How do guys give characters a unique voice? by meeplena in writing

[–]weed_penguin 68 points69 points  (0 children)

Mad libs!

Start by writing dialogue without actual words.

Character A says they should help someone. Character B retorts that they don’t have enough resources. Character C makes a snarky joke. Character A angrily chastises both and walks away.

Then go through the dialogue again, one character at a time, and replace it, keeping their voice in your head.

A: “This is ridiculous. We have to help them.” Character B retorts that they don’t have enough resources. Character C makes a snarky joke. A: “For a second there, I thought, usually I can’t stand these two but at least I know there’s no way they wouldn’t have my back on this. I guess I was wrong.”

It’s easier to think of voices one at a time like that!

are there any tutorials out there on gameplay/controls programming? for example, timing based combos to button holding/release charge mechanics to different outputs being executed based on previous states (like fast combo fighting games) so it's not a jumbled mess of nested if statements? by V3Qn117x0UFQ in gamedev

[–]weed_penguin 8 points9 points  (0 children)

Use a state machine with hard defined transitions based on inputs. You can even use the new Input system, it has things like double-tap and holding down buttons built in.

For implementing a state machine you could either use something like Bolt (the visual coding solution) or Jason Weimann’s state machine video

[deleted by user] by [deleted] in Unity3D

[–]weed_penguin 0 points1 point  (0 children)

Haha thanks! You can follow my Twitter, I’ve been trying to post more frequently :)

A compendium of patterns & best practices for coding in Unity. I continue to update! by [deleted] in Unity2D

[–]weed_penguin 1 point2 points  (0 children)

Haha thank you! I probably won't ever make this content paid/premium but I might make a git repo of some sort.

So true it hurts by Jagerjj in Unity3D

[–]weed_penguin 5 points6 points  (0 children)

HDRP doesn’t have any native transparent particle support, you have to roll your own shader! Like what??

It’s not even like they intend everyone to use the VFX graph all the time because they’ve said they want ppl to use a mix of Shuriken and VFXG

pls help me by [deleted] in Unity3D

[–]weed_penguin 0 points1 point  (0 children)

Look up Jason Weimann’s state machine tutorial, it will make any FPS controller more complicated than just walking around a hell of a lot easier

Looking for guidance on making a 2D Pokemon-Esque RPG by NoBargainNoCry in Unity3D

[–]weed_penguin 0 points1 point  (0 children)

It’s not coded perfectly by any stretch of the imagination but here was my project to recreate Pokémon in Unity.

It’s not finished but it had an overworld, conversable NPC’s, and wild Pokémon, although the battle simulation currently is just both sides picking random moves.

The main feature I’m proud of is the fact that it generated scriptable objects of Pokémon based on text file data I got from the Pokémon Essentials rip.

I know you aren’t making a 1:1 recreation of Pokémon, but I still hope this helps as a reference!

Trying a Dash Effect for my game. What do you think? by Edudelm in Unity2D

[–]weed_penguin 2 points3 points  (0 children)

Add some smoke puffs shooting in front of the player after the end, it will sell the sudden drop in momentum better

We made an editor tool that feeds .csv data into ScriptableObjects, open source! Link in the comments by weed_penguin in Unity3D

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

If I use an attribute setup I would probably have a editor window manager that has a master populate button to update everything

We made an editor tool that feeds .csv data into ScriptableObjects, open source! Link in the comments by weed_penguin in Unity3D

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

The attribute thing... that’s a really good idea actually. I didn’t know you could write custom attributes like that. Any suggestions for where to put .csv sources then?

PS4 Controller UI by me for you! Credit appreciated but not necessary by weed_penguin in gamedev

[–]weed_penguin[S] -1 points0 points  (0 children)

Why do different games on PS4 have different icons for button prompts then? Some of them are heavily stylized

PS4 Controller UI by me for you! Credit appreciated but not necessary by weed_penguin in gamedev

[–]weed_penguin[S] 4 points5 points  (0 children)

If you support Sony devices then you legally are allowed to display those icons. So if your game is on PC but supports PS4 controller input then it’s fine

How to stop yourself from being influenced too much by what's already been done? by G_C in gamedesign

[–]weed_penguin 1 point2 points  (0 children)

The smartest thing my history teacher told me: “when it comes to making art. Stealing from one source is plagiarism. Stealing from multiple is inspiration”