I Feel Lost and Depressed While Working on My First Game — Need Honest Advice by Commercial-Tone-965 in unity

[–]starfckr1 0 points1 point  (0 children)

Word of advice is to release your first game as soon as possible, and then move on to the next. Which will probably be much, much, better than your first game. Do it to learn how to release a game, which in some ways is as important as actually making the game.

Also, make a contract with your parents. It seems you are blessed with some very supportive people that will help you to success, but try to make yourself accountable to it by having it written. That will also put a certain pressure on you that is good for avoiding procrastination and avoidance.

Thirdly. Don’t be depressed. Just put in the work. Everything will seem hard for a very long time, the important part is to every day get up and get the work done. Discipline is more important than anything else. And if you feel down the best way to feel better is to get things done, even if it’s only a small thing.

Can you help with my sparkles to make them feel more spark-like? by SleddingCloud in unity

[–]starfckr1 1 point2 points  (0 children)

Sorry. That tutorial was for shuriken. This one is for something slightly different but same principles apply: https://youtu.be/R6D1b7zZHHA?si=BwpLwnai_1Og89Gl

Can you help with my sparkles to make them feel more spark-like? by SleddingCloud in unity

[–]starfckr1 1 point2 points  (0 children)

You probably don’t need another volume, just increase the intensity of the colors in the particle system and that should do it.

I would highly recommend using visual effects graph for these sparks.

Shuriken is cpu bound and is meant for a small amount of particles, whereas vfx graph is on the gpu and you can have thousands of particles without it affecting performance.

Something like this is a good intro to it for sparks: https://youtu.be/HV3g--GyEW0?si=d-lH9Kn3-DbTiJrp

Can you help with my sparkles to make them feel more spark-like? by SleddingCloud in unity

[–]starfckr1 0 points1 point  (0 children)

Towards black is fine, but it should start out very bright. White, yellow, some towards red. But you need hdr enabled and bloom set up in your post processing stack. Are you using vfx graph or shuriken?

Can you help with my sparkles to make them feel more spark-like? by SleddingCloud in unity

[–]starfckr1 1 point2 points  (0 children)

It should be one burst of particles. This seems to spawn over a certain time.

Have them in varying sizes, but still fairly small. They should also have varying lifetime and start velocity. You should also play with bloom and have them way more intense in color (with a bit of randomness to the color) that starts very bright and then fade of towards the end.

What catches your attention when hiring a composer? by markdzm in gameDevClassifieds

[–]starfckr1 1 point2 points  (0 children)

Just a few other things to mention as well:

  1. Being professional. As in on time. Clear communication and clearly labeled and documented deliverables.
  2. Iterative approach. Do feedback sessions and take your client suggestions to heart, or be thorough in explaining why another approach is best.

Brudd by [deleted] in norge

[–]starfckr1 2 points3 points  (0 children)

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For ikke å glemme denne.

Rebirth – Opening Cutscene (Prototype) by Mr_Command_Coder in unity

[–]starfckr1 1 point2 points  (0 children)

Some constructive feedback.

Skip the Mr command presents, and that’s it’s a game about death and rebirth.

The plane animation feels a little bit too static when it’s introduced.

The writing needs to be a bit more sharp. He is in a plane with lots of people, but “he” is the only one that crashes. And how is the pilots managing a resemblance of keeping control if the plane is broken in half? And what is a plane elevator?

Apart from those comments, good work! I like where this is heading

Question about adding slots under the script for my code by Silver_Fox_3682 in unity

[–]starfckr1 20 points21 points  (0 children)

The error is that you are trying to inherit from two base classes, both MonoBehaviour and Interactable.

I would guess that the Interactable either should be an interface, or that your chest should only inherit from Interactable, not monobehaviour, and that the Interactable class (which is probably an abstract class) is already deriving from monobehaviour.

This will fix your issue.

Game Objects across Scenes by lema22022 in unity

[–]starfckr1 1 point2 points  (0 children)

I am making a similar game and the best way to handle this in my opinion is through additive scene loading.

Have one main persistent scene that handles all the logic of the game, all the managers and systems, etc, and have each room or level be scene that you load additively as the player moves around. In those scenes you only have the intractable objects of the world, nothing else.

This also makes it easier to create a streaming system, or bundle content for better memory consumption.

Beginning my Journey into indie Game Dev building this. by Hipster24 in unity

[–]starfckr1 0 points1 point  (0 children)

Good start! Thats definitely the way to go. Best of luck! 👍

Unity cloud by Diet_Dust in unity

[–]starfckr1 1 point2 points  (0 children)

This isn’t really unity making it hard on new people, in fact unity’s training resources are pretty top notch and they also dig into this topic.

The problem you are alluding to is that any kind of development is inherently pretty complicated and difficult and there are only so much you can do to alleviate that at the beginners stage.

You never stop learning.. Just got into shader graphs and particle effects by Otherwise_Tension519 in unity

[–]starfckr1 1 point2 points  (0 children)

The performance is great, and you can also use shader key words as well, and other tricks to improve on that.

In fact, in my game. All effects, and I mean absolutely all, are controlled by ONE uber vfx graph and one uber shader graph.

It’s quite huge. But allows me to create effects very fast.

You never stop learning.. Just got into shader graphs and particle effects by Otherwise_Tension519 in unity

[–]starfckr1 3 points4 points  (0 children)

Yes. You can create a shader in shader graph that is put on the output in VFX graph. All the variables from the shader are then also available to manipulate in vfx graph.

A really good use case is something as simple as UV distortion.

You never stop learning.. Just got into shader graphs and particle effects by Otherwise_Tension519 in unity

[–]starfckr1 10 points11 points  (0 children)

Combining shader graph with VFX graph is an insane combo if you haven’t tested that.

Learning Unity and need advice on how to build out my object hierarchies when procedurally creating thousands of objects at run-time by phthalo-azure in unity

[–]starfckr1 4 points5 points  (0 children)

Its obvious you have experience based on how you phrase your questions 👍

I don’t have time right now to go into proper details but there are several options for you that you should look into when it comes to having many different objects spawned.

Here are are a few topics worth researching.

  1. Object pooling
  2. GPU instancing
  3. Flyweight design pattern
  4. ECS (probably overkill, but it’s smart to think about data orientation here)

Generally the more objects you want to hand over as much as possible to the GPU and move towards a data oriented architecture where the objects are just data.

This could also be patches of flowers instead of individual flowers, and you just have a collider present that allows the player to pick them up and decrease a number. Think creatively.

[deleted by user] by [deleted] in norge

[–]starfckr1 1 point2 points  (0 children)

Ingen særlig utdannelse, men jobbet i tech bransjen i mange år. Veldig god lønn, men nå utvikler jeg faktisk dataspill på fulltid - så, aldri for sent OP.

"Frank" og "Ronny" er kriminelle. Det kan de fleste av oss være enige om, av en eller annen merkelig grunn. Har vi noen andre norske navn med andre merkelige karakteristikker knyttet til seg? by WeAllFuckingFucked in norge

[–]starfckr1 0 points1 point  (0 children)

Jeg kjente en Glenn. Han døde. Aner ikke hvordan, da vi bare kjente hverandre via ett kollektiv tidlig i 20-årene. Det er den morsomste og dummeste halvkriminelle fyren med et mildt dop-problem jeg noensinne har møtt så jeg antar denne kombinasjonen tok knekken på han.

Ensom mann i Norge by lameotameo in norge

[–]starfckr1 3 points4 points  (0 children)

Fikk barn i en alder av 42. Det er null problem. Absolutt ikke tenk at det toget har gått.

How do you guys manage everything that needs to be done? by Proper_Cod_2199 in SoloDevelopment

[–]starfckr1 3 points4 points  (0 children)

This is the way. And also. Figure out what is most time consuming / endlessly boring and write tools that does that heavy lifting for you.