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TooMuchAbstraction posted:That's the kind of thing you cover with trim, IMO. That is, hide the "cut" with a contrasting model around the border. Oh man, I know you mean, like, window molding here, but it reminded me how much I dread the day when my texturing skills are good enough that I need to start baking and UVing environmental stuff into trim sheets instead of just automagically doing it in substance... it's such a big optimization in terms of material batching that I can't justify not doing it, but holy crap it's so tedious. You guys are absolutely right about the bricks though... that's one where I'm fairly sure it's one of those things that most players' eyes would skip over, but it's easy enough to handle correctly that it's worth doing. Speaking of player's eyes, now that I'm running around a bunch of games to look at their environmental art, it is nuts how many genuinely beautiful-looking games are full of bad UV seams and weirdly-joined modular pieces that nobody notices while actually playing.
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# ? Apr 11, 2021 20:20 |
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# ? Jun 3, 2024 12:51 |
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Omi no Kami posted:Speaking of player's eyes, now that I'm running around a bunch of games to look at their environmental art, it is nuts how many genuinely beautiful-looking games are full of bad UV seams and weirdly-joined modular pieces that nobody notices while actually playing. This is the primary reason why my approach to game art is to be hilariously sloppy and then wait until one of my testers calls me out on something before I put in the effort to do it properly. Fun fact: a bunch of my skyboxes have a misaligned top texture (i.e. the one in the cubemap that you see if you look straight up). This has been noticed exactly once by one player because nobody ever looks straight up.
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# ? Apr 11, 2021 20:29 |
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Polio Vax Scene posted:aint nobody cuttin bricks like that Yeah if you GIS brick window almost every single one has these caps with varying levels of detail.
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# ? Apr 11, 2021 21:28 |
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TooMuchAbstraction posted:This is the primary reason why my approach to game art is to be hilariously sloppy and then wait until one of my testers calls me out on something before I put in the effort to do it properly. I also only noticed it because I was streaming it and was showing off the skybox and the background, and then I suddenly had a perfect example to point out to the spectators when I was trying to describe what I meant when I said I was a game tester.
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# ? Apr 12, 2021 11:41 |
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Design / pacing problem for y'all. The last two levels in my game have been fairly hectic: one of them has a big betrayal scene, and the other is a chaotic mess of an open-ocean fight, with lots of ships, planes, bullets, etc. I now need to figure out how the last two missions for this section of the game are going to work. - The first one is at the Galapagos Islands, where you pick up a new character (a goofball commando/adventurer type) and some supplies, so that you can do a ground attack at: - The Panama Canal, where you have to seize the canal controls to gain passage. This will involve the game's first boss fight, vs. Captain Anime in his flying battleship. My thinking is that the first mission should ideally be a relatively chill mission, to provide some space to breathe after the previous two hectic missions and before the boss fight. I'm struggling a bit to figure out how to structure that though. My first thought of course was to make it a stealth mission, but I'm not confident that I can implement good stealth mechanics in a game that isn't built around them. Ultimately my game is about sailing ships and shooting things in a very loosely historically-inspired setting. How do I play to those strengths while also making the mission feel different in a way that isn't overwhelming the player with tons of stuff? (The previous iteration of this level had the player blasting their way in, docking to steal supplies, then picking up a call from the new character who happened to be stuck on a nearby island. I think that the player not knowing the character is there to rescue until she speaks up is fine, but not obligatory)
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# ? Apr 12, 2021 18:50 |
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TooMuchAbstraction posted:one of them has a big betrayal scene Spoilers, man! Some of us want to play your game! quote:My thinking is that the first mission should ideally be a relatively chill mission, to provide some space to breathe after the previous two hectic missions and before the boss fight. I'm struggling a bit to figure out how to structure that though. My first thought of course was to make it a stealth mission, but I'm not confident that I can implement good stealth mechanics in a game that isn't built around them. Ultimately my game is about sailing ships and shooting things in a very loosely historically-inspired setting. How do I play to those strengths while also making the mission feel different in a way that isn't overwhelming the player with tons of stuff? How about an escort mission, or something? Escort some rescue/salvage/supply ships to a location, perhaps a bonus reward if X% of the ships are escorted without casualties? Perhaps the reward making the boss fight a bit easier?
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# ? Apr 12, 2021 19:02 |
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cmdrk posted:Spoilers, man! Some of us want to play your game! Ahh, my apologies. I'll keep quiet about the love triangle, alien invasion, and graphic sex scenes then. quote:How about an escort mission, or something? Escort some rescue/salvage/supply ships to a location, perhaps a bonus reward if X% of the ships are escorted without casualties? Perhaps the reward making the boss fight a bit easier? My main concern with escort missions is that I want the player to be able to dictate the pace of the mission, and as much as possible I don't want them to just have to sit there and wait while their ship (or anyone else's ship!) gets from point A to point B (i.e. basic navigation should be coupled with some other challenge, such as combat). That doesn't make escort missions impossible, but it does invalidate their standard structure. A variation I've used is to have the escortees stay put in a fixed location while enemies approach from various angles, making it a sort of tower-defense level instead. I'm not sure I could adapt that to "raid an island for supplies" though. Some things I've mused about : - Having the player have to navigate around some kind of stage hazard. For example, there's some kind of (indestructible?) weapons systems on the islands, but they have limited range, so there's a bunch of zones you want to try to squeeze between. Getting too close to a weapon would create a bunch of hard-to-dodge projectiles as punishment. I'd need to figure out what shape these weapons would take though...we're not quite yet at the point where I can just start making up bullshit sci-fi stuff. Maybe torpedo-launching proximity mines? - You're spotted as soon as you get close, but all of the island defenders are elsewhere at the moment. You have a limited amount of time to try to accomplish your objectives before they get back. This doesn't solve any of the "getting from point A to point B" problem but does explain why the mission would be low-combat to start.
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# ? Apr 12, 2021 19:36 |
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See if there's a way to make it a Bermuda love triangle
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# ? Apr 12, 2021 19:51 |
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You say relatively chill and for some reason my head jumps to stoner-alternate-reality. How reasonable would it to have a non-sequitur where you pick up the new guy and he really wants a sandwich or somethin' and the next mission has all of the enemy ships turning into Oscar-Meyer-weinermoships shooting french fries that actually make you happy to get hit by? I know it's almost dinner time around here but actually how's about a level where the goal is to get hit as much as possible during the time limit? And maybe shooting the enemy ships just enrages them and causes them to shoot faster. I'm always fond of minor tweaks of an engine leading to different motivational priorities. And food.
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# ? Apr 13, 2021 01:06 |
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bunch of escort ships that go to the supplies and back on rails, that you don't need to worry about the pacing of, or navigation of (timed defense) where enemy ships attack first at very telegraphed times and then at less telegraphed times other one could be navigating through shoals (puzzle interlude) bob dobbs is dead fucked around with this message at 01:50 on Apr 13, 2021 |
# ? Apr 13, 2021 01:46 |
Or something like navigating a small series of floating minefields. Detected if you take too long damaged if you go too fast.
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# ? Apr 13, 2021 02:03 |
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Hammer Bro. posted:You say relatively chill and for some reason my head jumps to stoner-alternate-reality. So, this is the kind of thing that I absolutely want to include in the bonus levels. I love writing silly dialog that has no respect for the characters or setting, but it only works if the audience can recognize just how out of place it is. I haven't earned this kind of non sequitur yet. So yeah, a food level, a bathtub level (against rubber duckies and plastic toy boats with plastic toy guns shooting giant, brightly-colored cannonballs), a level where all the ships are in individual bathtubs with tank treads so they can go on the land, etc. Just...not for this level. For the main story we're playing things straight. They get weird, but more "science fiction has no sense of scale" weird than psychedelic weird. bob dobbs is dead posted:bunch of escort ships that go to the supplies and back on rails, that you don't need to worry about the pacing of, or navigation of (timed defense) where enemy ships attack first at very telegraphed times and then at less telegraphed times I may be misunderstanding you, but I feel like enemies that spawn at set times are in conflict with my desire for the player to be able to set their own pace. And especially if the player has to wait for their escorts to hit certain checkpoints, then the level is basically an autoscroller, which I've generally been trying to avoid. quote:other one could be navigating through shoals (puzzle interlude) Sedgr posted:Or something like navigating a small series of floating minefields. Detected if you take too long damaged if you go too fast. These have potential. They're a little like a "stealth" mission (chart a careful path around hazards), except that you can clearly see the dangers and failure doesn't necessarily mean that the gameplay suddenly changes genre on you. Hmm...how's this: the Galapagos Islands aren't protected by ships at the moment -- their masters are elsewhere. But they've left their base heavily defended by passive means. Netting blocks off many convenient routes, contact mines are everywhere, and they've even set up some torpedo buoys that will automatically fire at anything that gets into their (fairly small, clearly marked) range. Navigate the hazard course to get to the enemy base, seize supplies, and destroy their command center -- which renders the mines and buoys inert, but alerts the enemy ships. You then have a set amount of time to go backwards through the course before the ships get back. I'd need to figure out a method for the mission data to say "spawn this projectile here at mission start", and I'd need to figure out how a "torpedo buoy" works (probably a bit like a shore gun, but with torpedoes instead of ballistic shells, and some kind of range visualizer). But otherwise this feels doable.
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# ? Apr 13, 2021 03:07 |
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Why am I not fighting a kaiju as the last boss in this boat game?
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# ? Apr 13, 2021 03:23 |
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al-azad posted:Why am I not fighting a kaiju as the last boss in this boat game? Look. I'm putting a goddamn gundam in the game, that's enough character animating to deal with already. And no, the gundam isn't going to fight a kaiju! Kids these days, I swear... If the game does well, though, a silly boss rush DLC would absolutely include at least one giant biomonster. (Anyway, I had the last boss planned pretty much as soon as I figured out the primary villain's personality)
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# ? Apr 13, 2021 03:50 |
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TooMuchAbstraction posted:Look. I'm putting a goddamn gundam in the game, that's enough character animating to deal with already. And no, the gundam isn't going to fight a kaiju! Kids these days, I swear... Is the gundam going to pilot a boat?
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# ? Apr 13, 2021 10:57 |
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TooMuchAbstraction posted:Look. I'm putting a goddamn gundam in the game, that's enough character animating to deal with already. And no, the gundam isn't going to fight a kaiju! Kids these days, I swear... If you do it in the bathtub level you can get away with not animating the kaiju since it's just a toy.
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# ? Apr 13, 2021 11:29 |
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leper khan posted:Is the gundam going to pilot a boat? In a sense? It has boatskis. Hel posted:If you do it in the bathtub level you can get away with not animating the kaiju since it's just a toy. Now that's clever
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# ? Apr 13, 2021 15:24 |
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Hi guys, hope this is the correct place for this. I made this little game as part of a web development course I am doing. Just a little time waster, but I was quite pleased with it as something that only took a few days. Might develop it into a more fleshed out standalone version at some point . Hope someone enjoys it! https://atrathbone.github.io/Ghost-Hunt-Meltdown/
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# ? Apr 15, 2021 15:53 |
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I'm working on a space RTS, and I've found myself spending a ton of time on the tools for building the missions. Here's the first mission's logic visualised in the editor I built. Not quite sure the Unity UI system was really built for this, but it works pretty well. There's a whole game to go with it, I'm just showing off the editor because I've just finished a ton of work on it and I'm super proud! Here's what the "front end" of the game looks like: Dirty fucked around with this message at 23:42 on Apr 15, 2021 |
# ? Apr 15, 2021 23:36 |
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Dirty posted:I'm working on a space RTS, and I've found myself spending a ton of time on the tools for building the missions. Here's the first mission's logic visualised in the editor I built. Not quite sure the Unity UI system was really built for this, but it works pretty well. This looks cool as hell
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# ? Apr 15, 2021 23:48 |
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That's looking nice! Did you do all the graphics yourself? I built my mission editor inside of the Unity editor, as a custom editor window. That lets me drag-and-drop stuff to move it around, and do some basic form fields to set up stuff like music, weather, and basic objectives. More complicated stuff is still written by hand with a text editor though. I made a super basic scripting system that just has triggers, dialog, and actions (e.g. "when the player touches this trigger volume, play this text and then invoke the "spawn ships" API with this key"), and it's done everything I've needed so far.
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# ? Apr 15, 2021 23:50 |
Dirty posted:I'm working on a space RTS, and I've found myself spending a ton of time on the tools for building the missions. Here's the first mission's logic visualised in the editor I built. Not quite sure the Unity UI system was really built for this, but it works pretty well. looks dope, have you considered selling a package of this on the asset store? Great looking game too!
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# ? Apr 15, 2021 23:52 |
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Dirty posted:I'm working on a space RTS, and I've found myself spending a ton of time on the tools for building the missions. Here's the first mission's logic visualised in the editor I built. Not quite sure the Unity UI system was really built for this, but it works pretty well.
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# ? Apr 15, 2021 23:57 |
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Dirty posted:I'm working on a space RTS, and I've found myself spending a ton of time on the tools for building the missions. Here's the first mission's logic visualised in the editor I built. Not quite sure the Unity UI system was really built for this, but it works pretty well. Do let us know when we can start shovelling money in your general direction for this. I'm hoping you'll be putting it up on steam...tomorrow? tomorrow would be good.
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# ? Apr 16, 2021 12:06 |
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Oh, thanks for all the nice comments everyone!TooMuchAbstraction posted:That's looking nice! Did you do all the graphics yourself? quote:I built my mission editor inside of the Unity editor, as a custom editor window. That lets me drag-and-drop stuff to move it around, and do some basic form fields to set up stuff like music, weather, and basic objectives. More complicated stuff is still written by hand with a text editor though. I made a super basic scripting system that just has triggers, dialog, and actions (e.g. "when the player touches this trigger volume, play this text and then invoke the "spawn ships" API with this key"), and it's done everything I've needed so far. Ruzihm posted:looks dope, have you considered selling a package of this on the asset store? SerthVarnee posted:Do let us know when we can start shovelling money in your general direction for this. I'm hoping you'll be putting it up on steam...tomorrow? tomorrow would be good.
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# ? Apr 16, 2021 12:57 |
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Dirty posted:This is probably the better approach! I started off with hand-written JSON for this, then wrote some Unity editors that did some of the work, but I wanted players to be able to make their own missions without needing Unity, so I decided to go this route. I've integrated mod.io as well, so players can upload and download each other's missions. quote:I'm hoping to release by the end of the year (I have said that for about 4 years running though, but I really think it might be true this time!). I've just opted in to the Steam Next Fest and I'm working hard to get a demo ready for that in June. There's a store page up now, I don't know if I should link to it here, but the game's called "Dust Fleet". Don't worry about linking it, people around here don't mind as long as you aren't spamming it in unrelated threads. Wishlisted! I'm also going to be in Steam Next Fest with my game. We should keep the thread updated on our respective receptions.
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# ? Apr 16, 2021 18:41 |
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Dirty posted:I'm working on a space RTS, and I've found myself spending a ton of time on the tools for building the missions. Here's the first mission's logic visualised in the editor I built. Not quite sure the Unity UI system was really built for this, but it works pretty well. Wow they both look really neat!
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# ? Apr 16, 2021 18:52 |
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I took a break from doing simple material studies to bang out a couple of stylized thingies, and it's absurd how much better my crap looks when I'm not trying to match it to real life:
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# ? Apr 16, 2021 19:15 |
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Hmm... How many weasels, though, for 30 dollars?
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# ? Apr 16, 2021 19:29 |
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The only way to know for sure is to open the bag and unleash the great doom upon your feet and any shiny objects around you.
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# ? Apr 16, 2021 19:34 |
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Omi no Kami posted:I took a break from doing simple material studies to bang out a couple of stylized thingies, and it's absurd how much better my crap looks when I'm not trying to match it to real life: The keys are triggering me, but otherwise this looks nice.
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# ? Apr 16, 2021 19:37 |
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TooMuchAbstraction posted:The keys are triggering me, but otherwise this looks nice. Thanks! And yeah, in retrospect I should've set the black keys up properly and probably baked the entire keyboard onto a plane instead of modeling. Thanks though! It's nuts how far a few really simple gradients and edge layers can go towards making a flat color read nicely.
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# ? Apr 16, 2021 19:40 |
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Dirty posted:
Wishlisted! Do let me know if you need someone to do unscripted impulsive testing for free.
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# ? Apr 16, 2021 20:07 |
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Bit of an odd bug report: if you launch my game and then immediately alt-tab, when the game finishes loading, it will receive input even though it doesn't have focus. If you switch to it and then switch away again, it will correctly ignore input. I have no idea how to go about fixing this. I don't suppose anyone here does? EDIT: I'll note that I'm already checking Application.isFocused before processing any input, so Unity thinks it has focus, even though it very much does not. TooMuchAbstraction fucked around with this message at 00:16 on Apr 17, 2021 |
# ? Apr 17, 2021 00:09 |
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TooMuchAbstraction posted:Bit of an odd bug report: if you launch my game and then immediately alt-tab, when the game finishes loading, it will receive input even though it doesn't have focus. If you switch to it and then switch away again, it will correctly ignore input. I have no idea how to go about fixing this. I don't suppose anyone here does? You could track when your game changes focus and reject inputs if it's not in focus. Here's the docs on that for Unity: https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnApplicationFocus.html Edit: how dare you edit while I'm taking forever to write my post
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# ? Apr 17, 2021 00:24 |
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TooMuchAbstraction posted:Don't worry about linking it, people around here don't mind as long as you aren't spamming it in unrelated threads. Wishlisted! I'm also going to be in Steam Next Fest with my game. We should keep the thread updated on our respective receptions.
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# ? Apr 17, 2021 00:27 |
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Tip posted:You could track when your game changes focus and reject inputs if it's not in focus. Here's the docs on that for Unity: Yeah, a couple of people have run into this issue before, with absolutely no workarounds or fixes posted. https://answers.unity.com/questions/1404439/applicationisfocused-is-incorrect-if-another-progr.html https://twitter.com/rtm223/status/1047440879223545856 EDIT: thanks to Sethur in the Dogpit discord for helping me work through the Windows API. I now have this hacky pile of crap to compare process IDs between my game's PID and the PID of the active window. Dirty posted:This looks like an extremely rad version of one of my favourite PS2 games - also now wishlisted! Yes, let's do trip reports. I have no idea what I'm doing, so I expect I'm going to do all the wrong things for Next Fest. I waited so long for someone to make a sequel to Warship Gunner 2 that I decided to do it myself Thank you! And good luck with your game! TooMuchAbstraction fucked around with this message at 01:14 on Apr 17, 2021 |
# ? Apr 17, 2021 00:40 |
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Ignite Memories posted:Hmm... How many weasels, though, for 30 dollars? it's per kilo
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# ? Apr 17, 2021 07:09 |
TooMuchAbstraction posted:Bit of an odd bug report: if you launch my game and then immediately alt-tab, when the game finishes loading, it will receive input even though it doesn't have focus. If you switch to it and then switch away again, it will correctly ignore input. I have no idea how to go about fixing this. I don't suppose anyone here does? This is a windows 10 things right? I get it a lot with unity games sometimes.
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# ? Apr 17, 2021 09:53 |
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# ? Jun 3, 2024 12:51 |
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TooMuchAbstraction posted:Yeah, a couple of people have run into this issue before, with absolutely no workarounds or fixes posted. I'll flag this to the windows team on Monday to make sure it's at least a known issue.
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# ? Apr 17, 2021 13:07 |