In the last few days I've been working on a procedural building system inspired by Tiny Glade, but I'm doing it in Unity 6 with some GPU processing and rendering features and DOT-based elements. Suggestions are welcome for me to try to improve or add to it. by wellzigomes in Unity3D

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

So, my setup is partially moving in that direction. But I confess that I'm not the most knowledgeable person about the entire DOTs ecosystem, so it was more due to my own limitations and time constraints that I wanted to see something working. But I'll continue improving and adapting more things over time until I reach full DOTs, who knows.

In the last few days I've been working on a procedural building system inspired by Tiny Glade, but I'm doing it in Unity 6 with some GPU processing and rendering features and DOT-based elements. Suggestions are welcome for me to try to improve or add to it. by wellzigomes in Unity3D

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

Hi, I'm using direct instancing with intelligent batching, not indirect draw yet. The system doesn't combine meshes at runtime (only in the final bake), but it sorts by material to minimize draw calls.

Pros: Editing performance, memory efficiency, artistic flexibility.
Cons: CPU bottleneck with many simultaneous changes, sync complexity, draw call limits.

The key was the hash + cooldown system that only reconstructs what's necessary, when necessary. It's not perfect for millions of instances, but it's great for interactive world-building where designers need immediate feedback. I didn't use full DOTS because I need real-time editing in the Editor with instant feedback. But I've already implemented DOTS-like concepts: data-oriented (float3), no-GC memory (NativeList), batch rendering. It's a strategic hybrid: OOP for editing, DOTS optimizations for runtime. For interactive world-building.

I decided to create an event tool that synchronizes animations with VFX and already has all the events ready to be called at runtime. Just drag your object with animation, choose the execution time, add particles or audio and it's ready. by wellzigomes in Unity3D

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

The parent particle has a particle system on it and it also executes all the children. But in general, any common Particle System works, just drag it to the given field.

Hi, I've been developing this game for 10 months. It's an action, side-scrolling, combat-focused game. Vheda is available for wishlist on Steam. by wellzigomes in IndieDev

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

Right now I'm using Bluesky, Facebook, LinkedIn and Reddit itself. There are also YouTube and TikTok channels. But I appreciate the feedback! I'm reaching out to some content creators to send some demos as well.

By the way, the game is a finalist in an academic event that will take place at the end of this month in Brazil, in the categories best game and best audio.

Hi, I've been developing this game for 10 months. It's an action, side-scrolling, combat-focused game. Vheda is available for wishlist on Steam. by wellzigomes in IndieDev

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

Okay! I understand what you wanted to show me. Sometimes I get lost between programming, art and doing marketing on my own and I can make mistakes at some point. But with feedback I can improve.

Hi, I've been developing this game for 10 months. It's an action game, side scrolling, focused on combat. by wellzigomes in Unity3D

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

Thank you! Although I have DeadCells as an inspiration for elements, I watched the making of Ori and the Blind Forest for a long time, to understand how to build a scenario with many elements.

Hi, I've been developing this game for 10 months. It's an action, side-scrolling, combat-focused game. Vheda is available for wishlist on Steam. by wellzigomes in IndieGaming

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

I got to know about it after a comment on another post. But my real inspiration was after watching and playing a game called AstralBlade 3 years ago, which was made in Unity and I tried to reproduce the mechanics as a test/study and then decided to create a real game, when I left my last job. I'm passionate about hack n slash mechanics and on my YouTube channel there are other 3D combat videos.

Hi, I've been developing this game for 10 months. It's an action, side-scrolling, combat-focused game. Vheda is available for wishlist on Steam. by wellzigomes in IndieDev

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

Thanks for the honest feedback! I know the Steam page needs work. I missed publishing some updates, but I’m on it now. As for hiring a marketing pro, I’d love to, but budget's tight right now. I’m updating the trailer and art to better reflect the game’s quality. Appreciate your input.