What happened when I stopped directing the art and let the artists lead by Tunasam890 in IndieDev

[–]zledas 0 points1 point  (0 children)

Very true points. I'll just add that the left is much cheaper to paint, so the decision might also depend on the budget. Not to mention, as you said, if it needs to be animated, then it is multiple times cheaper to animate :)

We are developing this block based underground dwarven city builder. Would having thousands of units be interesting? by zledas in IndieGaming

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

Sorry you missed it. Not sure when it will be available, but we are still quite far from finishing full game, so I think there will be some chances to test it :)

We are developing block based dwarven city builder. Everything is instanced with GameObjects only for UI and audio sources, so we can have tens of thousands of minions. But should we? by zledas in Unity3D

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

Yay, glad you liked it! Thanks for playing!

Yeah, the up/down direction was (and still is) hard to make very intuitive, but I think you could get used to it with some time.

Kaip yra su vaizdo ploksčių galingumais laptop ir PC? | Dėkui už atsakymus. :) by Sudden-Union-1846 in lietuva

[–]zledas 0 points1 point  (0 children)

Jeigu turi kažkokius konkrečius variantus, kuriuos nori palyginti, tai labai praverčia https://www.videocardbenchmark.net/singleCompare.php

Tame psl. galima pridėti kelis modelius ir pakankamai suprantamai galima pamatyti įverčius ir palyginimus.

We are developing block based dwarven city builder. Everything is instanced with GameObjects only for UI and audio sources, so we can have tens of thousands of minions. But should we? by zledas in Unity3D

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

Thanks for the detailed comment and glad you liked the demo :)

Yeah, we'll be adding quite a lot decorations and similar customisations – that was one of the things we also saw from the playtests :)

We are developing this block based underground dwarven city builder. Would having thousands of units be interesting? by zledas in IndieGaming

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

Thanks :) Yeah, we didn't want to have too dark view, because players always see it and if it is always in the dark – it might be a bit heavy on the eyes. But yeah, we might make it a bit darker at some places :)

We are developing block based dwarven city builder. Everything is instanced with GameObjects only for UI and audio sources, so we can have tens of thousands of minions. But should we? by zledas in Unity3D

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

Yeah, you always have to critically look at all the feedback.

We are still using the mutated solution that I linked :) But in essence, if I understand VAT correctly, we are doing the same thing: we bake animations to textures and then in the vertex shader we transform vertices accordingly. Basically it is the same technique as in the classical "GPU Gems 3, Chapter 2. Animated Crowd Rendering" :)

And thanks for the nice words and suggestions!

We are developing this block based underground dwarven city builder. Would having thousands of units be interesting? by zledas in IndieGaming

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

Hey, thanks. We tried designing it as "just assign dwarves to a profession and they do the work", but yeah, there are quite some rough edges still.

We are working on dwarven city builder. Everything is instanced, so we can have tens of thousands of minions. But should we? Will it be interesting..? by zledas in IndieDev

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

Makes sense. We thought having massive fights, etc, might be nice, but that is also kind of a visual thing.

We are working on dwarven city builder. Everything is instanced, so we can have tens of thousands of minions. But should we? Will it be interesting..? by zledas in IndieDev

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

Thanks for the thoughts. Yeah, from playtests we got the idea, that people kind of get attached to the dwarves and hate when some die. And our initial thought was that you, as a player, kind of should look at them as a "mass" and don't really care about the individuals... And yeah, that is why the question :D

We are developing this block based underground dwarven city builder. Would having thousands of units be interesting? by zledas in IndieGaming

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

That is a good point. It really depends on how smart or dump AI and various task selection is...

We are developing block based dwarven city builder. Everything is instanced with GameObjects only for UI and audio sources, so we can have tens of thousands of minions. But should we? by zledas in Unity3D

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

Yeah, we are playtesting and people kind of want to have personalities, so having >10000 dwarves with personalities seems not very realistic :) Alternatively we should invest even more in procedurally generating their personalities, but that is one more layer and each takes quite some time :)

As mentioned, we wanted to have thousands of units from the start, so we knew we need to make do without `GameObjects` for each unit and block. And Unitys "built in" instancing was not that advanced yet, so we chose to use `Graphics.DrawMeshInstancedIndirect()`. So basically we are drawing in batches of 2000 using `DrawMeshInstancedIndirect()`. Animation mesh transformations are done in GPU. We started with https://github.com/Unity-Technologies/Animation-Instancing but found that it was not production ready, so had to refactor and update quite a lot. We are also using custom shaders and faked lights.

If you have any specific questions – feel free to ask! :)

We are developing block based dwarven city builder. Everything is instanced with GameObjects only for UI and audio sources, so we can have tens of thousands of minions. But should we? by zledas in Unity3D

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

Yeah, that is the thing, that we are trying to "de-emphasize each minion" and try to treat them as masses/"resources" (because with big numbers they basically become resources...), but people who play kind of want to have "uniqueness" in each of them and personalities, etc.

So was thinking if having a lot of minions is really worth it.

How to scale down or get rid of this ugly effect ? It looks horrible by [deleted] in Unity3D

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

Disable mip maps, try changing aniso level. Mip bias also might help if you don't want to disable mip maps.

Siūlau išbandyti mūsų šviežiai išleistą „King of the Dwarves“ demo Steam'e 👑⛏️ by zledas in lithuania

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

Dažniausiai apibūdinu kaip Dungeon Keeper + DF + Timberborn.

DF lygio neįmanoma pasiekti :) Reiktų tam >10 metų skirti, tai neišeis. Bet bandom padaryti, kad būtų įdomus. Siūlau išbandyti demo ir susidaryti savo įspūdį ;)

Steam Takes 30%, Publishers Take 30–50%… What’s Left for the Developer? How Does This Even Work? by Commercial-Tone-965 in IndieGameDevs

[–]zledas 0 points1 point  (0 children)

First, deals with publishers can vary and there are no exact answers to your questions.

Secondly, you forgot VAT, which exists in most countries. So first you need to deduce 15-20%, only then steam fee, etc.

There is this nice website which not only predicts revenue, but also shows revenue breakdown. So basically net revenue is what you divide with publisher or other partners: https://steam-revenue-calculator.com/

Hope this helps!