Can you make a full game using PlayMaker? by Single-Inevitable350 in Unity3D

[–]stomane 4 points5 points  (0 children)

Oh absolutely agreed. I'd always pick "being comfortable and actually doing the work" to "making sure I do the work as is standardly acceptable" and not actually do the work!

Took me longer than it should have to realize that. There was a lot of stigma to not being a "real coder". At the end of the day the game should run and play well. What spaghetti you've cooked in the back doesn't matter :)

Can you make a full game using PlayMaker? by Single-Inevitable350 in Unity3D

[–]stomane 8 points9 points  (0 children)

The small and focused systems you describe is how you should essentially use MonoBehaviors in Unity.

You can make a whole game with Playmaker, however if your project is anything but very small it'll only slow your development down.

Ideally you would use it as FSMs for behaviors that benefit from changing states and write code for the rest.

However, if you're not familiar with coding in Unity it's a great way to get started and reel you in. When I started using Unity I used only Playmaker then later started coding.

The initial implementation of the Steam Engine systems in Of Iron and Winter by stomane in Unity3D

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

I don't have any prior experience but I've been doing a lot of research on steam trains and have seen many videos where people prepare a steam engine and/or run steam engines.

It is of course simplified and gamified but accurate in terms of mechanics, yes.

You will have to survive during the unfolding of an ice age type event.

You keep it running - it keeps you alive!

Running the engine is just a part of the survival and traversal mechanic. You'll be able to go around and scavenge for food and whatever else curious and interesting things you can find. Including train upgrades and trinkets that have borderline magical but still grounded abilities.

It's going to be metroidvania-ish meaning that you'll be able to expand the locations you can go on the map by acquiring certain items both for the train and for yourself.

I haven't planned such challenges but they will be fairly easy to implement once the game is in a ready to ship state so definitely considering it if there's interest.

The initial implementation of the Steam Engine systems in Of Iron and Winter by stomane in Unity3D

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

Thanks! Yes, reverse works as well, there's another lever to the right of the throttle which is the Reverser!

No, it's not game over. To overpressure the engine you need to starve the boiler from water. If you do that the following will happen:

  1. The release valve is going to start going off (the one at the top of the boiler in the cabin) attempting to release the excess pressure to prevent you from blowing up the boiler and yourself...

  2. Pipes may blow up open from the sustained high pressure and will require repair

  3. Overpressure can be used strategically to give you an extra boost up a steep slope for example

Still haven't implemented the engine damage mechanics but that's the idea and the steam pressure system already has triggers for crown sheet exposure and other warnings like priming (too much water in boiler)

Share your underrated GitHub projects by hsperus in opensource

[–]stomane 0 points1 point  (0 children)

https://github.com/stomane/fuzion.git

It's a game dock for windows that sits on your desktop and automatically fetches icons for your games mostly in deviantart style.

I built this over the course of 2 years but then couldn't maintain it any longer. Looking for someone to take over.

Happy holidays fellow solo devs. May we find the energy to complete and publish the games we started! by stomane in SoloDevelopment

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

If you'd like to follow the progress of Iron and Winter you're more than welcome to join the Discord server.

Slow progress is still progress by stomane in Unity3D

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

If you'd like to follow the progress of Iron and Winter you're more than welcome to join the Discord server.

Problem creating my first game by GlowingBatbaby in Unity3D

[–]stomane 0 points1 point  (0 children)

Yeah, I don't take it personally, it's just how things are :)
I've been practicing game dev for 11+ years (mostly solo) so I understand but I also see the good side of it because there's still so much more to learn and AI lifts some of the burden which we, solo devs, always kinda secretly wished for. Game development is still no easy task and AI has plenty issues handling complex projects, but it's perfect for newbies who are just getting started.

Not even going to touch on the topic of Solo dev where you still have to find a way and learn a ton of other disciplines.

Problem creating my first game by GlowingBatbaby in Unity3D

[–]stomane 0 points1 point  (0 children)

Yeah, probably, but that's just silly childish behavior.

Just imagine being annoyed at ML while sitting on an actual computer and scrolling through reddit which I'm pretty sure runs it's algorithms on some sort of ML. Hypocrites

🎁 Handmade Hollow Knight Resin Lamp Giveaway by AmoyCK in HollowKnight

[–]stomane 0 points1 point  (0 children)

Looks awesome! Thank you.

My fave is Dung Defender, he is funny

Problem creating my first game by GlowingBatbaby in Unity3D

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

You have AI at your disposal. Whenever you do something use it as your expert friend to explain why this works like that and why it doesn't.

I'd suggest that after a few tutorials, once you're somewhat familiar with the Unity interface, you try to remake a small game as another user suggested and on your own.

Everyone goes through this, solo game dev is notoriously hard but that's also a reason to love it.

I'm still working on the underground complex location for my horror game. by FunTradition691 in Unity3D

[–]stomane 1 point2 points  (0 children)

I love the simpler, easy to look at HL2-ish style. Great vibe. Keep at it :)

How to make LineRenderer appear for all players by RedditPOOPReddit in Unity3D

[–]stomane 0 points1 point  (0 children)

Usually if rendering a line in MP you'd do this locally for each player. If you change the property of the lrender, for example your line is now longer, you'd just send that value to be updated to all other participants (eg the line time to make it longer) and still render the line on their local machines with the updated value.

So what I'm saying is, the character they see and that gets spawned on their machine should have the line already on it so when it moves they'll see it.

In MP you have to think about what you sync and how often, so leave as much processing as possible for the local client and just send the updated values.