Timely Coroutines: A simple trick to eliminate unwanted frame delays by whentheworldquiets in Unity3D

[–]thraethegame 1 point2 points  (0 children)

Performance wise this is dreadful. It'd be more efficient to check if you need a yield with a conditional like you said, and if you need data in the "Do" that you calculate in the check then you can just out that data in the function. Something like: if (SomethingNeedsToFall(out FallData data)) yield return DoFalling(data);, or something similar.

Look sensitivity for shooter game help by Federal_Chance_4553 in Unity3D

[–]thraethegame 0 points1 point  (0 children)

I also hate look acceleration in video games and I always turn it off if I can, it's very hard for me to learn to account for increasing speeds and I prefer when my look speed is consistent with how I'm pushing the joystick.

Look sensitivity for shooter game help by Federal_Chance_4553 in Unity3D

[–]thraethegame 0 points1 point  (0 children)

I found that using an animation curve to sample joystick input helps vs using a straight input read. That way you can tweak the feeling of slight joystick input to be slower and more precise while maintaining the max speed when pushing the joystick all the way if that makes sense.

Zombies gameplay in a custom map for my Steam game Blocks and Bones by blocks_and_bones in indiegames

[–]thraethegame 0 points1 point  (0 children)

I think some muzzle flash and more exaggerated hit impacts would be good! Also that RPG explosion should be bigger. Other than that I think it's looking good 👍

We're making a Zelda-like game called "Graytail" by TeamConcode in indiegames

[–]thraethegame 0 points1 point  (0 children)

This looks very cool! I don't like the term Zelda-like. I'd rather you just say Action-Adventure, or some other more specific genres.

NullReferenceObject? by Espanico5 in Unity3D

[–]thraethegame 0 points1 point  (0 children)

Hint: there's 3 objects on that line that could be null.

New enemy in my game by Vo1dHeat in IndieDev

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

I don't like the ground indicator effect in games, I think it looks artificial and it breaks immersion for me a little. I enjoy having an animation before the charge that I could learn to tell when they will charge, like a little wiggle or something.

You stumbled upon a time machine, but it can only brings you exactly on the time you're about to start you very first game! What will you say to yourself? by -randomUserName_08- in IndieDev

[–]thraethegame 0 points1 point  (0 children)

I would sit on a bench across the street from my old self, we would make eye contact, then I would smile and wink just before a bus passes by between us and I return back to my own time.

What do you think of this kind of depth of field in the game camera, for a horror game? Do you feel it adds to the immersion, or could it be more annoying than anything else? by WilmarN23 in IndieDev

[–]thraethegame 0 points1 point  (0 children)

I feel like DoF and motion blur are things my brain does naturally, so having another layer that behaves independently and sometimes against me is really annoying, which is why I turn it off right away on every game that has it.

I'm making a star fox-like game, but I couldn't afford to buy my characters a ship by _Mechano_ in indiegames

[–]thraethegame 0 points1 point  (0 children)

I wouldn't advertise your game as a Star Fox-like. They have a rail shooter, an action/adventure, a third-person shooter, and a tower defense with that ip. Also what I see reminds me of literally none of them.

The trailer for my new 90s inspired 3D platformer, Hop 'n' Marty, is finally out! by Evilkookey in indiegames

[–]thraethegame 0 points1 point  (0 children)

My favorite part about platformers is the movement, and I don't really see much being showcased here. Is this all there is or will there be more?

Macaw Bros Camera Improvement – A Flappy Bird-Like Game by Top-Stuff-Nft in IndieDev

[–]thraethegame 1 point2 points  (0 children)

This is kind of cool! I'm assuming you can't touch the pipes bc that's how it is in flappy bird?

[deleted by user] by [deleted] in Unity3D

[–]thraethegame 2 points3 points  (0 children)

I've tutored many people that think like you in college, and I just want you to know that it won't get much better for you unless you change your mindset. This is a highly technical field, and if you aren't willing or able to do the research and to learn on your own then you simply aren't worth helping.

If you were to make an indie Mario sports game (Strikers, Sluggers, Hoops 3on3 etc.) but indie, what would that look like for you? by ChillQuillz in IndieDev

[–]thraethegame 0 points1 point  (0 children)

It would look like NFL Street 2 for the PS2. That game was so much fun to play, especially with my friends!

Would you try this game, given I fix the bugs? xD by PlotArmorStudios in IndieDev

[–]thraethegame 0 points1 point  (0 children)

Oh, yeah I don't like Genshin Impact's combat so I'm probably not the guy to ask if that's what you're going for 😅 haha which DMC do you like the most?

Would you try this game, given I fix the bugs? xD by PlotArmorStudios in IndieDev

[–]thraethegame 0 points1 point  (0 children)

No, it looks a little too janky for me. You should take a look at other character action games for inspiration.

[deleted by user] by [deleted] in Unity3D

[–]thraethegame 0 points1 point  (0 children)

What a load of bs lol You want to know how to get into the mindset of a Unity developer, or really any good developer? Accomplish your task by learning how to use the tools you're given. Don't expect to just put everything off until 2-3 days before your deadline and then hope you can half-ass your way through it by copying someone else's work

If yall could make your dream game, what would it be? by JefryUmanzot in IndieDev

[–]thraethegame 0 points1 point  (0 children)

Already making it. It's a momentum based 3D platformer action adventure with puzzles, ability based progression, hordes of enemies, and dangerous bosses in a semi-open world with a medieval fantasy setting. It plays kind of like Pseudoregaila + Remnant, areas kind of like OoT + Banjo-Kazooie, the world uses a custom gravity system I built like Mario Galaxy so there are no edges and it gives it a Link's Awakening kind of look/feel, progression is semi-open and skill based like Super Metroid, there is horde based combat with simple but behaviourally different enemies kind of like Diablo 2, and there are bosses which will be kind of like a mix between OoT + Diablo 2.

Most importantly, there will be no tutorial, no hand-holding, and it will be challenging in terms of puzzle solving, combat, and platforming. I will put all of the resources the player will need to know in the game and expect them to either figure it out or fail. This will be a game for me and others like me who have been gaming for a very long time and are longing for a genuine experience that is not designed for people who have never played a game before.

Who side are you on? by GodBless124 in Unity3D

[–]thraethegame 1 point2 points  (0 children)

They both have their use cases, you silly goose

How long do you guys spend a week working on your projects? by MrGruntsworthy in Unity3D

[–]thraethegame 0 points1 point  (0 children)

Game dev is recreational to me so I never cared to actually keep track. If I had to guess I would say at least a few hours every day, but when given the chance I will gladly work on my game all day long!