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Found 1000 results

  1. Dear everyone, this is my newest game, please check out and give me feedback. Thanks for your consideration. Overview: Cross n Puzz is a creative and addicting word puzzle game. It not only challenges your brain but also improve memory and other types of cognitive function. For IOS: https://itunes.apple.com/app/crossword-puzzle-image/id1435575074 For Android: https://play.google.com/store/apps/details?id=com.caag.crosswordnpuzzle Game trailer: https://www.youtube.com/watch?v=stNuktpJH44&feature=youtu.be Crossword Puzzle Image Trailer Official.mp4
  2. A Unity Asset for customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
  3. A Unity Asset for customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7 View full story
  4. [UNITY ASSET] Customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
  5. Hey, so i've created a disk in unity (2D mobile) that will be shot forward if you drag it back and the further you drag it from the start point the more force will be applied to the impulse similar to the 8ball pool drag to shoot mechanic on miniclip. However, when I applied a script that allows the main camera to follow the ball it broke the mechanic since the balls position is calculated through the camera in world space. So I created a bool that locks the camera in place until the ball is released so the calculation would happen before the camera starts to move. This works however the ball now rubber bands back and forwards close to the start position. If anything needs more explaining then i'd be glad to do so. I've only been coding for about a week so you'll have to bare with me. Any help is appreciated. Thank you very much. Here's What happens: https://gyazo.com/f211e50f32ac59437a93dad7295a14be (screencap gif of the game viewer) Here is the shoot script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class Shoot : MonoBehaviour { [SerializeField] GameObject Disc; [SerializeField] float multiplier; Vector3 initPos; private Rigidbody2D rb; public static bool ballIsReleased = false; bool recordingDistanceDragged = false; private void Start() { rb = gameObject.GetComponent<Rigidbody2D>(); initPos = transform.position; } void OnMouseDrag() { recordingDistanceDragged = true; if(recordingDistanceDragged == true) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10)); } else { transform.position = initPos; } } void OnMouseUp() { ballIsReleased = true; } private void FixedUpdate() { if(ballIsReleased == true) { rb.AddForce((initPos - transform.position) * multiplier, ForceMode2D.Impulse); Debug.Log("ball is released"); recordingDistanceDragged = false; } else { ballIsReleased = false; } } } Here is the camera follow script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraFollow : MonoBehaviour { private Vector2 velocity; public float smoothTimeY; public float smoothTimeX; public GameObject player; private void Start() { player = GameObject.FindGameObjectWithTag("Player"); } private void FixedUpdate() { if (Shoot.ballIsReleased == true) { Debug.Log("camera can move"); float posX = Mathf.SmoothDamp(transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX); float posY = Mathf.SmoothDamp(transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY); transform.position = new Vector3(posX, posY, transform.position.z); } } }
  6. Welcome everyone, this is the last video on section and end of our Terminal Hacker game. In this video we will learn to create random number. And from our next section we will create 3d game We will create CUBE RACE for our lesson.
  7. Unity* 3.0 provides tools and settings that simplify game creation. This paper analyzes and troubleshoots performance with Unity* on Intel® graphics processors, and provides users with performance considerations for their games. Abstract Unity provides a number of tools and settings to help make games perform smoothly. For this project, we chose ones we thought could prove to be troublesome and analyzed how they affected game performance on Intel® graphics processors. We put ourselves in the shoes of a game developer learning how to use Unity. We wanted to stumble into performance pitfalls and then determine how to work through issues with Unity’s built-in performance mechanisms. One of Unity’s strengths is the ability to create content quickly, but when considering performance, especially on mobile and tablet devices, the developer needs to slow down and plan out how to utilize the built in performance mechanisms. This paper prepares new and existing Unity users with performance considerations when building your levels/games, and offers new ways to build. Read more
  8. Hi everybody, So, me and my colleagues are now joining Unity Game Jam. It's gonna be two weeks and we are trying to make a Third Person Shooter with RPG and RTT mechanics video game. We've started yesterday with the main concept and this is what we have: Game Storyline Nobody could imagine the falling of the whole world until the deaths woke up. That nonliving ones became something we cannot consider as human being. They change into a new creature, stronger, more frightening, and almost unbeatable. Society broke in pieces and the few ones alive had to survive at any cost. As the Major of a ranger platoon you have found an abandoned Military Outpost crowded of helpless people closer to one of the coldest parts in the world. You must keep them in safe until the reinforcements arrive. There’s only one way to kill the damn zombies: the BlockchainZ Ammo. Search for the BlockchainZ Ammo and destroy the hordes of zombies, but beware of the raiders: they will take your BlockchainZ Ammo whatever it takes. Right now the Raiders have all the BlockchainZ ammo, you must fight them and spoil it, but be on guard, they will counterattack. Remember, the survival of the people depends on you. Don’t let them down! Gameflow. Once you start playing Project BlockchainZ, you must defend the bunker against the hordes of zombies and raiders on a fixed map where you'll fight with your troops and traps. The bunker is basically the main area where you'll not only have to keep the people within alive, but also yourself during the reinforcements arrive. The zombies are extremely resistant, so you will need a type of ammo called BlockchainZ, which contains a very strong poison that acts directly against the brain traveling through the body. The BlockchainZ Ammo is hidden in Raiders's Facility Bases and you must spoil it from them. The more B-Z Ammo you spoil, the more Raiders will attack you, increasing the game difficulty level. Features. Third Person Shooter. Tactical map to manage your troops across the battle. Deploy defensive elements to direct the action where you want. Post apocalypse - scify style. RPG character development. Right now, we've just opened our Project page in the forum. We only have two weeks to develope this idea. Our team is formed by two programmers, one game designer/ scriptwriter and one artist. So, we will update this thread to show you our improvements. Hope you like it. Any suggestions are always welcome. Thanks for all the support!
  9. Recently a Youtube video reminded me of a game I played years ago called Advance War. It's basically a turn based strategy game with the simplest mechanics that you conquer cities on the map to generate income, make units in the factory next to your HQ and try to capture your opponent's HQ to win the game. I am fairly interested in this genre, and I think I could make something with similar mechanics and add more flavor to it (ex.different factions with different units, better map design). The question is, is there any people who are still interested in this kind of old school game?
  10. Hi everyone I’m currently learning programming and getting into the world of game developing. I set to myself the goal of trying to make a League of legends card game in unity, I already came with a few ideas but I’m still talking with friends and researching in different places which would be the best way to proceed with this project. I’m not really sure where is the place to post this but I’m looking for people who could help me, either by how could I put the “soul” of league into a card game if you know what league is about,how to make a card game that feels like a moba, any advice on the best way to develop a card game on unity, different mechanics that I should consider putting in the game, helping me find the right place to post this or Anything that you think could help me on this project. I will be more than thankful with anyone with the will to help me, sorry if you find any mistakes here, not a native speaker.
  11. Hey everyone! My name is Ryan and I am the founder of Visualistic Studios, LLC. I'm looking for experienced developers interested in short term and long term contracting. For the past 3 years I've been working in game development contracting, and the past year I've been working full time from home. Since then, I've received more and more contracts and I'm now at the point that I have too many for myself to handle. I have at least another full time job's worth of programming offers, and around 30-80 hours a month for 3D modeling/animation. I have contracts using Unity as well as Unreal Engine 4, so if you can program in either please contact me. If you are interested in working on these contracts, please send me links to your work and you hourly rate. (Most contracts range be between 18-25$/h, but please provide your normal hourly rate) You can get ahold of me through email - "ryan.hobbs@visualisticstudios.com", or Discord "TSpartanT#4670" Thank you everyone for reading, hope to hear from you soon!
  12. sosnol_gaming

    Bongo Cat DUELS

    The massively popular memes "Bongo Cat" has been made into a smartphone game! Welcome to Bongo Cat DUELS! Wild West is waiting for you. Fight vicious enemies, upgrade cat skills and buy new guns. FEATURES: -Participate in duels; -Get money and experience for winning; -Open new duels; Google Play: https://play.google.com/store/apps/details?id=com.IceSky.bongo_cat_duels Youtube:
  13. SandWitchStudio

    Origin Of Chaos - VR Game

    Hello everyone I would like to introduce you to a game created by me and my friends. Below is a link to the aforementioned game, I would be grateful for feedback and advice regarding what we can add to the game or change. This is our first game, so maybe it doesn't impress, but we hope you like it and then you like our fanpage. Greetings SandWitchStudio https://www.facebook.com/SandWitchStudio/videos/2107253369590028/
  14. jb-dev

    A loading screen

    From the album: Vaporwave Roguelite

    This is how loading screens will look like. I still have no idea whenever or not I could show things like tips or anything alike...
  15. Last week wasn't concretely visual or anything... It was mainly an integration one. There was also some graphical updates plus I've also made part of the options menu. Graphics First, let's talk about those graphics. Previously, the skybox was of a solid colour. This was a placeholder skybox. However, I thought about it and came to the conclusion that it was about time to have a better one. I've searched on the internet and found this lovely gradient skybox, so I've added it to the game but with a bit of pizzazz. Basically, I've added a screen-positioned grid pattern and make a big dot in it representing the sun. I've loved it so much that I've decided to add it to my levels too! Here's how it looked previously: And here's how it looks now: I personally like how this looks. Also, previously the directional light that lights the scenes weren't following the colour palette, so I've added a bit of script to help with that, hence the different lighting... Integrations I've mainly had to link up the menus and the actual first level of the game. To do this I've used the Scene loading functions of Unity. I've added a nice loading screen with a working loading bar that fills up to the loading process' actual progression. There is, however, a bit of a hiccup while loading the level. The game window actually freezes and seems like it stopped working... This might be related to the loading process of the Music Player I've previously made: while the process loads in a different thread, the first load is done on the main process. This makes the game hang up until the first song actually loading... This is something I'm currently working on. Options Secondly, I've also added a bunch of drivers to the options screen. Let's take a look at each tab... General This is where general options will be. Right now, there's only a dropdown to switch languages, but eventually, there might be more options if it's needed. Graphics This is where the meat is. Here, the player can set many types of graphical settings, like resolution and quality settings. There are six quality presets: Very Low, Low, Medium, High, Very High and AESTHETIC (Ultra). There's also a seventh one, called Custom, where the player can set each graphical settings separately. As of now, this setting doesn't do anything, as it is only a driver. Audio This is where the player can set all its audio configs. Mainly this is where the player can adjust any volume sliders. There's also another section called "Others" where other audio settings can be set. As of right now, there's only a toggle indicating whenever or not the VaporMaker is active. There might be more options in the future. That's about it for options: the other tabs are still in development. Minor Updates Reflection Probes! Now there's a bunch of reflection probes in special rooms. This means that lights will feel more natural and specular materials will look better. Shader optimizations. I've optimized some shaders and the game builds quicker. (Speaking of build...) I've created a really dirty private build of the game. While still building, there was a lot of bugs and isn't really presentable. The important thing is that it builds properly and without any hiccups. I've fixed some bugs with state loading and overall scene progression. Previously the level scene was completely separate from the menu screen, meaning that a lot of states appeared twice between the scenes. Because these are supposed to be singletons, many of the level's controller were removed, breaking everything. Next week Next week is going to be the continuation of the integration. I mainly need to fix my loading screen hiccup problems and many other things. Afterwards, I might need to make an actual progression between each level. As of right now, there's only one level with no exits. Afterwards, it's gonna be boss time! And then after it's the usual suspects... I gotta say, with all that integration, I'll be soon ready to actually publish some kind of demo or test build by the end of December.
  16. Hi everyone! I'm one of the developers from Far North Entertainment. We are a startup studio based in Sweden. We have been working together for three years and are currently developing our second game, a sandbox game in a post apocalyptic cyberpunk setting where you explore the world and find materials for crafting tools to help you survive against thousands of zombies! We have been working on this project for about four weeks and have taken inspiration from other games such as Project Zomboid, Terraria and Left4Dead and we are trying to gather feedback to determine in which direction we are taking it. Our Project page: The Gameplay Features: Online Co-op Multiplayer: team up with your friends, or go solo if you dare! An open world: explore the world and scavenge it for objects and materials that will help you survive. Crafting: use acquired materials to forge new weapons and armor or modify your existing arsenal. Build your bases: build bases of operations where you will be able to craft, plan your next destination or simply catch your breath in between your encounters with the Infected. Hordes of thousands: thousands of Infected can be simulated on screen at the same time. Make sure you have an escape route or enough ammunition in an encounter, otherwise your death is certain. The gameplay centers around you exploring the world, trying to find and gather materials that can be brought back to your base and be used for crafting tools that will help you survive. Our goal with the Infected is to have a dynamic threat that can create emergent gameplay scenarios where, in one instance a street you cross is completely empty only to be crowded with Infected shortly afterwards, thereby forcing you to plan a different route to circumvent them or try to blast an opening and push through them. This means that communication between you and your friends will be key in order to survive encounters with the Infected. You could have a friend draw the attention of the Infected away from you while you gather resources to take back to the base, or have a friend desperately firing of a shotgun shell, in a small encounter, drawing the attention of a large horde and dooming your entire team. We also have a DevLog on Youtube which I thought I'd update this thread with, in addition to the written updates about the game's development progress. We would appreciate any feedback on the game, I look forward to take part in it!
  17. Hello. My friend asked me to join a small game project of her which I think was not quite worth to make since it consist only three stages and two routes. Also, the game play types are different each stages so it may need big effort to code. The game is actually a visual novel with more game play than scenario, but both of them are too simple, I guess. The only interesting part is she is trying to show off traditional culture, but it feels a bit forced. However, she disagreed with me and was very sure that this project would work. She gave me this pitching presentation and she said it's okay if I post it for a feedback. So, how do you think?
  18. Hello everyone! As always, I want to give a little update on my current progress. Sadly, progress has even been slower than last week. This happens to me with a lot of project. During the first weeks I always make a lot of progress. The more I get done in a project the slower my progress becomes and my motivation gets lower. 😢 Music I finally took some time to create little music theme for the game. Even though I am really bad at this kind of stuff I am somewhat happy with the results 😑: Frogger Theme.wav I have used Bosca Ceoil for this little music track. I really can recommend this little piece of software for people like me who have no idea how to create music on their own. Even though the music is nothing special the effect of a little bit of music in a game is really awesome. Menus A lot of my time this week went into improving the menus and adding a small menu to the game scene. I still have not found a good way how to visualize the navigation of the options menu with only using the keyboard Currently I am thinking about disabling currently not selected items. This would restrict the controls to only using the keyboard (which was actually one of my goals...). Another solution could be trying to highlight the currently selected item. I will have to try a couple of things the next days. Next Goals I think I have implemented all needed things for the goals of this challenge. For the remaining weeks I want to focus on these things: Try to improve the visuals of the game Bug fixes (yes there are still some bugs left... ) Maybe add controller support (not sure if worth even though this is basically no work in Unity) Any more ideas? Also, still must figure out where I must add my submission and where I should upload the game files, etc. Thanks for reading and until next week! - Znippy Last Part:
  19. The School of Information is accepting applications for the PhD program, for the incoming fall 2019 cohort. We are seeking students with interests in machine learning, natural language processing, text retrieval, virtual/mixed reality, or game development/design. Preferred incoming doctoral students for the fall 2019 cohort will bring strong computational skills. Having advanced object-oriented programming skills, experience with machine learning toolkits such as scikit-learn or Keras, or experience with widely used real-time development platforms such as Unity, would be a plus. Instructional experiences are also beneficial, and should be highlighted in application materials, but are not required. Funded positions will be available for select graduate students, those students will receive tuition remission and a stipend in exchange for research- related, grant support, or instructional work. The School of Information is an academic unit in the College of Social and Behavioral Sciences at the University of Arizona, Arizona’s only public land grant university. The School’s mission: “As Arizona’s iSchool, we collaborate across disciplines, drive critical research and development, and educate the information intellectuals and professionals of tomorrow to further positive social change that is rooted in the places where we live and that impacts the world.” The school and the College of Social and Behavioral Sciences are dedicated to creating a serious, open, free intellectual space for inquiry, one in which faculty, students, staff members, and community partners can participate fully, regardless of race, ethnicity, gender identity, sexual orientation, age, socio-economic status, citizenship status, size, abled status, language, religion, or any other characteristic. Strategically positioned to lead the University of Arizona’s status as a Hispanic Serving Institution, SBS foregrounds our awareness of the deep ancestral footprint of our region’s populations and cultures, including the Tohono O’odham and Pascua Yaqui people whose lands we inhabit. We honor diverse knowledge traditions and lived experiences, and we strive to foster accessibility and equity, the conditions in which our members together can produce new, rigorous, urgent, and evidence-based knowledge For more Information, please see: https://ischool.arizona.edu/phd-information. With quick questions about the applicant process or application materials, feel free to reach out to our administrative support team through Barbara Vandervelde, barbv@email.arizona.edu.
  20. Hello everyone! 😊 This will be the first blog entry here. Furthermore, this is also the first time I am participating in a Game Jam! 😁 I am not very good at writing and English is not my native language, so I will try to keep these posts short. Goals for this challenge Since this is the first time I am participating in these kinds of challenges I will mainly put my focus on three important points: 1) Finish this project! For me the biggest challenge in GameDev is finishing a project. Even though I am already doing GameDev for like two years now I have only done prototyping. Sadly, I must admit that I never really finished a project. So my main goal for this challenge is to have a complete game at the end! ☺️ 2) Do everything myself! Even though I am using Unity I do not want to use any already made assets. For this project I want to create everything myself! This includes making sprites, sound effects, music and writing all the code on my own. Sadly I am very, very and I really mean very bad at creating creative stuff like sprites and music. I am more of the technical guy and good at writing code. Because of this I want to try a very simple 2D style and ignore the fact that it will look bad. 😁 3) Having fun! As always this should be the most import point. 😁 Tools and Frameworks I decided to stick to the tools and frameworks I have used the last years. I am currently using: Unity3D with C# as the main framework PiskelApp for 2D sprites Bfxr for simple sound effects Bosca Ceoil for the main soundtrack (I don't think I will manage to create more than one...) Unity3D is the only game engine I have worked with so far. In the future I might try the Unreal engine but for now I will stick to Unity. PiskelApp is a very basic online tool that allows to create simple pixel art sprites and animations. Since I have basically no skills at creating art assets this is the only tool I use. Bfxr is a great and simple to use tool to create awesome "retro-ish" sound effects. As with creating graphics I also have no experience at making music. Bosca Ceoil is a cool tool to create some basic music and is the only tool I have ever used. 😁 Current Progress Since the first half of the challenge already passed I have already made some decent progress. I decided to stick to the simple gameplay and not to do any fancy stuff. The player moves the little frog with the arrow keys to do little jumps. As in the original game the goal is to cross some roads and rivers to reach a goal. The player must avoid enemies and jump on floating wood to cross the river. Upon reaching the goal line the player gets a certain amount of points and respawns at the beginning. The player starts with three lives. Every enemy kills the frog with one hit . After reaching zero lives the game ends and the player can see his final score and high score. Fig 1: Current in game scene Enemies Currently I have implemented 4 different enemies: Car Cars are spawning on the two main roads and are the main obstacle for the player. Since the large number of cars, it is not easy for the player to cross the roads Biker The biker is randomly appearing on the middle of the two roads and has a very high movement speed. Peasant Currently three peasants are patrolling the grassy parts between the roads and the river. These guys are walking back and forth. Once the player gets on the same height as the peasant, the peasant charges for the player to kill him. Water Peasant (brilliant name I know...) The water peasants can randomly spawn with a floating wood. If the player is in a certain distance these peasants will start throwing spears at the player. Every enemy kills the player in one hit which really makes the game a challenge (according to my alpha tester 😀) Items Yesterday I have implemented two items that can randomly spawn to make the game a little bit more interesting: 1-Up A simple extra life that increases the life counter by one. The player starts the game with three life’s and the game ends upon reaching zero lives. Shield This item gives the player a blue shield. When the player collides with enemies while the shield is active the enemy gets destroyed and the player gains points depending on the enemy type. Sound Effects I have already created some very simple sound effects using Bfxr. I think these sound effects fit to the "style" of the graphics. Sadly, I had no time for the music yet. Main Menu I have also started to work on some basic menus. With the main menu the player can start a new game, change some basic options and exit the game. Fig 2: Main Menu The option menu was a lot easier to setup than I thought in the beginning. Unity really offers a lot to implement these basic settings fast. Fig 3: Options Menu Other Stuff I have also started to work on some particle effects to make the game look more interesting. If I have enough time I will try to add some more decoration to make the game look a little bit better. There are some more things that I have not shown in this post because they are either not that interesting, too hard to show or I have simply forgotten about them. Since I currently have a lot of work during the week I can mainly work on this project in the evening or on the weekends. Next Goals For the next week I will focus on these goals: Working on menus and menu navigation. In the end I want to be able to control the whole game without a mouse Create some more car sprites Balance gameplay There is still a lot to do but I think I have enough time to implement everything I want. ☺️ Okay this entry got waaaay longer than I expected... 😁 Sorry for the long post! I will try to write down my progress weekly from now on. I am pretty sure these will be a lot shorter in the future! I would love to hear some feedback from you guys! 🙂 Thanks for reading and happy coding! - Znippy
  21. Hello everyone! 😊 Just a small update about my progress of the last week. Even though I had two additional free days I did not get as much done as I would have liked. 😶 Even though I have reached all my goals I made for this week I still feel like I could have progressed faster if certain problems did not occur. I wasted way too much time on stupid bugs and other problems I had because of bad code. Gameplay Balance First big part of my focus for this week was on balancing the gameplay. Thanks to one of my friends I was able to get some feedback on the current alpha version of the project. I realized fast that the game was way too hard now. Cars were spawning way to fast and combined with the other enemies it was way too hard to reach the goal line. I spent a lot of time tweaking spawn rates and changing how the spawn system works to make the gameplay not only easier but also more fun. During this problem I realized how hard it can be to balance gameplay. A different perspective on my game helped to improve a lot of little things. Sprites & Visual Stuff Another important point was adding some more sprites to make the game look a little bit more interesting. As I said in my first post I am really bad at creating sprites and similar stuff. Because of this I mainly added some recolored versions of my car sprite and a new truck sprite. These new sprites alone already made the game look a little bit more interesting. Additionally, I tried to create some small particle effects and a screen shake that appear when getting hit or when destroying enemies. As you can see in the second animation I have also created a little score-pop-up that indicates how much points the player receives for destroying each enemy. (Note: I recorded only a section of the screen for the animations. Should be obvious but who knows 😀) All effects have also been rounded up with more sound effects. Furthermore, I have also implemented the third and maybe last item: The slow down item decreases the movement of objects, except the player, by 80%. This helps the player to reach the goal line even if the road gets really crowded. Menus & Other Stuff I have also worked a lot on menu navigation and cleaning up already existing menus. Except from the options menu the game can be played completely without a mouse. Sadly, it is not possible yet to open the menu from during a round (which is a requirement for the challenge). Additionally, at the end of the round your score will be compared to your high score and it will be tracked if you manage to beat it! Next Goals My main goals for the next week will be: Finally adding a music track Adding a pause menu Maybe some more sprites and effects After this I should have completed all necessary tasks for the challenge and still have some time for polishing, bug fixing and adding details! At this point I am very confident that I will finish this project in time. Thanks for reading and until next week!! - Znippy Last Part:
  22. Nilmani Gautam

    Unity3D : Refactoring the code

    In this video we will learn to create new method form the existing method If you want to learn to develop game using Unity 3D from beginning to expert then join the course on YouTube
  23. Hello there GD.net! Dead Inside development is currently looking to fill 2 positions on our development team. Right now we are a pair of programmers\unity developers working hard on a small Metroidvania title. We are looking for people that are as hungry as we are who can work independently, or as a team when need be. We are looking for level headed and laid back people to work with! All experience levels are welcome! As long as you can produce assets it will be our privilege to watch you grow! The details: These spots are non-compensated until we launch a product and or collect revenue. Discord and microphone required. Responsibilities for the artist slot include - creating 2d sprite sheets with various animations. Creating environments, creating concept art, giving creative input where you can. responsibilities for composer slot include - creating OSTs for our games, mastering tracks and ensuring everything is the same volume and cohesive, and implementing sound fx. The basic ability to follow instructions, and reference design documentation!
  24. Nilmani Gautam

    Unity3D: Enumeration

    hello everyone, in this video we are going to learn enumeration, and we will also save the game state in the enumeration.
  25. I've got a state machine set up that I'm having an issue with. I have a Start scene, a Level_01 Scene, and a GameOver Scene. Each scene has a corresponding state. When the game starts, it sets the game to the Start scene. When I click the start button, it loads the Gameplay state. The game plays fine, but when you lose, the GameOver state does not load, the game continues to run, and I get one error that says the Game Manager has been destroyed and I am still trying to reference it. I have my managers set up on a Singleton pattern and I'm not sure how it's getting destroyed. This is my first time using both the state machine and the singleton, and I also have very little experience switching between scenes so I may be doing something simple wrong. The main thing I can tell you is that the currentState variable is coming back as null when I go to hit the GameOver state, and that the code is not even getting far enough to hit the OnDeactivate for the GamePlay state (probably because currentState is null). I'm really out of ideas on this one and haven't been able to find anything useful online. Hopefully someone can show me what I'm doing wrong. Thanks! //Managers object code: public class Managers : MonoBehaviour { public static Managers instance = null; private static GameManager _gameManager; public static GameManager Game { get{ return _gameManager; } } private static UIManager _uiManager; public static UIManager UI { get{ return _uiManager; } } private static LevelManager _sceneManager; public static LevelManager Level { get{ return _sceneManager; } } private static BoardManager _boardManager; public static BoardManager Board { get{ return _boardManager; } } private static PickUpManager _pickUpManager; public static PickUpManager PickUp { get{ return _pickUpManager; } } private static SoundManager _soundManager; public static SoundManager Sound { get { return _soundManager; } } void Awake () { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); _gameManager = GetComponent<GameManager>(); _uiManager = GetComponent<UIManager>(); _sceneManager = GetComponent<LevelManager>(); _boardManager = GetComponent<BoardManager>(); _pickUpManager = GetComponent<PickUpManager>(); _soundManager = GetComponent<SoundManager>(); } } //GamePlayState code, other states are basically the same public class GamePlayState : _StatesBase { public override void OnActivate () { Debug.Log("GamePlay OnActivate"); Managers.Level.LoadLevel("Level_01"); Managers.Game.isGameActive = true; } public override void OnDeactivate () { Debug.Log("GamePlay OnDeactivate"); Managers.Game.isGameActive = false; } public override void OnUpdate () { Debug.Log("GamePlay OnUpdate"); } } //GameManager code public class GameManager : MonoBehaviour { public static MonoBehaviour monoBehaviour; public bool isGameActive; private int level = 50; private _StatesBase currentState; // Use this for initialization void Awake () { isGameActive = false; InitGame(); monoBehaviour = this; } public _StatesBase State { get { return currentState;} } void InitGame () { Managers.Board.SetupScene (level); } public void SetState (System.Type newStateType) { if (currentState != null) { currentState.OnDeactivate (); } currentState = GetComponentInChildren (newStateType) as _StatesBase; if (currentState != null) { currentState.OnActivate(); } } void Update () { if (currentState != null) { currentState.OnUpdate(); } } void Start () { SetState(typeof(MainMenuState)); } } //The load level method from the LevelManager public void LoadLevel (string name) { SceneManager.LoadSceneAsync(name); Brick.breakableCount = 0; }
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