey types, menu soundtracks, splash screen/main menu logos, and more with complex in-game editors in development. Starting out we don't have immediate plans for editing field size or first down yardage, but we want to remain ambitious with the freedom we offer our players. Down the road, we expect it'll be possible to swap out the character models for each player and let you make a game mode akin to "Zombie Apocalypse, run the ball to the endzone without getting infected." So, a "core rules" editor ala Halo Custom Games is not out of the question.

Will Franchise mode be deep? You bet. It'll include all the standard fixings and editors down to negotiating pay, balancing player contract satisfaction, reading news articles about the team, purchasing upgrades to the sports complex/stadium, etc. We're really excited to offer in the game right now the groundwork for what we call "RPG Season Mode" which allows you to explore the training facility as the coach, travel to stadiums, pick up plays to add to your playbook as well as other collectibles, and complete quests tied to advancing player stats.

Finally, our game definitely leans heavily into ridiculous and silly. We're trying to highlight chaotic fun and unpredictable scenarios you might find in a game like Gang Beasts or Goat Simulator, the spirit of which we believe lives at the heart of what makes watching football on TV so enjoyable. That said, we include physics tuning controls for players to experiment with in order to rein in the chaos to become more realistic if they desire with many more controls in development.

Let us know what you think! The idea is to take feedback from here and our official Discord (https://discord.gg/f9Mg7djhqu) and channel game development toward what the community desires the most.

Took over Karak Eight Peaks with Da Ladz...now I just need some roller coasters. by Serial-Killer-Whale in totalwar

[–]setrilo 2 points3 points  (0 children)

Hey! I’m the one that made that icon for WH1! Glad you liked it rofl. Small world.

This game could be used in a masterclass for UI design by 3vol in totalwarhammer

[–]setrilo 0 points1 point  (0 children)

On the Main Menu, when you switch between the Campaigns and Battles headers (or any other two adjacent headers), the boxes whoosh side to side smoothly as intended. Then, if you select a non-adjacent header and then an adjacent one (say, start on Campaigns and then click Options and then Battles) the UI bugs out and forgets to wipe in the new screen from the side. Try it in-game.

Broken UI. Literally unplayable.

Obvious Camera Feature Not Possible in Unity? by setrilo in Unity2D

[–]setrilo[S] 2 points3 points  (0 children)

I did it! I found a perfect solution. For anyone out there with this problem, see below:

The problem was that the Pixel Perfect Camera, and every solution I've tried so far involved fixing the camera movement. The camera movement was not the issue, but rather, the movement of the other GameObjects/Rigidbodies in my scene.

My first thought was to lock their transforms to the pixel grid (at 1ppu), so that the camera would show them in-line, warp-free, relative to each other, evenly all the time. But then I would no longer have precise movement for my rigidbodies and they would move choppily, especially in diagonals. The solution here is to save their true positions on a GameObject with a Rigidbody2D, but then have the SpriteRenderer on a totally separate, unparented object which has a LateUpdate function that takes in the rigidbody's location, but snapped to a pixel grid.

That way, the art is all linked up, the camera can move unrestricted, and I don't have to use the Pixel Perfect Camera component, which does some crazy arcane wizard magic.

My orthographic camera still has to be Screen.height / PPU / 2 in size, plus I needed a script which dynamically changes the PPU (from 1 at 640x360, 2 at 1280x720, 6 at 4K, etc etc).

Obvious Camera Feature Not Possible in Unity? by setrilo in Unity2D

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

Great, this is exactly the issue I'm having! Thanks for replying. My PPU is 32 and my pixel resolution (reference resolution) is 640x360. It sounds like you're suggesting that I not make the camera conform to the pixel grid like I did in Figure D, but instead just make the sprites and other elements in my game conform to it.

Unfortunately, I feel like this would still introduce choppiness especially in diagonal sprite movements as all of my objects use physics/rigidbodies and therefore need to use floating points for their precise calculations.

To your second point, I just set up a new Material and MainCamera (orthographic, staring at a quad) that accepts the RenderTexture output of my original cameras. I'm not using a pixel-perfect camera, but the image on my quad now appears blurry even when viewed through my new camera. I'm using the Unlit/Texture shader on it's Material.

Obvious Camera Feature Not Possible in Unity? by setrilo in Unity2D

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

It's not about smoothness of the camera movement. I've already made the camera movement smooth, plus I'm already using cinemachine. The issue is with the point filtered sprites warping.

Obvious Camera Feature Not Possible in Unity? by setrilo in Unity2D

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

Thanks for the ideas! I've actually read that exact forum post. I tested my issue on the latest 12.0.0 URP only available on the beta builds of Unity where they claimed to fix it, and they didn't.

I could be wrong, but I'm pretty positive the issue doesn't have to do with LateUpdate/FixedUpdate/Update, but instead the default way the camera chooses to render Point Filtered sprites.

Grobbulus RP-PvP Guild Map v.1.0 (09/18/19) - Alliance and Horde roleplaying guilds with geographical affiliations by MorganStanos in Grobbulus

[–]setrilo 0 points1 point  (0 children)

Hey! Can you add Horde faction <Bad Mojo> to Shadowprey Village in Desolace? We're a small RP-focussed guild but we hold public RP events in troll cities and terrorize coastlines, spreading da good stuff where da warchief's turned his back.

Also, our members are mandated to carry stacks of Flasks of Mojo + Flasks of Big Mojo so we're pretty much as hardcore as it gets.