#🏆┃daily-win
1 messages · Page 1 of 1 (latest)
Second
ig i have to show my daily win then...
Made a texture loader/editor for my level creator
Looks good
thanks, im going to be making so you can create/edit the textures by drawing on them, so next step is a drawing software heh
Thats gonna be a big upgrade, good luck on that🔥
Got depth shadows working today for a new asset!
thanks thanks, i think im going to share my progress here daily from now on lol ;))
whoah that looks good
Thanks!
Also indirectly made contact shadows looking at it haha
what is this about
Guess I am gonna post mine here, though I don't have the screen shots.
So my day job is an app developer for Roku TV, by night I practice unity.
I have just started, made 3 basic games (flappy bird, platformer, brick breaker)
Currently working on spaceshooter. I decided to add a "shop" feature, where players could buy new planes with in-game currency, and change color (sprite switch basically).
Now this concept was entirely new to me, and most of my learning is through chatgpt, it designed a pathway for me. So gpt suggested scriptable objects.
Took me 3 weeks to understand what gpt was trying to tell me about how to setup my shop. I watched official unity description about scriptable objects, watched brackeys, prompted gpt, and after my 2nd walkthrough of brackeys video, I finally understood what gpt was on about and finally setup my game shop.
So, yeah, my today's win, I successfully setup a plane shop, where user can buy new planes, change their colours and equip a new plane, and the selections would be remembered and persisted!
Todays I finally finished this goddamn targetting system for my mortar! I want my math degree now!
Makin sonic 3&k in 3d
the classic sonic physics is the worst part of it. It's not finished... yet
Named NPC Walking Animation
Okay, so kind've a small thing, but super proud of myself for figuring this out. lol.
I made myself a little tool to reproject spherical maps to 'flat' maps (at the moment it reprojects to different types as I was experimenting with which one worked for my use case).
At the moment it does what I need it to do, but am considering developing it further (option to export tiles, apply directly to terrains etc. but not sure). If I pretty it up, add the extra functions I was thinking about etc. I was wondering how much demand there would be for it.
Implemented emoji system today
Made a color selector!!
Added ballistic shields to my game 😄
whats the shield made of? (asking for my friend)
something that can stop a 9x18 and cant stop an 80mm pg7vl rocket 🗣️ (i dont know, steel or kevlar or smt)
Took a while, but finally conquered using addressables with CCD. One of the things I kept delaying to learn (for about 4 years)
New firepit map for my retro, movement, multiplayer FPS, fireballs fall from the sky to make players move more
(isnt this fast during game)
Trying to make a topomap and im just fumbling thru shader graph 🤣 but this is promising
Improved the UI by a little, working on allowing the window to be resized :p
Dynamic Fog of War System built with Jobs and Burst
Code if you are interested: https://paste.ofcode.org/AjZQK6DANP6DvKwpYtkb5H
Filter the rendering of the plane in the ForwardRenderer and add a new render step like in the 2nd image
today on mildly cursed code
.OnComplete((_) => (clean + Clean)())
Mostly finished off a new environment today
working on a new rts, added some stuff to the environment. I think it looks pretty cool so far
my first working steam achievement :D
got multiplayer and animations working today
Decided to break out of purely unlit/surface shaders yesterday by doing some procedural terrain gen in a compute shader. Finally got almost everything working how I want today!
Definitely still more that could be done...
Finally finished the color picker!!!!
Has rgb and hsv mode
honestly just doing sidequests at this point, im making paint inside the game why not
Pencil icon everywhere!!!
making better optimized specular asset for urp and unity 6.2 (shader)
I wanted to share that I've hit a nice milestone and now have a functional Greedy Meshing system running with Jobs.
I'm keeping the specific gameplay concept under wraps for now, but I'm excited about the direction it's heading. Stay tuned!
Added volumetric air condensation to large explosions in my game 😼
Finished most of FNaF 3 just need to make the phantoms and System Resets next
drawing
https://www.youtube.com/watch?v=UgD1Rh97S3E&ab_channel=CrosshairGames made a junk montage of my multiplayer fps
Testing is being done and the game is set to release very soon.
https://play.google.com/store/apps/details?id=com.EmptyBracket.DriftDuelers
I published my first game to get started, and I learnt a lot in the process.
The main issues I have with it are the lack of progression and then that it feels a bit uninspired since I do not really have any insight into these kinds of games (I'm still learning so I thought doing something with limited scope would help me at least get it to production).
Feel free to download it and review it on the app store and I'll keep updating it with the suggestions made in mind (although I have ideas for updates if it doesn't really get any suggestions).
I'd really appreciate some feedback, also idk if it's appropriate the even post an ad here so sorry if it isn't.
In the meanwhile I started a second project that has a larger scope and will be a desktop release so I might post about it on the dev-logs channel.
Have a nice day.
ngl, in game photos i can see that you have good car assets, i would suggest just making a scene in where you place them under some light and add some particle system for steam, trust me it would look better than the AI generated icon
Huge win today! I was able to create a "grid based" version of Unitys Navmesh to make an OSRS style movement system. Not only does all the Navmesh pathing follow a Grid based ruleset, every movement is also tied to a tick manager and moving to the rhythm of the tick at .6 seconds per tick which is identical to OSRS ticks. In the video you can see that I created a Grid beneath the elevated Terrain that all the pathing on top of the terrain follows. My Grid Manager Script is pretty much married to the Player controller script, Tick Manager script, and Navmesh. All coming together to create this awesome system. Not sure if this was done before but I am very proud of my work today.
Finished all of FNaF 3 and its Nightmare mode I will update when FNaF 4 is done
Today I Hired a developer for my new upcoming RTS game. I also finished some systems like the camera and movement. Also prepared how to use Grid and Dots system.
changed the combohandler script so that the combo sequences are not hardcoded anymore XD. Now I can add/remove/edit special combo easier
I'm developing a pixel art app and managed to build the Color Picker / Color Palette Manager over the last two days
Super proud of this one.
Made a system for easier entering of vehicles, i wonder if its better to have the UI pop up when you look at the specific seat, or be able to use scrollwheel to change selected seat.
Scroll wheel is generally easier to use but then id have to remove being able to change tools with scroll wheel, or specifically dont let the player change tools while looking at a vehicle
this would be a good multiplayer game, i should add cars to mine
It is multiplayer rn :D.
i didnt have another player because the syncing for vehicle seats is buggy in mp at the moment
Ahh ok nice, good work
I created a VFX for my space exploration game: the less you know about a planet, the more disturbed it appears
Made initial Highlighting system in my IterationToolkit package i use when quickly prototyping. Recreates OnMouseOver and OnMouseExit esque stuff but from a static manager so simpler and more available to interact with.
In the test project using this package these are the two scripts needed (one script on the boxes to respond when they are higlighted and another separate from the boxes that moves the sphere in response to something else being highlighted)
public class MouseTest : MonoBehaviour, IHighlightable
{
[SerializeField] private ReactionInfo ReactionInfo;
private ReactionPlayer reactionPlayer;
private void Awake() => reactionPlayer = ReactionPlayer.Create(this);
public void OnHighlightChanged(bool value) => reactionPlayer.PlayVisual(ReactionInfo, value);
}
public class HighlightPopup : MonoBehaviour
{
void Start()
{
Highlighting.OnHighlightsChanged.AddListener(() => gameObject.SetActive(Highlighting.LatestHighlightTransform != null));
Highlighting.OnHighlightsChanged.AddListener(() => LateUpdate());
}
void LateUpdate()
{
if (Highlighting.LatestHighlightTransform != null)
transform.position = Highlighting.LatestHighlightTransform.position + new Vector3(0, 1, 0);
}
}
nice and simple 😄
Pretty darn proud of this mechanic for my game. Would you guys play a puzzle game like this?
need that volcano well cool
Volcanos are hot!
ur hot
Still in the early stages, just trying to make it feel juicy to play
https://x.com/9152987211_/status/1947124465667617244
made a basic gun shooting system by cross referencing tutorials and also made a movement system and overall, i am pretty proud of it!
very nice... (this is the best way to learn imo) by cross-referencing tutorials and making them "your own"
already leagues ahead of those that are confined to copy-pasta.. 💪
new loading/er graphic and progress bar, inspired by my equilateral triangle logo design
made it so guns have a limited hit distance controlled by the missDistance variable. Also added some hit and death particles which is nice. in the future ill make it so the bullet trails also fade out at said missDistance
Animated score text
(also wth it ended in 666)
3 days into it
Finally finished off switching players feature 😀
I did the same with a 7-segmented display 🧡
good stuff 💪 little bit of fluff is always good
Straight up got my inventory system working for my space roguelike. I'm kind of wicked excited.
i added basic parrying and a retro style but for some reason it doesnt parry all the time when i click parry( not a timing issue) i use raycasts for the bullets to check for collisions btw.
I use a lot of my own packages for my projects so I made a git helper that automatically checks for changes in any of them and pushes them.
https://streamable.com/85gh5a been working on my own custom particle system for my game, inspired by noita's pixel simulation
Connecting unity to supabase realtime, including login and automatically syncing in game currency.
Today I learned that TextMeshProUGUI doesn't like it when you try to do stuff on another thread and silently throws if you do
nothing in unity likes being modified from another thread than the main one
daily lose: supabase + unity doesn't work with webgl 💔
other than that I have gotten one minigame working so far that's connected to supabase
i could swear we had some sort of highscore platform/api working in webgl on itch.io.. not sure though rn
created a system where billboarded sprites rotate to match their last direction in respect to the camera
meaning if the character faces up and you rotate 180 degrees he should now be looking down.
It also works for the other npc characters present in the scene, the script handling that effect is its own component meaning it works universally across any 4 directional or 8 directional sprite.
something soo simple but so satisfying when it works out 👍.
looks 🔥
small win: got my first proper save system working 
Figured out how to create gameobjects in runtime
@pine fossil looks good enough for now! :D
Made some animations and VFX for these guys
Unity 6, built-in renderer
Player don't move, terrain don't move. Yet I move and very fast! Then what? How?
Created an infinite depth system in my 2D drilling game where I'm using meshes for better graphics with shaders. Player stay at origin, meshe chunks stay fixed. Nothing move. Yet I'm able to go around the world and drill down. Player has a virtual position I keep track. Then the chunks move visually by a shader in opposite direction. I can now go very very far, like 2 billions tile up and down.
Now I'll show you a drilling speed testing on this new system!
This was my daily win of today!
Awesome, This game reminds me of the late 007 from Nintendo 64.
Made a interactive fossil reveal, was harder to do that I was expecting.
This is really cool, how did you achieve this affect? Kinda looks like weight painting to a mask that affects the vertex's?
Reminds me of this i came across the other day https://www.reddit.com/r/Unity3D/s/C6VnKDNI94
i have added posterization, improved dithering and palletes to my game! In addition i have made parries more accurate and responsive and improved my gun code so bullets can shoot out of two or more points! this is my daily win!
Finally finished my 2.5D pseudo-3D sprite effect (only took 4 days). Billboarded Sprites now dynamically update animations based on camera orientation. It works universally with any sprite using the component, just drag and drop. I also added attacking and dodging for the player, because why not.
Ive simplified my voronoi level generation tool, so it can also work in the editor and instantly updates the changes. All the geometry and cell position data is imported into Unity, which reconstructs the scene
Got the first phase of Minimap shooter finished (now for environmental based accuracy and hit-chances)
Now the armored enemies dont just take half damage, but their attack becomes unstoppable too
I've done it a lot like this tutorial - except I haven't used the VFX graph, just a primitive sphere.
Interactive Snow is one of the most amazing tricks we can do with Render Textures. A quite useful Shader that can also interact with water, sand, paint and more.
We are making an indie game check it out :D https://store.steampowered.com/app/1763860/Rabbits_Tale
00:00 Intro
01:40 Interactive Snow Shader - Start
05:00 Camera Render Texture Set...
That looks fucking amazing, miles better than what I've done !
Looks like it's done in URP too.. I might swap to using that instead 😬
Took the effort in making this popup scene selector for our game. Makes it super easy to just load whichever level we need to work on, while also loading all the additional scenes that need to go along with each. It's saved us so much time so far.
Overhauled my health system for improved readability and more flexibility
I didnt make the sound sadly, i dont know if i can use it in the game, but makes for a nice placeholder 😼
https://cdn.discordapp.com/attachments/1063637720242597961/1400572707489186025/OKand.gif
making a rat extermination simulator (making the asset for the meat grinder you throw them into)
- Reworked on movement system
- Added ability to shrink
- Added particle system for transitioning to shrink/back to normal
- More to come!
nice tutorial graphics 👍
This is really cool! reminds me of pokemon black and white
that looks really good! any tips on how you got the lighting and shadows to look like that?
Post processing + anti aliasing + tweaked shadow settings in urp
successfully improved walls, graphics and added compact ores to my drilling game without lost of performance
Something I have been working on , still a work in progress. @oak marsh
Built with unity 6.1 , for web only for now, on mobile it will open ,but has no controls yet to play:
https://play.unity.com/en/games/df4d966a-a6d8-4318-a5f3-2503fd286c6a/202507312319
A brief history of Unity ( 2005 - 2025 )
With my utmost of gratitude to AIDIN : https://linktr.ee/AidinZolghadr
Thank you for visiting,
Atessa, July 2025
Would be fun if you could have screenshots of engine demos instead of the AI art. Or even getting some of the actual 3D files in there. As it stands it's barely jogging my memory.
Audio is also really quiet.
Thank you for your good feedback .
This was a project done in 3 days , originally intended to be all done with AI .
It's still a work in progress , I agree with the images and audio .
Images is easy to do , but audio is baffling me , I have maxed out volume of audio source on all, bit some are louder than others , could be due to the sizing and positioning of trigger zone .
Still trying to fix audio.
Could be the file itself
Was created with 11 labs , maybe their volume level is low. Will check later, thanks !
- Destructible Walls? YES!
Finally released Somnilithe on Newgrounds! https://www.newgrounds.com/portal/view/991242
Just finished my GMTK Game Jam 2025 submission - horrendously unoptimised but I'm overall really proud of how it turned out, especially as my first Game Jam participation: https://onlyoneunlucky.itch.io/roundtrip
Finished an GMTK game jam with a solid game "Concrete Tweet"!!!
If you at least a bit interested in Horrors, please check our game☺️☺️
Any types of feedback will be extremely appreciated! <3
https://gallowjolt.itch.io/concrete-tweet
Pushed a new update for Super Keepie Uppie Pro — version 1.29 is live! 🎉
https://play.google.com/pc-store/games/details?id=net.crazyminds.SuperKeepieUppiePro
This one brings in-game notifications and a few quality-of-life tweaks to make the whole experience smoother.
It may seem like a small thing, but as a solo dev, every step like this feels like a big win. Took the whole weekend, but I’m really happy with how it turned out.
Bit by bit, it’s all coming together. 🙌
Got out of a two-week slump and implemented an ingredient gathering system.
Not just the gathering but saving, loading, respawning them after seven in-game days. Lots of stuff 🙂
Made a video and a 1-min gameplay of one of the scenes of my game.
https://youtu.be/jK2ECTC0-aY
Plays in Web browser on PC and mobile: https://curiouser-kate.itch.io/cavern-canyon-pegasus-unicorn
The game is still in development, but I'm posting some gameplay snippet videos.
For those who want to try it, here's a 1-minute "micro demo":
curiouser-kate.itch.io/cavern-canyon-pegasus-unicorn
*** Plays in Web browser on PC and mobiles. ***
You may like it if you like Pokemon Snap and wish it was more an open world...and well, of course, ...
I converted my toon shader from shadergraph to hlsl so I could add shadows from other objects on to it :D
ah finally lights and shadows on 2d object in 3d
ZU-23 anti aircraft cannon
I made my own lava fluid 😄 still not done, going to optimize further.
was curious if 8 players was working on my little prototype and it is 😄
These images give me Xbox 360 vibes.
Which I'm not saying as an insult at all. This takes me back.
Oh haha. It’s from that era. Unity 3-ish. I think the last one is Unity 4 or 5. They’re official engine demos.
First look at the underwater levels in cliff kingdom!
This looks really cool!! It’s hard to tell if it’s the video compression but I don’t really get that you’re underwater… is there a ripple/distortion effect that isn’t coming across in the video?
There is actually a realtime fluid simulation happening here, with lots of effects - but it might be a bit hard to see in the video, and the ripples might be a bit too subtle! 🙏
First win of the day... Finally working orbital physics(newtonian)
Next task is definetly gonna predicting orbits for vessels/planets
(Simulation was set to x25000000 speed for anyone wondering. And the sun weights 3330000 as much as the planet)
Finally finished the ZU23 anti air gun and also put it on a toyota, Inverse kinematics and all
I thought it was roblox at first because of the leaderboard at the top right, then I saw the smooth animations and the unity logo lol. Nice work! My win seems like a grain of dust compared to that lol
yeah lol, it took me like 2 days to get here lol
any win is a win 😄
Ok yeah I see it, seems like a discord compression thing :/
Success with my metaball effect with my lava
Dang, nice! But give the score, depth and drill speed indicator some love man
Maybe add a slider with a drillhead as the handle of the slider
yes of course this setup is currently temporary. Im still early in my development 😄
Looks great for early development!
This is like WEB.IO Game. Good.
A main menu mockup thingy, not a real game because god knows Games Workshop lawyers will hunt me down
Unity 6 built-in renderer. Still looks good, no URP required.
After almost 2 years of writing different tank track physics systems, I've finally built a system with physics behavior, suspension, and tracks that I think behave well! I'm very satisfied with the track deformation. Now I just need to write the powertrain simulation :[
That is an excellent Panzer III man, congrats
Thanks, I really appreciate it!
reminds me of the game "I Dig It"
added daily reward system
Finally released my first Steam game: Sinoda!
An abstract strategy board game playable with 2-6 players online or against AI
Sinoda is an abstract strategy game in which players attempt to win by taking each other’s pieces. However, it’s not the number of pieces that matters, but the point value of those pieces.
With each turn, players can move a piece OR adjust a piece’s value up or down by one. The number atop each dice indicates its movement and point value\…
$10.79
Orbit prediction (almost) working!
This is using Debug.DrawLine(), but I want to use a Line Renderer later. I wasn't able to make it work yet, but maybe in a few hours or tomorrow!
Speaking of performance: It's acceptable, but the memory usage is not the best. I'll try to run it only once or twice per frame when it's in demand. Also, there's a setting called "accuracy" wich massively increases CPU load as the number gets smaller. It was set to 1000000 for this showcase.
Also, I'll need to make a small adjustment to the algorithm to find out when the orbit is complete, but I'll do that later.
It also gets very buggy when speeding up time, but I need to adjust my physics for that, maybe actually calculating the speedup instead of just muliplying it.
I gave it more love ❤️
Seems a little to in your face for me personally but that's my opinion.
I can make them a bit smaller and a bit more transparent or even better: Configurable
Maybe like this is better. Smaller and more transparent.
My suggestion if you're going with that design of UI Elements at least make them configurable/sizeable, draggable or something that way it's not just cluttering up if that makes sense. this could be a hot take from my perspective since I'm new to gamedev/programming all together but I'm coming from a gamer standpoint
I made a little drill with an animation and particle effect
Succesfully managed a smooth terrain deformation while drilling instead of destroying one tile by one.
I've setup a basic camera-orbiting system. Now, there are different modes. For example:
Map Is gonna get added soon
Displays orbits, max zoom: 60.000
Rocket/Vessel In development
Doesn't display orbits, max zoom 60.000, allows for rocket controls
SpaceCenter Is gonna get added soon
Doesn't display orbits, max zoom 5.000-10.000, allows for interaction with buildings
It's also important to mention, that every view-mode except SpaceCenter can have any target like planets and rockets/vessels.
I've created a method that allows me to create a terraced effect for the height values of my terrain system
the step size is controllable so I can have even looking steps like this, or above I have the size of the steps be random
looks amazing!
It doesn't look amazing tbh, but that isn't my goal curently.
My goal is to just get everything setup and working. I can always change the visuals later.
You're invited to step into the doorway of truth. Let the sounds slowly induce your transformation and come out awakened to new possibilities.
This track explores the duality of things to inspire change and to unlock new paths.
If you don't go in, you'll never know...
This track started as this calm vibe, which is mostly my default state. But, at the same time, it shows moments when I'm feeling full of energy and ready, which honestly can happen with build ups or with no preparation at all.
It is also a small nod to some of my friends, who enjoy this kind of music and I'd like them to have something of mine ...
i finally made this work. took a lot of fixing around xD
finally settled on a muddy ground shader that looks decent
I just changed the concept of my drilling game to be very flexible, allowing to drill as if you paint the world with a brush tool. This allow for the world to become like a circle just like a planet instead of being tile-based where the world is flat. Next step is adding mountain, trees, ocean with water fluid, adding textures, ores, lava at the core, etc.
Decided to remake my old Full Body Fps Controller that I made 4 years ago with no knowledge. Gained more knowledge than before and BOOM. surprisingly it was very easy to setup.
What Have I done?:
- All walk animation directions (8 in total)
- Camera changes position to these 8 directions smoothly
What's to come?:
- Running animation in all directions (8 in total)
- Crouch animation in all directions (8 in total)
- Turn rotations animation (When looking around with mouse, player will turn in that direction
- Run slide animation (Still thinking about it)
- Jump/Fall animation (Still thinking about it)
- Foot placement / IK (Still thinking about it)
- Controller Support 💯
- Footstep audio for all animations
- Breathing sounds for idle/running etc
uploaded my first project on itch! albeit it just a small play-test. Its a pixel platformer puzzle/memory game. Would appreciate if you checked it out! https://zay-07.itch.io/echoagentplaytest
I succesfully published my game to Steam today! Check it out! https://store.steampowered.com/app/3932730/Why_Its_Getting_DARKER
"Why It's Getting DARKER?!" is a first-person psychological horror experience set in the haunting depths of a vast, pitch-black ocean. You’re not just exploring — you're being watched.
Step into the boots of a lone researcher trapped beneath the waves, guided only by fading signals, a malfunctioning PDA, and the voices of artificial intel…
Coming soon
Just multiplied FPS by 3 in HDRP by simply not updating the sky every frame. When you have a rotating sky, it updates every frame by default, and it really kills the GPU. Do not do the same mistake as I did and just update it every 0.5 seconds that should be good.
I got the card display working, along with being able to click the cards on the right(available cards), which cause them to populate to the deck list(middle). Hovering over the cards zooms it in to the description part(leftmost side)
Finally completed airplane system in my multiplayer game! its been a hard few days...
Settlers of Catan board generation system
added a gun selector to the FFA Bounty gamemode
Succesfully managed to create a large planet world, you can circle around the planet and drill into the core. Currently I removed lava and ores but will add them back into this new beautiful concept.
mud shader looking better, now with variable wetness and terrain compatible
Coded a crafting system today. Together with foraging and hunting that particular game loop has come together.
Doesn’t that just spike every 0.5 seconds? Also causes stuttering of the sun disc with dynamic time of day.
If you don’t have dynamic time of day might as well not update at all.
I do it every frame fwiw. No issues.
No it does not cause spikes, because i was GPU limited and it was running at 100%. Now it's closer to 50% and I'm CPU limited.
You can't see the sun stuttering because it seems to be decoupled from the sky itself, what is stuttering though is the sky illumination on the scene. It is only really visible at sunrise and sunset though, where luminosity change quickly
it seems like not overloading the GPU made it compute it faster too, i was at 15ms now i'm at 6ms for the whole process
what technique are you using to render grass?
Default
what does default mean? a transparent image? or an actual mesh or something else
It’s all meshes, yes. Using HDRP’s default grass renderer.
whats the performance like? last question i promise
Huge amount of draw calls. Looking into other solutions but so far they either produce occasional lag spikes or use huge amounts of memory.
It’s still always 60fps though.
Finally got a decent amount of work done for my 3D platformer template prototype: https://youtu.be/l7VpprLUocI
This is my demonstration video of my 3D platformer template project. So far I have the base player movement mechanics and have included a bounce mechanics to help with platforming and reaching higher areas when platforming.
Hey everyone! I just released my first public Unity game on itch.io. I started learning Unity less than a year ago and have been experimenting with small projects to build my skills. This game is my first public release and a work-in-progress for a school project. I’d love it if you could check it out, try it, and share any feedback you have, it would mean a lot!
https://sydneytheclown.itch.io/below-protocol
This is what happen at the very core of the planet! A beautiful gigantic procedural planet generation drilling game - soon adding lava
Is there a different drill speed based on the terrain you're in?
that's on the list of things to do
Oh nice, I think that would make the game feel even better 🙂
Reminder, this channel is for daily wins only. Small achievements and the likes. Not advertising releases. Use #1180170818983051344 for that.
I achieved adding the ores and completed a big step in my daily achievement, all today sir. Maybe I should have mentioned all the things I added instead of making it like a promotion.
This wasn't directed at you, there was a promo post which was removed.
Love the camera movement
Finished another animated (by code) piece for work
I've managed implement the first version of my terrain configuration. This allows me to create settings on the way I would like the terrain to look, and upon creating the terrain object, the elevation of each piece is computed using the config data.
A practical use might be for having scenes with different style terrain, flat vs hilly, where all I need are two different configurations
Big win, won the XRAI Hackathon Mixed Reality prize in Cologne!
Made a 3D modeling tool in Unity for Mixed Reality, so you can design functional models without measuring :P
Amazing Unity!
Made this cinematic-style short in just one days. (URP)
Fast, easy, looks great—and no heavy tools needed
Demo video with Lens Simulator
Universal Render Pipeline
"Another Plan"
Character Modeling
dartp
Mateusz Woliński
Nodaeaxis Interactive
Inspired by the system view in Elite Dangerous, I built this for a game I am working on, Sine Fine about exploring the galaxy at slower-than-light speeds
That is EXTREMELY cool. Makes me want to see a full on movie of that. Awesome work!
Finally solved the issue of 2D raycast not detecting the right tile coordinate.
The result:
Successfully made a 2D planet like simulation drilling game, still in early development but im glad I succesfully made a smooth terrain deformation system with any shape possible. Drilling is like using eraser brush from paint. Currently working on adding lava to the world. This is what the planet looks like when making it super tiny in size. In the real game, the planet will be enormous, probably 1000 times bigger?
https://youtu.be/Xe3upC9O1h0
I updated my project from just being a 3D platformer template to being a Third Person Project template which I hope to have a scene that demos 3D platformer adventure style, a Third person shooter style and a top down style. Similar to how unreal has its template for game projects
#unityengine #gamedev #indiegame #indiegame #gamedesign
This is my demonstration video of my 3D platformer template project. In this update I added a few new mechanics, al lot of them being moving platforms and camera angling when the player enters specific sections.
Implemented butterflies and leaves falling in our survival looter shooter😄
Ive begun to automate how I make my terrain, now my configuration allows me choose what effects I want to use for what it generates the final geometry!
stylized shader design finally done
🚀 New update for Unbalance Lab!
I’ve added a game timer and 5 new levels.
Now you can try speedrunning the game!
I made visual update for my in-game laser show today!
Okay, well, I'm not 100% happy with this, but whatever, I guess if it works, it works.
I don't actually know Quaternion and Vector Math well enough to make a proper "It just works and points towards the mouse" implementation, so we're just going to go with adding the mouse position to a given angle.
Still, now I finally have a runtime gizmo that actually works, unlike most of the packages I've tried to use.
Quaternion is actually simple as a concept if you want to visualize it
so instead of using the 3 standard axes, in quaternion in each new rotation you make a new rotation axis - which is just a unit vector - and then you use angle of rotation to rotate the object on that axis
or as someone explained it - you have a ball you want to rotate - poke a skewer(your axis vector) through it, then twist the skewer(angle of rotation)
apparently doing this is mathematically complex tho
Yeah, but manipulating multiple quaternions in such a way that I can rotate an object about a specific axis, towards a specific screenspace location is a bit beyond me. I'm testing out some code to try and muddle my way to a workable solution, but it's pretty hit or miss if I'm going to be able to actually get this working.
multiple? I do not understand why you'd need multiple quats
the whole reason of using them is to do one direct rotation so that you don't need multiple axes
Might not be the place to discuss this, but I'm using multiple objects to define the directions of rotation.
Todays goal was to get my terrain editor working, which it now is!
Hey guys made an updated design layout for my Challenge 1. I have also developed some traps and speed block objects to help give the player a speed boost as they run through the level in areas that my feel like a stretch to get by at normal run speed.
I made a really cool notebook for my lil visual novel!
"Whis, get the Goofus Killing Machine."
I fixed Rotation Gizmos so now they finally work completely in my item-crafting system!
Finally my lava fluid make sense with the collision that was hard to implement. Next is making the visual effect a little better than this.
been working on melee combat for my game https://streamable.com/l5fvag
I made a little diorama for fun. Inspired by a scene from Alien
https://cdn.discordapp.com/attachments/1393919044964450395/1410637442884698152/b.mp4?ex=68b1bdfe&is=68b06c7e&hm=ea2562dc617e608562040d9a650da95a33a9bb73326bd0247a3065e9eab95bc4&
Added a proning stance and a jump animation 😄
I added some more work to my game project.
Updates:
- Level Intro Timeline
- Reworking movement (player snaps to random x positions)
- Disabled Swapping so missions can be completed by 1 character at a time
- Simple Attack Button
- Chest and Teleporters
- Moving platforms and 1-way walls
spent half an hour setting up the procedural rock walls ill be using for terrain
with a texture and normal map with triplanar mapping not too bad i'd say
Been working on a small project and got asked to make a tutorial area for the features . So i made a quick basics area going over it. So if you have time to try it out appreciate the feedback #1409314575488258182 here is the link for the build
Just worked on the effects, some vehicles will be better on mud/sand than asphalt. Also there is various effects according to the surface. The "drift" sound on sand/mud will be added soon https://youtu.be/Kr_5bzyt0Lw
https://www.youtube.com/watch?v=4bi_32Zq7Us&ab_channel=CrosshairGames
First of many to come
testing this little prototype out, overblast is coming out VERY VERY soon with a whole new mode never showcased before...
https://i.imgur.com/snU2Bty.png
Finally finished a system to let me automatically create pixel art sprites and save them to data from 3D items.
Managed to get my vfx shader for smoke to a pretty decent looking level
Finished the code to convert Built Items into inventory items. Honestly? This kinda looks goddamn good.
(Test shown: I made something as weird and overly large as I could think of, and turned it into an item icon on the bottom right of the inventory to test how the icon generator handles something oversized and strange-looking)
I've also tested it with 48x48 sprites instead of 32x32, as seen below.
https://x.com/LusciniaSound/status/1962203438126596389 another music sketch today : p
Added lava + engine heating + smooth slide interaction on terrain + physic force interaction between lava particle and player
Switches!
U got a game ?
Switches!
My win is fixing a menu bug because my Game_Instance class didn't have "DontDestroyOnLoad" because I accidently removed it while refactoring.
No need to upload pictures that has nothing to do with your win.
that's so cool
Getting some more basic stuff done.
Here's a trello board of what's going to be done, it's very broad, meaning lots will be done under 1 basic term.
(NDL MEANS SPECIFIC DEVLOG)
I finally have a system working for a light reflection puzzle 😄
I have improved my lava simulation 😄
Managed to get the gun mount working properly today! https://streamable.com/icnyor
soo good.. I love the rubber boot thing.. good deformation
(glad u got the weight-painting sorted out) 🫡
Made some progress and submitted my game (though still in development) to Unity Play's "Unity & Sentry: Creators Showcase" contest.
https://play.unity.com/en/games/ecf8a314-f7db-4a99-85a8-5ea88003c748/expedition-cosplay-snap-open-world
Aight, we now have the basic framework for Item Popups in Build Mode, to give you a smidgeon of info beyond the name.
Note, I still need to add the code for making the popups smoothly fit inside the screen no matter what. That said, thoughts so far?
lookin good.. i'd personally offset those inventory slot tooltips to fit inside the screen instead of center of cursor
Yeah, I mentioned that I still need to code that functionality in.
that switchblade tooltip is dope tho lol
Ayy I updated my light reflection puzzle to have a more complex system. Mirrors must be lowered to be rotated, and then raised again to fill parts of the puzzle.
Aaaahhhhhhhhhhh... Sweet relief.
Perfectly constrained, as all things should be.
All that's left now is offsetting it to the right so it doesn't overlap the item you're hovering over.
A bit of fun with NGO.
In-Game chatbox with options to DM specific players.
Finally ended my old project and updated from 2021 to 6.0
hi 🔵 .. - love, 🟡
Did some animation/tweening for the Pistol as well as [some other things](#1253440741322133545 message)
-# edit: i probably need to trim the beginning of the gunfire sfx a bit.. its kinda slow
https://skibidix.com/LusciniaSound/status/1963720189821796411?t=Yxu4hO1mM-_2X2yx7GQzRg&s=19 made in abyss inspired idea : 3
Anyway, here's the free item shoppe
You should definitely keep that shop name 😁
Heheheheheheh
Surprisingly I'm finding a lot of motivation to work on this game, already had multiple playtests with friends and everyday I'm excited to improve it and add more gameplay features. Short preview of what it already has!
Angel of Death? love the diff camera angles.. very cinematic 💪
Yeah, angel of death 😄
need a FLIR filter, anyway keep it up.. wanna see more updates 🙂
I made a gunship prototype not too long ago..
i didn't actually have flight mechanics.. just a gameobject doing an orbit in the air
not sure if you've heard of it.. but i used that "Zombie Gunship Survival" game for alot of inspiration for the graphics of my FLIR filter and reticles and whatnot 🍀
Nice! Yeah, I've heard of that game, matter of fact, the Bofors gun model that I did is actually a very close match to the gun in that game. I also used just an orbiting object at first to figure out the shooting mechanics and after that it was a breeze to just attach it to the airplane (which is powered by this awesome repo https://github.com/gasgiant/Aircraft-Physics). Although making it all work on network, where players can walk in the plane while it's mid air without any issues.. was definitely a challenge
i'll check this out.. thanks for the source 🙏
Surprisingly I'm finding a lot of
https://youtu.be/30qokkLRy5o
finished my longest devlog yet 🎉
Why after a month of development I'm changing my game's genre from a Iso-shooter to an fps.
#fallout #blender3d #gamedevblog #gaming
Okay, I improved the popout character menus to be more ergonomic and bigger, by having character "cards" be moved to the forefront when you open one of their menus, and close/return when you're done.
Either way, wow, I cannot stress this enough, fuck UI coding.
If I ever redid this or did something like it, I'd make very different decisions. (That are likely equally bad or even worse, lmao)
Succesfully made Magma + Lava fluid blend smoothly together!
Finally getting components together, just implemented some quest elements
https://crosshairgame.itch.io/thm
Finally got the itch.io page working fine
made huge progress with the new iteration of my editor. The GUI overall is a lot better (even if it is ugly lol), the underlying code for the entire editor system is a lot more powerful too. all around great improvements!
all I need to do now, is get the terrain generation to work with all of the new stuff it does
Successfully made an NPC that can open the shoppe
wooo!
@tepid vector That looks awesome! Hoping to implement a shop in my game as well. Might get some advice from you if your willing
**can figure out how to add animations to ts spider **https://www.youtube.com/watch?v=IFiNm8jsBsQ
DISCORD!! - discord.gg/XZzmWqeaep
Devlog 1
SUBSCRIBE
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gtag tutorial
horror game
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devlog
Managed to get ballistic prediction working, now the bullets are hitting right where you are aiming no matter the airplane speed
@fast linden That's really awesome! Add some filtering on top of that and you'll have the experience!
Best thing I've ever made
I've made and implemented a system to "pick up" objects and have them align their rotation and location to the player, and then be able to place them in preset spaces. 🙂 I'm using this for a puzzle where all the books need to be placed in alphabetical order to appease some dude with OCD.
add a hinge joint on the doors to make it better! the player can collide with the door and it should open! 🚪
PURE dopamine. I unfucked the menu system so now I have a lil config file to decide what menus do when you try to open other menus.
Infinitely expandable, highly readable, juicy as always.
I just released my first ever trailer for the game I've been working on!! Super proud of how far I've gotten, can't wait to put a demo out and eventually the full game!
https://www.youtube.com/watch?v=W-iR72q5arA
Wishlist The Misadventures of Spaceman Biff on Steam now: store.steampowered.com/app/3951310/The_Misadventures_of_Spaceman_Biff/
Biff is having a bad day. After crash-landing on an alien world, his only way home is up - way up.
The Misadventures of Spaceman Biff is a punishing 2D platformer where every jump counts - nail it and you’re soarin...
I have finally released my steam page for my game thats been in development for a month!
https://store.steampowered.com/app/3966300/Synth_Laser/
Currently Under Development! -- Lasers will be__ charted__ in a later build, they are random only for now
Synth Laser is a rail-based dynamic laser maze rhythm game. Get ready to dodge and weave around the deadly and stunning laser show, built upon the outrun and synthwave music.…
To be announced
Having fun with destruction and sound effects tonight
looks great.. may want to consider soft-particles for that flipbook particle
I improved my procedural room generator, it use to just generate rooms with all 4 doorways, now it's a bit more complex with the walls, I also refactored a bunch of code yesterday, quite happy with it, now to do more with the generator, I'll probably refactor more code today, maybe fix the doors to have triggers, I am working at having bigger rooms too.
I’ve adapted my game to work on mobile. I'm happy.
Okay, my game is now officially a barely functional mess, when I actually make a build of it!
Tomorrow, I'll do the final cleanup, and get friends and requestors a demo to "play".
Things that DON'T work:
- Pausing only works on the first overworld screen. None of the others.
- There's not code yet to stop you from making infinite Cluster Items. Not sure what side effects this will have
- The game looks like shit. Currently unfixable.
- The UI looks like shit and isn't pixilated, due to me having to turn off the pixel filter to make it work at all. Currently unfixable.
- And many, many more!
As penance, have a gif that made me laugh in hysteria:
Friendly reminder to everyone that this is for daily wins only. You cannot promote your game here, use a #1180170818983051344 for that.
Implemented stationary missile AA today, was very satisfying to make this
Very cool! You should add a red Lazer and when you shoot a missile make it follow the Lazer. Reminds me of MW3 2011 ac130 score streak.
Damn
Trompet.
(Do I keep it in game or nah?) 😂
I'm making good progress on my game. I hope to have a demo on Steam in a month or so
Implemented AA missile sound warning system and ability to shoot down incoming missiles (🔊 volume warning!!)
I have made a mapping system for my lasers!!
Just finished making a vid on hopf fibration, all the visuals were made in unity, some used compute shaders: https://www.youtube.com/watch?v=3gDQ4yaUg4c
Try it here: https://tucan444.itch.io/s3-s2e
Join the discord: https://discord.gg/kdtvASkQrW
Music used:
CO.AG Music - The sky is on fire: https://www.youtube.com/watch?v=In7Mh2-5-7k
https://streamable.com/zdgk8y Successful play test with friends, found tons of bugs, but at least had fun while doing so. Back to work!
today's progress, a health and hot bar
A very basic timing puzzle. going into the colliders (red radius) will reset the player to the start
I might have made it too difficult
remade an animation, also made some graphics better
Looks good, however one feedback note, try to rotate the eye so it looks in the direction it 'walks' otherwise it gives the impression the eye watches you and you can't move while it's looking at you
I wanted it to seem like the eyes are watching you but I admit it doesnt quite feel right.
Happy Sunday everyone I swear you guys are gonna enjoy this and players as well!! I can't get enough of these vines and the fast pace travel haha
Got to say, love the concept, you could design them as railway tracks or even vines (depending on your general theme of course) maybe make the character face the direction they travel (flip sprite based on velocity)
I'm not sure how I ended up with this lighting, but I kinda like it...?
I added some basic sfx to really help simulate what it'll look like when the player is a soul moving through vines or any energy rails!
I would add a bit of damping to the camera so it doesnt look so abrupt when hitting certain spots
I'm using cinemachine and changing a lot of my box triggers to polygon triggers instead to make it more smooth 👍
Final setpiece of my 1st lvl. I think i do have to make this a bit more readable
Might be good to remove some of the glowy bits. The framing still makes it easy enough to read what's important but it feels like the whole screen is vying for attention
im going to change some things like the blue fences below, i just placed them to fill that space and the solar panel things could be better and clean too i think, i really like this overall blueprint and vibe of this design but just have to enhance some elements i think. Btw its for mobile
I finally decided to add speaking character name to avoid confusion on who is speaking (even if the MC is actually silent protagonist)
Love the art style ∆
Agreed, super cool!
finally implemented a whole decision path system (it has like 20 classes oof) and the UI is still terrible, but at least I can finally start writing the decisions and their effects!
Dumbness or Stupidity.... why not both 😆
I've got the camera nice a smooth now
how am i doing? is it good for 3rd month of unity learning?
damn its too good is it a solo project?
yes sir!
@ember halo am i doing something here as 3rd month in unity?
nice work! looks like a mobile game?
yes
timed ⏰
Sorry, what feature exactly? Questing ?
Sorry nevermind XD. I read it wrong forget what I said!
All is well 🙂
Maybe this is not talked about enough, but Unity learn is great for learning. I am new to Coding (well new and new, i've dabbled in Python before). And have been having a blast with C#, my daily win. I implemented a Score feature in the game, I struggled a couple of hours with not understanding why when the target is hit, was not incrementing. After giving my animals a tag (Animals) and using CompareTag, i still got "untagged" when debugging, I was trying so hard to understand why. And if the script moveForward (used both by Animals and projectile) could have been causing my issue. And my dumb ass had put the Destroy(gameObject) outside the if other.CompareTag statement.. because it did not give me any errors, it was hard to find the issue.. 😄 newbie mistake
A win is a win no matter how small
Did you create that pixel art for the menu? 😮
Made the rooms to be able to be generated larger, I got suggested to change it to freelook and I do like it (Can toggle it back), done a whole bunch of work getting this to feel butter smooth I think the result is nice now.
These rooms are procedurally generated and the camera adapts to the generation of "grouped rooms" without going out of bounds, while it's not perfect it's fine for now, also the camera isn't following a spline, it's room based, so it doesn't matter if the room is a box or zig zag it just adapts.
https://youtu.be/RdELg2ePbyA?si=ZhtADgbRohVCxrzu
just some random gameplay from my project
Just randomly playtesting some features of the game.
Almost everything is subject to changing visually.
There are currently no reflection probes or lighting so metals render as black.
The game's first fully custom skill has now been created. (It's just three griddys in a row.)
Hey looking great, almost storybook. You could also consider turning your decals into a brush preset and painting them on in blender or something... I know it's possible don't know how to though
didn't think of that!. yeah i think it can be achieved by extracting the Height map from it !
Personally I 'use' the Adobe substance suite.. say use loosely I can't do anything in it lol I try
Added the lower mantle layer on my PlanetCore game.
A few days ago I managed to release a demo of my first game ever! 🥳 I'm really proud, what do you guys think?
OOOOKAY, we've offically crossed the rubicon. I managed to get a fully custom action into combat, now.
So the next step is being able to build them. Currently, Custom Skills can only play animations and nothing else, but hell, that's good enough. We're officially constructing state machines from mutable bits.
In this case, I put three Animation/Kata Scroll Pieces together, and fixed the bugs so the animations would play one after another.
Slow and steady progress, finished modeling and rigging the 105mm howitzer, still need to texture it and model airplane exterior accordingly
will finish this tomorow, 3d text system :p
love the style, saw the ballistics post and I have to commend you for the ambitious project, but consistency seems to be working in your favor, looks great!
Antenna!
-# "That's a big 10-4 Rubber Ducky" 📻
Modular walls for Cellar.
Just a reminder that this channel is for daily, small, wins. If you're promoting your game/Steam page, use #1180170818983051344.
Got my slide and my jump to work. Not perfect, but this is my first project without "tutorial" .
The biggest win is understanding how to instantiate and use invokerepeat to call on my method. And to destroy elements 😄 Still new to all this and nothing works perfect, but i guess thats why we prototype. Still need to figure out why my rigidbody flies up when getting "pushed" down.
Getting there!
For mobile
way too bright for new gen players
Environment looks confusing
it looks way more bright in pics but in gameplay the brigtness and confusing design look very good and clear
I think that people are trying to express that the visual complexity is distracting… it may be true that it looks better on full screen but I would think about removing some of that visual density so that people don’t get distracted by the background
use depth of field and blur the bg stuff a bit should help
yes like isolate the car from the other lights n stuff
I know it looks kind of wierd from a tiny planet perspective and from far away but here it is, I added the outer core and inner core layer on my PlanetCore game!
Next goal is adding the actual game mechanic! There will be upgrades, missions, story and will add many hazard in the planet such as gas explosion, earthquake, terrain pressure effect that make the rocks close on itself when you drill them, etc... 😄
hey everyone! i made a LifeSkin APK for Quest 3 that i’ll opensource soon. looking for some feedback! tried to give it a ReadyPlayerOne \ Dr Strange vibe
what do you think?
im fairly new to vr and unity in general so i would love some advice 🙏
Dork Soles. - A game inside my game for players to play.
this a good idea
fit all game genres into one game
tree cutting and car lights
someone stuck a flashlight in the exhuast pipe 👀
all good tho, it fell out when u drove off 🤪
it was on the ground
Made this little fountain to add a life.. everything is custom made by me
not bad. i wonder if you can AA the 'water'
i'm making a Stylize vibe. like in valorant and Overwatch
First iteration of class cards
Added a fog effect to my drilling game (inspired by motherload)
the game is evolving pretty fast, really cool seeing it become better and better, is that a split screen feature?
First iteration of class cards
no I haven't added multiplayer yet. This was just to show that the fog change color based on depth and also match the terrain visual. 🙂
Gives rune factory vibes
POV of BlackRock buying up properties and then renting them back with 5x margin
I am pretty proud of this one. I made a game using Unity, and all commands for the gameplay are played from Twitch chat.
This is a game that was made for streams to go afk without losing all their viewers. I posted it for free on itch.io
If any streamers are looking for an afk game, please try this one out.
https://plus-5-armor.itch.io/quack-dash-2-feathers-of-fury
Death explosion! hehehe (I made the engine very fragile for this)
Okay, I managed to escape the bullshit code dimension and get back into stuff I can actually show off. In this case, Custom Skill Previews.
mobile game
But what's being shown off? What's the daily win?
It seems like you just share a screenshot with 'mobile game' / 'for mobile' .. and not much difference is between the shots
alot of things are changed if you compare both, id say its a huge diff last one was pretty washed and confusing while this one has better color and is not confusing but very clean
How is this a win? nothing is being shown off
@distant marten this one's for u buddy 🥀
Please don't post drive links here. You can share videos or builds through more reliable sources like Itch.
Stop pestering people please. And if you want somewhere to share low effort posts, make a #1180170818983051344.
Fr
hoowwwww, did you do that with Photon?
Added audio to my game 😄
Now time to work on adding some cool music!!
refraction :)
Early sketch (2 months ago) vs Now.
Looks sick
Reminder that this channel is for daily/small wins. If you are promoting the release of a game, use a #1180170818983051344.
Got the bullet holes and impact effects done
looks good.. maybe make it a bit faster on the anims.. (throws alot of beginners off) but ur anims should be quick af.. like .5 (half a second) can sometimes be too long even
I tried it but looked to fast for me
i take that back.. .5 is too long alot of the times.. forget where i read it.. but anims typically need to be quick
✏️ edit: but ultimately it is ur game.. so u can keep them however
i just remember when i first started i had to get into a habit of quickening up my animations..
.25 would be a good starting point and working from there..
the key is to get the transitions better (making them tighter.. like a transition should be the size of the clip or shorter)
after watching it again, I do think its ur transitions and clip length that makes it kinda stutter when u spam-click..
if u don't make the clips shorter i suggest u make a cool-down timer on the pistol thats >longer than the fire clip(s)
Ill try that
A lot of functionality for "Dork Soles" (A 2D game inside my First person game) is complete including dodge rolls, multiple enemy types, dynamic death screens, health potion, respawn points that refill health potion are all complete. 🙂 now I can just do some world building and level design. 😄
here i can share my progress of my Game?
I think you should create a forum in #1180170818983051344 if you are trying to share progresses of one project. its ok for sharing one time here i guess
3 month of work , solo developer
looks nice gives resident evil atmosphere to me lol
that`s the ideea
Making threads in the dev-logs, are there any rules for writing inside them, or can I post freely?
i didn`t slept the 3 month for that ;))))
you seriusoly has that bass boosted to the max like you made my ear drum bleed
(jk)
😘 ☺️
thank you
This is for daily achievements, if you're going to showcase your project history and progress then make and use a #1180170818983051344
Sorry I misread. You're free to use your own devlog how you wish as long as it's not spam.
cool game, did u use unreal for it?
This is a Unity server, only games made with Unity are being shown off in here. UE games aren't allowed, they can be shown off on UE discords..
👍
no , unity for sure
Improved my UI:
(Will add score text at the top)
Looks awesome, love the rock decal..just one thing to consider is legibility of the dials, with it having red gameplay and a brown ish dial it may blend
Animated the UI to give it that POP on taking damage
Unity with native ai on an android phone using Yolo model !!!!
Got my menu/save data system redone ✅
Update:
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Fixed a bug where fully automatic weapons could not continuously wake up zombies.
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Developed an adaptive AI jumping module.
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Optimized AI pathfinding logic for greater accuracy.
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Refactored the AI attack module to make it easier for zombies to attack players.
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Added a lifecycle system for zombies to prevent stuck units from affecting wave attack counts.
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Randomized AI movement speed.
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Randomized upper-body zombie animations.
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Zombie roars detect target group perception!
Update:
-
Fixed a bug where fully automatic weapons could not continuously wake up zombies.
-
Developed an adaptive AI jumping module.
-
Optimized AI pathfinding logic for greater accuracy.
-
Refactored the AI attack module to make it easier for zombies to attack players.
-
Added a lifecycle system for zombies to prevent stuck units fr...
Upgrading gear with shrooms
It doesn't look like Unreal and literally has the Unity Statistics panel in the upper-right corner. 🤷♂️
What kind of game is this?
I'm assuming one where I kill things, since I have a gun and it's really prominent (always ready).
It's a bit monotone, which gives it a sort of "2000's Condemned" look. I'm not sure if that's what you're going for or not. If not, a bit of post processing and not using only white light could help inject some life into the scene.
Also, I notice a lot of people making these games tend to neglect footsteps. If you move around your house at a very slow pace (like in the video), are your footsteps the same as when you walk normally or when you run?
You might want to modulate the volume, based upon how fast you're moving.
Overall, looks creepy, I await more.
Finally finished the generator, it's pretty fast for what it is, the camera locks to these obscure rooms, it's pretty neat, never seen a game with this "tech" before really (It's different to rogue legacy or binding of isaac, and allows for wall destruction between rooms or bosses following you around the map without any issues), probably because it was annoying to implement.
Next working on the modular ship systems.
I failed to mention I also improved the generator times massively
Modular building. 5 modular pieces in total (lightmaps are mess, i'll fix that later)
oooOO nice.. you using trimsheets?
yeah i made the trimsheets as well though lol 😆
I completed my first 2D game within 2 days of starting with unity — TankTrouble with working Procedural maze Generator.
I come from using Unreal for about 2 years. I love how Unity is sooo good with Rapid Prototyping. Planning to make a 3D game now.
I would love to have a person advice me on moving forward. I can help with 3D art in exchange for that. This is my portofilo - https://www.youtube.com/watch?v=MoVH-Ir_sgs
how does this work? are you using probuilder?
They won't be using probuilder for that
First build completed 150 mbs weight
New Features
Noise System Expansion:
· Added Footsteps noise module. All movement except crouching will expose the player's exact position.
· Any noise that affects zombies will trigger an individual zombie roar, thereby notifying nearby zombie targets of their location.
Enhanced Perception System:
· Weapon laser and flashlight accessories will now be detected by zombies and will guide nearby zombies to investigate.
Optimizations and Adjustments
· Platform jumping mechanism optimization: Zombies will now chase more tightly during platform jumps, increasing the sense of pressure.
· Zombie attack parameters adjusted: Further increasing overall combat difficulty.
Network synchronization
· All features mentioned in the previous update and this update have been implemented Multiplayer network synchronization to ensure a consistent gaming experience.
Bug fixes
· Fixed the issue where zombies would get stuck in place, improving overall AI smoothness.
#indie #horror #gameplay #zombie #unrealengine
Wow, you're goot at game develop
Thanks man
no i didn't. i made my own blockout assets for Blockout and everything else is hand modeled on top of the blockout / scale references.
WIP. [every model and texture is made by me.. except for the tree bases (but i might change them later)]
after A LOT of trial and error, I finally got a car working in Unity with wheel colliders so it has working toque, suspension etc..
Looked smooth. It's so hard to gauge the movement of the car though
Edit - perhaps some pattern textures would make it clearer? 
https://www.kenney.nl/assets/prototype-textures
Gizmo Junkie
ive made these obstacles and gravity changers be fully procedurally generated today
pretty dope.. i think its a bit too floaty.. but thats just my opinion looks great 👍
sadly i cant change that or every level falls apart
all good then 👍 looks good never the less
got a #1180170818983051344 to go along w/ it?
u gonna change it from cubes? or this all u doing?
Finished Intro Sequence for a game
loot, upgrade, and equip
(I still need more sound)
🧟 Game Update Log
🎮 Gameplay & Mechanics
Increased the influence range of player footsteps on zombies.
Added weapon reload noise: nearby zombies will hear the abnormal sound and come to investigate.
Removed the mechanic where zombies would always detect players within 2 meters, making close-range silent assassinations possible.
Adjusted the priority of laser sights and flashlights: once zombies spot the player, they will ignore all laser and flashlight interference.
Zombies will move at a reduced speed for a random duration after taking damage
🛠️ Bug Fixes
Fixed a bug where zombies would not closely follow the player.
Fixed a bug where clicking fire during reload would still produce a gunfire noise that attracted zombies, even though the weapon could not fire.
💰 Bounty System
Introduced a basic bounty system:
Restoring health: 5000 bounty
Killing a zombie: 400 bounty
Player death: bounty is halved
Headshot kills now grant double bounty and trigger a new headshot sound effect.
🔫 Combat & Feedback
Enhanced the impact of bullets on zombies: headshots now deliver a strong knockback effect.
🧍 Animation & Immersion
Improved the natural arm-swinging motion of zombies while running.
Adjusted the weapon holding posture for certain firearms.
🧪 Experimental Features
Added machine vision recognition with bounding box visualization to identify team members.
🧟 Game Update Log
🎮 Gameplay & Mechanics
Increased the influence range of player footsteps on zombies.
Added weapon reload noise: nearby zombies will hear the abnormal sound and come to investigate.
Removed the mechanic where zombies would always detect players within 2 meters, making close-range silent assassinations possible.
Adjusted...
Yeah.. body cam zombies where the zombies are fast like speedy Gonzalez!? Yeah I'm out 🫣😶🌫️
I implemented pixel art style 3D lighting by modifying URP! It supports PBR and particles too! What do you think about this graphic style?
(Zoom the image to see details!)
I think that light style is really cool love it
I've released a teaser trailer for my project! We are using unity! https://www.youtube.com/watch?v=medb8PRIIVA
A turn based RPG based on the work of Lewis Carrol
and everyone who has dreamed of Alice...
Currently in early development for PC and Consoles
Live forever, Dear Alice.
Animation production:
LightWitch & Koeda Animation
----------...
added art corner lol (my paintings)
Custom LCD Sign shader
i love this.. ( i made one of these beginning of the year.. but i used actual sprites for each pixel.. and converted an image into a grid/ row+columns of small circle sprites by reading the pixel[either white or black] and would then tint it)
this is pretty clever tho if ur only needing so many things to display..
thought of adding a little bit of bloom/emission?
that's interesting approach. i was thinking maybe to put a texture with the text and give it custom shader to pixelate it?... but this is Quicker and less work so. thank you very much for sweet words!
Semi-Modular house.
I actually changed it right now xD lol. i think looks better this way.
updated:
1st intro is good but menu intro is bad to me
What do you think could be improved?
Since you are using 3D environment for menu you can inspire this intro from https://youtu.be/exvoITPVqXM?si=CsIKIsl01Xu_N6th
this is the Twisted Metal Black intro !
please like favorite and share
I was going for more of a source engine look and I think it works perfectly for that type of look
add some parallax to it 😉
For some reason the ui reminds me of the ui from BF2042. I think if your ui was similar to this one ↓ it will look better!
A look at some of the updates and improvements that have been made to Battlefield 2042. Read more in our update: http://x.ea.com/70994
Battlefield 2042 is made up of three distinct multiplayer experiences - All-Out Warfare features the next generation of fan-favorite modes Conquest and Breakthrough; Battlefield Portal allows players to discover...
Coming right after weapon sway lol
ya, the classic wrap-around / arch HUD.. i agree..
those are nice esp w/ abit of parallax.. (probably wanna make it adjustable tho.. b/c some people dont like that 😩 )
his appears to have the start of it already, i think its fine to have a different style tho.. and a different arrangement fitting ur artistic vision. he on the right trak
I just rotated the elements on the y and z axis to achieve the look lol
Added Proper UI and sounds + a new credits menu as a lot of assets are used from TF2
I decided to go and remake an old project. for the whole day I have been messing around with configurable joints and basically made a button that can only be pressed down that depends on a object's mass. This will 100% make my levels better as I can change each button so I can make it so you need this amount of small objects placed on the button for a door to be open etc.
So for this button you need a mass of 2 for it to be fully pressed down. Going to have some more fun with these awesome joints 
awesome.. is it just using a min mass needed to fully depress the button?
edit: "bro just turned off the sun"
Basically its the configurable joint doing the work. Using these values if a object with a rigidbody is on top of the button it will go down / come back up because of the joint. I added a new script for the button and made it so when the button position Y is at a specific value < " Do what ever blah blah blah".
you might have fun building ur own springs in code
i very much enjoy building my own spring codes, applying them to floats, vector2s, vector3s, and anything else..
but you're already bounds ahead of me with using the actual Physics components
Hmm, I will definitely take a look at spring via code. Even if I am ahead of you using components you are miles ahead of me via scripting 😢 ❤️ . Tbh the component was being a ||BITCH|| to setup it wouldn't work how I wanted it to work. Took a few hours and win some help I got it to look better than before. this component is by far a confusing one out of all of them lol ~ for me at least
F = -k * x - b * v (Hooke's Law)
where:
- F - total force applied to spring
- k - string stiffness constant
- x - displacement
- b - dampening
- v - velocity between connected objects or object's velocity if connected to a fixed point
examplerb.AddForce(-springStrength * (transform.position - anchor.position) - damping * rb.velocity);
in my opinion it keeps things simple by having just that 1 script handling everything..
not having to dip into the physics spring components to change values when you have to modify the script anyway
this component is by far a confusing one out of all of them lol ~ for me at least
wheel colliders suck pretty bad too 😄 @distant marten
Been working on a prototype for a Freelancer style project. Quite happy with how the planet shaders came out.
Set-up a melee system
https://youtu.be/2iFkzCiA_ak
New cutscene video up if you want follow along Alaric who can't seem hold the deadline on time
I made it, my deadline was today and I made it!
Follow Alaric Scrivener, a devoted artisan, as he struggles to finish a precious manuscript for Lord Alban before night falls. With missing materials, looming deadlines, and the weight of his worries pressing down, he pushes through doubt and exhaustion to bring his work to life. A story of persistence, skill, and quiet triumph. To be followed.
two stamina bars, running and combat
Made a simple combat system for a game I'm developing.
My neon city needs lights being propagated when billboard changes its emissive advertisement or neon 'flickers'. raytracing and SSR, even dynamic lights are a no-no since this is a VR project (URP/Foreward). I was testing a sharder approach using a masking color, but that allowed me only for one color change. This is baked scene 4 times and a controller in each of the light and manager in the scene organise the colour change for each light, switching of the reflection probes and lighmaps. I still need to test it on a larger scene
https://www.youtube.com/watch?v=5dRU7Kjhe1Y Setup some ballistics and im slowly finishing up the character controller for my project, pretty proud of how it turned out
very cool.. love the secondary crosshair following the weapon
those sways look smooth too 👍 good job
critique: (i think that jump could take a bit of extra work)
when you jump its like a figure 8 movement.. (thers a bit of downward lag.. catches up with the player. and then its upward lag)
yeah i still need to work on some of the animations as well as tweaking some of the transitions this is just the base FPS preset i created for myself altough it is frankensteined from some assets such as the tracers and muzzle flashes as well as some animations i got from the asset store, it also took me like a week straight to get this working
when u get a solid jump movement it really ties it together!
edit: looks great for what it is so far tho 👍
yeah i know exactly what you mean, the gun needs to actually move down slightly when you land, the dynamic crosshair gives it away a lot lol
yup.. feels a bit stiff at the moment.. but you know what ur doing 👍 carry on soldier 🫡
I know it's not graphically impressive yet but I managed to make a working traffic system for my cars with lane selection, braking when in traffic and just generally driving around the road map I made. 😄
equipping gear
effect layering from a remake project I'm working on https://imgur.com/YfRSqFy
I think this is potential for game of the year, chat
new gameplay mechanic
Sphere collider???? What is the plan with that?? 😭
turns out i just used character controller for moving forward and back and used capsule collider for jumping :P
asking if i have a plan is funny
Hate to be that guy but where's the daily win? This channel is for daily wins only look at what others have posted for reference.
Both of these are a win to me, considering I'm getting work done :)
Even a small personal win is a win.
Now you know what not to do to make a character move
You're not supposed to have both a charactercontroller and a rigid body on the same object
finally added the door 🥲
Just started making my first level! if interested I have a dev - log → https://discord.com/channels/489222168727519232/1430995144366362676
little autotile system I'm working on
Just released new video of my fighting game:
https://www.youtube.com/watch?v=U0HxmEBqlsY
Play on: https://devlanger.itch.io/nin-tournament
This update focuses on refining gameplay feel, visuals, and adding new systems.
Improvements:
-Slowed down dash
-Adjusted jump speed
-UI refinements
-Improved lighting
-Redesigned healthbars
Added:
-New Pierce skill
-New obstacle type
-Damage labels
-Mana system with usage and regeneration
-Sk...
Added game assets to the new weapon!
I tried a playtest, and it turned out huge, lol.
Does it look powerful enough? This weapon will be added in the next demo update!
This should be in the dev log channel not here. This channel is for daily wins only.
starting work on boss fights
- imgui ui (inventory, debug, etc)
- outlines for interacted objects
- trees break a bit less when cut
- better conveyor belt
Today I created a custom editor script to spawn enemies in specific patterns for my cozy brick breaker roguelite 🙂
Been working on the trade lane system for my Freelancer inspired project.
VFX are still a big WIP but so far quite happy with how it's shaping up 
[Bodycam Controller.. (WIP)](#1253440741322133545 message) The post-process stack has most of the magic.
Just got the CameraRig all sorted out (i think) / Can definitely improve the structure but as I'm dealing
with Quaternions/Rotations I wanna keep it nice and simple (and separated) for now 😅
added music, explosive, drill engine shaking, dust and rock particles:
I'm really happy with how my song turned out for the night time driving scene in my game, and I'm happy with how the driving feels too. (Plz ignore the weird traffic and small bumps stopping my car I'm still fixing it lmao)
DIY FPS Game Industry Standard | Unrecord Level Visual Effects
My initial motivation was to go crazy for an ultimate and clean effect.
DIY FPS Game Industry Standard | Unrecord Level Visual Effects
My initial motivation was to go crazy for an ultimate and clean effect.
#indie #gaming #gameplay #fps #3d #games #diy #steam #development #unrealengine
made a fancy (ish) little framework for quickly drawing debug info to the screen based on ugui
thats actually really neat, good job; Is the "frozen" to freeze the object or the gui window? 🤔
wtf that's awesome
the frozen checkbox freezes the object, while the lock on the top right keeps it open when i stop hovering
@henrylucas0845 muted
Reason: Too many messages in multiple channels
Duration: 29 minutes and 55 seconds
(early) environment work for my immersive sim horror game! https://streamable.com/sxvsc4
Hi y’all! I’m new to game dev and I want to focus more on the VFX world and the technical artist side of things.
Last week I made some power-up effects just for fun. I’d love to get your feedback! What do you think I could improve?
Watch environment | Streamable
https://www.youtube.com/watch?v=1FsYG57APxY
Finished this one today
The woods are no longer safe. Bandits stalk the roads, striking fast and disappearing into the trees. Stay alert. A man has fallen, leaving his son fatherless.
3D animation made in Unity | New episodes every week
Indomitable Studio
16 days is not "just launched". Also please keep promotional stuff to your #1180170818983051344, this channel is for daily quick wins only. Thanks.
turns out normals for meshes exist and now my planet looks somewhat nice
Hello its my adventure game 2d its now prototype i will update
I've added 3D mountains at the surface of my 2D planet drilling game. Those mountains are shaped randomly and it surround the entire gigantic planet!
This game keeps looking better and better!
Although I don't know machine vision, I'm trying to replicate YOLO machine vision detection bounding boxes in the game. This is a pure mathematical calculation approach.
https://youtu.be/km8Vszdm9No
Messing with raymarched volumetric nebulae for my game. Still a WIP, but so far pretty decent results.
I've finally managed to get my hordes performing decently while still looking good and behaving correctly. would still be way better to use DOTS but I've tried several times and I never manage it :/
Another Pixel art character animation for my personal game project.
Inspiration taken from Ippo Makanouchi
The first two were from 3 months ago. Still building the entire art assets and animations. I'm more of an artist than a coder but not for long.
atmosphere for our planet
Monster Goose
3 days focused on doing
finally completed the mountains around my planet! (they disappeared at the start because of render distance set to low)
Doom/marathon clone?
A few videos of MMO PVP in my games alpha. Very low quality but it's a start.
https://youtu.be/nQk2ApZvM_8
https://youtu.be/YMhfhyVuZ44
https://youtu.be/SYjq71ub4JE
Please use #1180170818983051344 for multiple media posts.
Update for the birdwatching game I'm working on: now the player can give feedback on the spawn locations of the birds, so we can start supporting rural places too!
WOw I did not know I could do something like this!! Now it's truly a 2.5D game! 😮
except the fire is offset for some reason lol
(Sorry for the small spam lol)
Testing large scale nebula clouds. This one is about 50km in radius. Still not fully perfect (need to add temporal reprojection later), but I'm proud to have actually pulled this off 
This one is a massive one for me :D. The game is ready to be released on Steam 🎉 🎉
Star Boy is finally in the new rail grind system project I started!! I plan on working on this for the next week or so to have uploaded to the asset store!
First person movement with animations and "realistic" camera movement
Bro nice job
Working on an UI for a game I'm making
made this today
Amazing, reminds me of cult of the lamb :D
The grind never stops! Star Boy's anim's are finally all working properly going through animations. There are still a few animations tweaks I need to make but for right now its all coming together. I just need to implement the player actually moving along the spline!🌟
Finally got the prototype UI + multiplayer system working properly 
Reimplementing assets from scooby doo night of 100 frights into Unity
how do i get him off (working on inventory ui)
experimenting with vibes
placement of grass, trees and the colouring of the flat vs. steep parts of the terrain all done via code
2D animated face with lip-sync on a low poly 3D character in Unity
pretty star
Huge update today for the new rail grind system project! The player now starts its movement along the spline!🌟
started implementing draggable shapes in block puzzle game
Oh boy, can't wait to wait for unity to look at it... only takes two weeks...
This channel is for daily wins only
Ok
Particles. Still in the "I'm amazed!" phase, rather than th "building something good" phase. ¶ With the Unity Courseware -- I think I need a voice that says "this training is worthwhile, take your time, don't rush, see it through to the end", not "this is a corporate money grab", "certification is bullshit", "this material is out of date", "this is a waste of time"...etc ¶ It is turning out to be more work than I thought, that's actually a good thing, it signifies that is a meaningful body of training. ¶ A mantra, "If you are tired, rest, don't quit." ¶ I didn't properly celebrate completing module 1. That was a lot of work, and I learned A LOT. ¶ Traditional game dev is highly relevant to VR game dev. There are very few aspects of this training that are a waste of time. ¶ A lesson from my time as a teen in Switzerland: focus on placing the foot, extending the knee, one step more of altitude up the hill. Focus on the ground where the next step will land, not the view all the way up the trail. ¶ Slow down - if I need to do a refactor post-module-1, then pause and do that. Make sure the foundation is solid before moving on.
Made some more progress on Vandalite
@winter hound @dusk sedge Don't pad your posts, please. Read the channel description for post guidelines.
https://youtu.be/UmTFtudcmTI Unity Game Engine: "Why isn't my collider/Rigidbody working?" Moving using physics versus moving using teleportation as it effects collision detection.
"Why isn't my collider/Rigidbody working?" Unity Game Engine: Moving using physics versus moving using teleportation as it effects collision detection.
oh thats cool
Stylized Pixar + FORNITE inspired shader for urp
Added Dynamic Sliding
Video doesnt work for me idk if its video issue or on my side
Just posted a new project on ArtStation showing my process for creating 360 HDR stylized skyboxes/skydomes in Unity 6
This is my process for creating 360-degree stylized HRR skydomes / skyboxes for Unity 6. I start by generating skybox textures with Scenario.com until I find one that is a good starting point. Then I take that image into Art Rage 4 where I oil-brush overtop the clouds in the image, ignoring the terrain as it won't be seen in Unity. Next I do ...
Weird, works for me on pc and mobile, the vid is close to 100mb so it might be taking longer to buffer
ye i only get sound from phone didnt try on pc
Maybe try downloading it on mobile and see if that works, could also be the file format as well, not all of them are supported by certain phones
Downloading gives warning, nevermind i think its only my side lets see people will get same issue 
Finally learnt how to use terrain properly( need to use better models)
For the purpose of collision detection on the group, here we bind a Rigidbody to a collection of colliders.
I just posted a project to ArtStation with a highly detailed breakdown of how I create large-scale, densely populated, high performance biomes in Unity 6. 15 videos each under 60 seconds, I hope this helps someone with their project!
This project demonstrates how I combine procedural generation with stylized authored control to create unique large-scale worlds for high performance cinematics or gameplay.
I start by using Gaia For Unity 6 to generate a heightmap terrain and apply my custom oilbrushed textures (ArtRage) to the terrain. Gaia can be configured to apply texture...
my new upgrade and shop system work! 😄 (nevermind the ores shop texture for now, about to change this one). We can now collect ores, sell them and upgrade the drill engine. Next up will be adding even more upgrades, items to buy such as teleport and then adding a story with missions.
Please make a #1180170818983051344 for self promotion. This is for small things.
@rugged kayak ^ You as well. This channel is not for promotions.
Ah I'm sorry
Added Viewmodel Occlusion and some shooting dummies for testing
I got off pc so nothing to show but I wanna say my new systems to make future production work better went great and I got far more done today than I expected :D the player action system is set up and the phase action system is like 90% set up
It’s new stuff to me I’m proud of myself 😊 also learned new things 😌
my cool code does some pretty hefty runtime renovations to this scene 😄
I've been working on this project getting physics and a code base going so I can build the game easily. Having fun here
@trail fox You've already posted that once here. Please read the channel description.
More than once actually.
This is not a promotional channel. Use #1180170818983051344 to keep a log.
Oh sorry I was trying to edit the thumbnail
UI is going lovely
Reminds me of the Wii!
kinda cuts to the new screen before the fade-out is completed
Yeah I need to fix the animator
10~ hours of work for my second project on blender and it feels so worthy, fully done and animable too, now i need to understand how to export this in unity for my game
Just read and follow the guidelines.. It isn't hard just more work..
Take your time and do it right the first time.. If you rush it just to get it out there might make little bitty mistakes that cause you to have to re-submit.
im sorry, i meant "Exporting", not "Publishing", my main language has the same term for both these words, sorry for the error, and thanks!
ohhh ya, thats a lot easier 👍
updated the hud, switched from overlay.
This channel is not for promotions. You can make a #1180170818983051344
created a pretty robust explosion system and added grenade throwing with some very temporary vfx
It looks amazing..
use infima module, right?
Nah just the animations from the kinemation fps pack, no frameworks or templates
My two models of guns by Blockbench
Added a additional dictionary that stores tiles dig progression for later use, based on their VectorInt position. This Turned out pretty nicely working well with my masking overlay to visually show how much a tile has been dug. Additionally if you try to dig a progressed tile again after leaving it, you'll dig only for the remaining duration that was left.
just finished my alpha v0.1.4 with adding a sky, optimizing my tutorial quests and now things are getting GOOD! 😄
"async" generation presented pretty cutely
This is really cool, is this for a game you are making?
10k batches and 1m tris is more horrifying than cute 😆
day 3 of my first project:
finally made the gun work and experimented a bit with raycast hits, which revealed to be more stressing than usual but now i got it and it was extremely stupid. i also updated the player controller, which now your able to hold space to constantly jump, and also added a jump cooldown too.
btw the gun will shot once, and to reload you need to stop aiming to shot another time. however without audio and animations this result difficult to notice
new tutorial system highlining the ore required to drill + quest arrow
your game is very good looking
thanks! 😄 Im pouring all my heart to it. Feel free to try it out too, it's free and in alpha.
i like the physics
Got my spawning system working in a way where I can send certain types of props to Graphics.DrawInstanced rather than spawning as a full object. my webgl doing light work of these 32mil verts
working on my first actual project on unity, ive done coding before but never tried unity, going quite well!!
the wall
i might use this as an upgrade later
Not sure what this is, but I like it!
Vertex shading?
It's just an SDF primitive with a twist modifier affecting each axis differently - new territory for me but I'm trying to expand my Unity VFX arsenal.
Can now fly normally and then fly in a better way using WASD to move normally and when you use Q and E it pivot the engine 360 degree
just learning, so nothing impressive, but a little physics spot to play in, gonna make some cube spawners in the other room or something
figuring out the vibes of my prototype
oh man that looks absolutely sick! the blue and white text remind me a lot of a bios screen, while the black reminds me of a terminal
(just an idea, but) having the text scroll slowly would be pretty cool, although having it do that on the skybox might need different implementation for it to turn out the way you want
made some new enemies, ill remake the player soon, i think they look cool!
still dont know if ill use them
gonna try and fix my upgrade tree now, wish me luck 😭
looks unique to me
Day 4 of unity: learned pathfinding, it wasnt that hard, but the making of a complete modular NPC system was extremely difficult. i learned delegates and events, which took me alot of headaches and 3 hours, but it revealed to be so awesome and i was able to do a full npc system reusable for further enemies and projects, without tutorials AND the necessity to modify it (this took me a full hour but i enjoyed it).
the system includes:
- Pathfind
- Health (with takeDamage(), Heal(), HealthChanged(), onDeath() )
- Perfectly customizable and accessible from other objects
- every custom component works perfectly fine alone and can be used even for the player itself
I learnt how to sample a RaycastHit's .barycentricCoordinate so now my randomly dispersed props are placed depending on the dot product of the specific place the raycast hits, rather than just the overall normal of the triangle it hit. This makes all my grass and trees disperse super cleanly on the flat and steep surfaces 😄
Got a simple Model finished for my arcade drone sim prototype
Looks amazing!
Is this UI Toolkit?
Here is an update to the last 48 hours of me working on a small indie game project! https://www.youtube.com/watch?v=ALjEEgHFCKw
#indiegame #gamedev #gamedesign #programming
#unityengine #gamedev #indiegame #gamedevelopment #gamedesign #gamedevblog #unityassets #unityassetstore #programming #csharpprogramming #programmer
Here is a look at a current small indie game project that I am working on in the unity engine! Embark on a journey as Ollie! A young lost baby whale w...
Got my Pickup & Throw System ready and reliable with smooth Coroutine 🔥

Just some 32x32 weapon sprites and hit effects im working on.
Finally got convincing orbit effects, gotta fix some particle issues though ;-;
Second video sped up to show the effect better but it's trippy af lmao
Are the one on top of each asset for the vfx?
Doing
-> Terrain To Mesh Conversion (Third Party)
-> Mesh Analyzing, Splitting & Vertex Colour Applying
-> 3x Interior Generation (Third Party)
-> 50k+ Props Randomly Dispersed, Generated & Post-Processed
In what i'd call a pretty short amount of time 😄
Super basic but baby steps with c#
Started working on collect bubble mode
evil fucking worm man
Can he blink
nope his eyes are pried open because he doesn't deserve to blink
That's too evil
https://youtu.be/jRp7am9xCUQ?si=Th79AQ1KDzglpYPv&t=10
WIP Blind tactics game im working on.
A game based in a world where every one is blind. Inspired by the TV show See, Resonant is a tactics meets minesweeper game.
The game is still a work in progress
#indiegame #tacticsgame #minesweeper #turnbased
Hey everyone,
I am making a Sandbox-style Cozy building game inspired by Tiny Glade, here is the progress so far.
Finally completed the design for my basic enemies, just shy of 7k tris
Backstory:
The peaceful, small-statured Emberlings once lived in the bustling industrial cities of the North. Their size made them easy targets for exploitation and abuse, forced into labor by those who saw them as weak and insignificant.
One day, a curious young Emberling named Draxen ventured farther than ever before, deep into the wild fore...
Finally launched our first event for Birdle GO, a cozy gps-based birdwatching game, with a special rare bird! https://www.reddit.com/r/BirdleGO/comments/1paso83/join_our_december_competition/
So excited!
roguelike room and tunnel generation from prefabs (no models rn)
I successfully made the text appear and follow exactly what the narrator say just like a streaming video. All of this is automatic! This is much better instead of pausing the game whenever the narrator has to say something.
Getting my little man made Into a unity asset for a project and a VR chat avi ^^
Yeah! Each is per weapon type, so regular, heavy, dual wield.
realtime volumetric fog
That looks sick
your crazy
looks great, what pipeline?
urp
I see nice!
show this to an unreal engine dev and they'll have a stroke
w o w
AK-47
They just think using high quality textures and shaders make the unreal better and the game ain't going to run on many devices even because of heavy graphics
@proven halo This runs at 80fps on mobile iPhone 17. Unity URP. I made it real quick for fun but since people like it i will consider making something cool with it and creating a dev log post.
Correct tho, unreal engine commonly has bad performance.
80fps is quite nice with the level of detail graphcis
I agree with that, which is why I think your average unreal fanboy will gawk at the fact something like that can run so well on another game engine. this is actually really cool tho and I'd love to see a game with these kind of graphics and performance
AAA games are made in unity too like genshin impact, and infact that unity is easier and powerful to learn
though who knows how much of standard unity is actually left in genshin
Yes it uses region specific Unity China Edition.
and they do their own modifications to it
I mean, Tarkov is on unity, if that helps as AAA example of unity made game
I think owlcat also use Unity for their games (they made pathfinder)
Had to remove the swing so the droids don't get stuck! I hope I can make a dev log post sometime to show some gameplay action!
Why not make the swings have rope physics? Then you wouldn't have to get rid of them. It's pretty simple I used configurable joints for it. Then anything can collide with it.
The droids are flying around, it may get tangled in the swing. I mean sure the ropes could move around it but… just doesn’t seem realistic
Otherwise tho the physics would be pretty cool!
Blinding you all's eyes.. sharing some progress with height based gradients of ice element region
Building interiors! Converted a hollow building prop to have 2 floors of interiors with proc-gen tools and many interior props.
Implemented some particle effects that align with terrain
are you making some kind of minecraft like game?
i am making a rpg game based on Mage classes called 'sorcerer', you can choose an element, and get stronger as you explore.. and you get to go to magic academy to be better too.
thats a very cool idea, your terrain rendering looks really good so far and im excited to see what other environments would look like
the voxels look clean
Most of this is all stand-in content still, but I got the HP system working so you can defeat the enemies now.
Working with some perlin noise terrain generation, looks good
how much terrain is that there? it looks like it's generating pretty quickly
https://youtu.be/bv2KHFY4fxQ?si=40OYdHpUhO8KbjgG
Finally made my trailer
I made a terrain generator using the jobs system, compute shaders, and il2cpp to generate 2x1x2km of marching cubes terrain in 2 minutes and 40 seconds! When I add multithreading and some other optimizations, I project I will be able to get that time down to 20 seconds.
How did you achieved that
Unity
redone image
I have completed my second ever game
First one looks more real scale realistic
what does that even mean
the first image you sent has a couple more pixels. a little more deadly
Finally starting to have a nice looking fog ! still work to do but i'm getting there !
Finally updated my games menu
i have mastered realism with terrain and volume profiles finally. before(left) vs after(right). i started around a month or so ago. my first cinematic shot attempt vs my most recent one.
Good progress. Just a quick suggestion for that scene, turn the directional light brightness up by +0.2, and figure out those shadows!
A new brutalist megastructure map coming together nicely in my retro multiplayer fps
I made some updates to lighting
https://www.youtube.com/watch?v=UX7ZG_KQ--A
Emberveil is a fun adventure game set in a mystical, mushroom-filled world brimming with magic and danger. Explore a stunning fantasy world, discover and defend villages, and forge lasting alliances to earn a steady flow of materials for crafting and upgrades. Harness the Mushroom Magic System that grants elemental buffs—fire, water, earth, an...
Worked on character, map designs, and capes!
I’ve recently returned after being away due to deployment and school. I’m excited to share my latest work. There are quite of visual bugs need to be fixed. I will keep dev log simple so i don't spend a lot of time on it.
Worked on
- New Character Design: allows me to design the character's eyes more detailed than before.
- More dynamic ani...
add soviet architecture
Ragdoll and IK influenced character animations, reactions are done without keyframes!
new ice element mob!
assy driving game
working on the outercore 🔥 , added random explosion, making this environment very hazardous 💥
@finite mango Note devlogs go into#1180170818983051344 . This is for short form stuff.
great thanks
finally got something similar to valheims building working... only took 4 days
My win of the day 🙂
Got wishlist page approved for my game
Added a locker with skins, hats and even custom image skins to my multiplayer fps
Made a cool oil painting shader
Is there an image here?
yes its visible
#1180170818983051344 is for promotion games. This channel is for small daily wins.
I'm learning proper unity shaders instead of shader graph and am working on a 2d lighting shader
still need to to most of the work but sending tilemap data to the shader and calculating the wall distance already works 🙂
Been working on refining the controls in my Freelancer inspired mecha game.
One mechanic I figured would be interesting to add, is the ability to "anchor" to surfaces, given that the game is set in space and there's no real "up".
I'm quite happy with how it's turning out, and it makes for some epic moments where you're travelling really fast, land on a surface, and the mecha drifts to a stop due to friction and momentum
. I also wanted the transition to be as seamless as possible, so there's no button to anchor, just line up the feet to the surface and you automatically stick to it on collision.
Cosmetics are working nicely in my multiplayer FPS
new lava texture hehe! 😄
https://crosshairgame.itch.io/overblast
Finally released my game's alpha testing branch!
Satisfying notifications
successful bullet system setup using object pools
i think its funny to compare how i started vs the finished version
this was to practice my light skills (im still not very pro but it works....)
Made my new trailer
OVERBLAST is an online free-to-play, fast-paced classic arena shooter with a PSX aesthetic. Fight to the death in intense PvP matches and customise your bean, or fight waves of the undead with friends in the PvE Zombies mode!
Play Here: crosshairgame.itch.io/overblast
Follow the Updates Here: https://trello.com/b/lPRLF1MM/overblast-roadmap
Mus...
Finally added OBJ export to my house editor!
Build houses fast – no install, no Blender.
https://tistougames.itch.io/houseeditor
Make as many as you want!
🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️
Works well congratulations!
This scene is so bad that its good, i love it. blizzard so hard the gun turned white 😆 its a really satisfying scene
😂😂 I can understand lol, the character is not better
I hope he walks like a spider
Does he gets cold
Woaw!!! You're the first one testing it out! Thank you so much! Can I share your screenshot in a devlog post?
@safe totem @pastel mauve https://tistougames.itch.io/houseeditor/devlog/1197285/the-first-game-screenshot
Added some more cosmetics, here my friend using custom skins in my mutliplayer fps
looks nice does your game also has hand cosmetics
Not right now it just puts the skin on the hands but I was thinking about custom colors for your hands later down the road, i got more info in my bio
oh alr goodluck with the project also i would suggest to add watch cosmetic on hand in future would be cool imo
Oh wow yes thats a great idea
W?
I wrote an inventory script, with
.HasItem, .AddItem, .RemoveItem, auto sorting buttons, and you can move the items in the slots, and if an item's amount above 20, its manage the extra items with additem, it has playerprefs save and load, you can scroll to change slots in the 5 first slot
I made some basic models and icons.
I've been slogging away at it, but I implemented a basic level generator that allows me to use any size room and connect them with a max room limit
But each room is made up of individual tiles. So I can reuse the same room, but the tiles could be different each instance
a-maze-ing!
Level generation, part 2
- Made up from generation steps and tiles on a grid with defined exits and restrictions
- Random walk for each step when placing rooms - supports different room types, placement restrictions
- Floodfill algorithm for adding quests (Find item to unlock gate)
I made a drop event, when you are full or select a slot and click out of the slots, you drop the item to the ground, and you can get it with right click. when you are full, you pick it up and throw it again(and the icons are look at the camera always)
Looking back on 3 years and seeing how far CROWNBREAKERS has come is a clear win for me.
Its awesome seeing someone else working on something similar!! Keep it up!!
Not the most extravagant win but i got a custom 3D procedural noise working with skinnedmeshrenderer. Allows for procedural 3D object based noise patterns on rigged characters without that "Shower Door/Infinite Plaid" effect.
it is if you close your eyes and imagine the beast with texture
👹
I made menus today and started working on the Player_Stats script. Now the player has an HP and a Hunger bars. If the hunger reaches 0 out of 20, the player’s HP decreases every 5 seconds. If the player has 10 hunger, they regenerate 1 HP every 10 seconds. If the hunger is above 10, the player regenerates 1 HP every 5 seconds. And you can choose to load your progress or start new
The video shows an early state of the combat system.
We are currently testing it on Steam.
today i added seed based heights generator, and some trees which you can cut 😎
This is an English speaking community
Sorry!
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
You’re still making good progress.
thank you, but your game is way cooler
My win was taking an on-paper ghoul concept to functional enemy in 3 days. Yes, my enemy ai systems are all built out, but it was a huge win to be able to plug and play those enemies into the skeleton systems I put together. It was extremely hard not getting that instant gratification win as I was programming this all. You guys got this. Patience and consistency pays off!
Finally… successfully made my atmosphere image effect shader into URP, and the game still runs at 60fps in WebGL.
Sharing a video of me testing swimming feature + BGM Sound Effect with water present for my game Cubic Mage.
Not really a dev log, I just posted it for getting feedback.
Animation does not look terrible, the character seems to be able to swim up or down. SFX, VFX of swimming would be great such as bubble effect... cube particles flying away etc.
I am developing a game called Cubic Mage, highly inspired by Minecraft and Cube World.
Join my Discord Serv...
i made a car today!! and this cool part of a level
WARNING : Spoilered it because it may be scary to some
I finally finished the rough sketch to my new tilemap asset!
Softbody simulation! Testing out jiggle / bounce on a low poly character in Unity, by dropping a boulder on his head.
oh my ghosh
191MB gif 
<@&502884371011731486>
You've been told before there is no off topic on this server. Thanks.
thought I could do this as its a win for me
You thought wrong. This is for Unity specifics.
Today I made some adjustments and added the rough sketch asset into my project to test out the tile map! I plan on adding some more foliage and structure/rock assets as well!
my discord just gave up on loading this gif after 1 minute
grass (looks better with the swaying)
I created a simple SpearLands launcher that connects to GitHub. It reads an index.txt file containing a list of developer logs, downloads them, and displays the content in the launcher. If a .png image exists with the same name as a dev-log, it is displayed as well. Additionally, if a latest.zip file is available on GitHub, the launcher downloads it, extracts its contents, and runs the game’s executable automatically. This small project is built using Windows Forms in .NET 8.
(repost with better pictures)
and it works well
well shit ive gonna make this for my games
Yo is ts fnaf? Fire
Just not make the project in visual basic, it might look better, but it cant connect to github because its old, i made it in winforms .net 8
tree generation is done with system.random, and i made water
Made progress on my 2D Environmental Package I'm creating. So far there are 3 different textures to create unique level designs using the tile palette. I plan to add more assets and tiles later!
grass (looks better with the swaying)
I like when people abuse bloom to make bland scenes look good
bloom is the savior of games
i added grass, which you can turn off in settings
Made in unity
As a bloom hater level looks nice
now have trees + flowers and im not sure what to do next
Day / night cycle + moving clouds
Finally came up with some idea on the ship creator, it's not pretty, I'll get the functionality in first, it appears pretty functional, I'm going to add in socket spots that highlight red .etc, and have the ship rotate to that spot so you can see it change, there's a chassis picker I still need in, but overall happy with how it's turned out, though it doesn't look too impressive, it will when I'm done.
basic map generation is done, with ores, trees and grass(with flowers)
Generation? You generated it, as by an algorithm?
Yeah, with perlin noise and system.random
So its seed based which can be random
so you can start "new game" which clears your items and set your default stats, and its generate a world by a random seed, or you can "continue" and its load everything back
Wow!
now im working on building
inspired by minecraft?
I played with it a lot, so that's probably where the idea came from 😎
But i want to make this different from minecraft, so no one will say "minecraft copy", i some want cool bosses, and etc
if you dont look at the ground
Sucessfully added apocalypse scenario into my planetcore game omfg. 😄
Spooooky
Well, today I've managed to load a (very simple) map composed entirely from files outside of the built project
finished exporting voxel model as obj with greedy meshing
I'm happy to share that I have gotten my first review for my dialogue system asset package I published on the unity asset store!
Can we go home squidward
YO that’s spooky
@fallen quartz #1180170818983051344
🫡
Please create a thread if you want to ask a question.
I made a procedural brick/tile shader with moss and dirt. It's fully-parametric and since it doesn't use any textures, it's really memory-efficient and never becomes blurry or stretched. I did most of the math by myself, but I did peek at a tutorial briefly when I was having trouble with the UV offset. I also implemented fullscreen multisampling and pencil lines (visible in the tree in the background) but the brick texture is the really cool one imo. Right now, I'm working on procedural dungeon generation and I hope to have that up-and-running tomorrow
I added a cosmetics system to my VR game
woduln't you say the tree is out of place
I made dynamic waypoints(the dots) today!
Worked on the character Customization System
-Orbit Cam around pivot point of the character
-UI Panel follows accordingly
Player will get to choose:
Race, Gender, General Size
Shape, and Color of Eyes/Hair/Eyebrows (To be added on the right side)
Re-worked on the character Customization System, totally overhauled.
-Orbit Cam around pivot point of the character
-UI Panel follows accordingly
Player will get to choose:
- Race, Gender, General Size
- Shape, and Color of Eyes/Hair/Eyebrows (To be added on the right side)
Join my discord server and share your thoughts!
https://discord.gg/jUh...
looks nice, gives me cube world vibes
It is highly inspired by minecraft and cubeworld! I grew up with them 🙂
i made a full beta in just 2-3 weeks 😎
Here is a look at the updated level that will be for showcase in the next few short weeks! I added in the level design assets and added in some post processing and lights to help make the scene look better!
Imagine even being able to finish a game lmao (I should really start a small game instead of trying a massive project every single time lol)
I lost so many project before i could finish it xd
This is like my fifth survival game, but the first public and i upload backups to my google drive every day and also to my vps 😎
it takes forever to learn and dev at the same time for me, like i didnt know how to use playerprefs and animations when i was 14, now im 17 xd
I should learn raycast now, because i use colliders for everything 😭🙏
Woah. I failed like 2 games cause of ambition and lack of motivation at some points lol. Good luck
Its 4 years since I started working on my prototype indie game project haha
Damn. This is kinda inspiring
greatly improved my crowding system by forcing enemies to respect impassable cells and obstacle colliders, pretty decent performance considering I'm using gameobjects and not ECS/DOTS
we are working on something similar :3 but our thing is more like no enable a ridiculous amount of animated instances
finished voxel style ui
Looks sick ngl
I've remade my character's design.. i am hoping i am going to the right direction!
I finally got the toolbar menus to anchor properly! For what ever reason it was opening at the mouse click, and not under the actual toolbar button. Feels silly but i just love that it is starting to feel like a real app
thx you !!! ( ^^)o自自o(^^ )
Thanks man, appreciate it!
got basic ai working
The video doesn’t really show it, unless the ai is supposed to be a turret
thats because theres quite a bit of bugs with the ai, i wanted to showcase how combat against the AI feels before i flesh out the rest of it :)
This is a lot better showcase! You’re doing fine, keep at it
When it comes to level design I very much enjoy the process to bring ideas to life using the tile map! I finally created the prototype level with the rough assets designed by one of the artist for this project! I did use some post processing to help with adding some effects to the environment but still need to learn how to properly uses urp as well, but so far i am really happy with the results!
Finally got some progress done on my player animations and also start working on a dash attack!!!
Damn. Soldier thought this was gonna be a sword fight
beautifully animated!
Thanks @alpine torrent ! This project has really pushed me to want to add more animations to make everything feel fluid and seamless!
when i was watching it i thought it would be nice to see the character dashing!
Slowmode here is for a reason. Create a thread if you are discussing something.
finally got the dash attack working properly, even added some friction when sliding and a force to have the player launch in the are at specific animation points!
Finally got more progress on my player combat system!
bro what is this!/? 🔥
My upcoming Horror FPS "A.A.U. Black Site" these are the screenshots from the upcoming chapter 2
I made some more updates to include an air attack and add it as an additional attack for when players perform the dash attack. I also added after images for when the player dashes but I may also include it in the players transformation state
If you're overusing this daily , then it's a sign you should be making a #1180170818983051344 , thanks.
Finally started working on storyline of my game 🙂
Hdrp?
I created a small websocket server that allows players to join and leave, with their transforms synchronized in real-time, the websocket server runs on my vps
RAGGH
https://cdn.discordapp.com/attachments/1391736632545247253/1461331803808862353/b.PNG?ex=696a2acc&is=6968d94c&hm=afd0b40dc3c72ac19d6ff249fa5825a6e35d9d543cfc1a02dae17df598efe532&
Ai can now spawn with random loot in its inventory and will automatically equip firearms from their inventory if they dont have one equipped
not only that, but i have added ItemPool logic to the game too, so you can have rebels spawn with low tier guns 90% of the time and then you can have Um military spawn with better gear.
Because i didnt code the inventory system initially and it was solely meant for use by the player, figuring this out was hard as heck
i made a quick tutorial popup with my crappy artistic skills xD
added a pickup and drop system!
!collab This is not a place for promotion, read channel description, please.
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**
https://cdn.discordapp.com/attachments/1391736632545247253/1462110103174910129/b.mp4?ex=696cffa5&is=696bae25&hm=bc85b9b63015837cb92c25c6e7adbe672545acd7bc0acfcb28fc98253ddc6289&
I added the ability for my AI to pick up and use guns laying around in the world
Dame son that fire rate lol
970 rounds/min will do that to a person
Are there melee weapons? Or Nawr?
Not yet but there def will be eventually!
My first discord activity game! Thought it would be fun to add a twist to a classic XD.
I made flappy bird but multiplayer for discord. I also added a leaderboard, coins, shop items, new characters, and a new environment.
main menu for my game :>>
I made a small unity game to share with my friends whike some scripts is copy pasted everything else is made by me and im ready to share
Very cool 
Just spent just about over a hour on my character controllers un-crouch logic lol, if ceiling above you cant uncrouch basically but took me a while to understand how todo it
Just completed my most ambitious cinematic short yet with Unity, I hope you enjoy it!
today, i made a player movement system and an enemy follow system in unity! You can tell me what you guys think of it in case you would like
This is the updated shadow walk mechanic for the player! The player when holding down the shadow walk button the player transforms into a shadow and can reach top speed in this state! I also added a full screen effect to show the visuals as the player reaches top speed!
The Shadow Walker! 💀
Lowkey tuff
Thanks, there's more coming soon!
gibbed.
Lmao
im making tetris but with physics, and finally got different block shapes to work, i just need to figure out getting the blocks the same colour (im quite new to unity so this is good for me) any feedback would be good!
working playable prototype for my fnaf fangame
simple water i spent my lunch making
i think you should add a background or another color that isn't black
Syncing 10000+ entities in a multiplayer 'vampire survivors' prototype: Reactor Multiplayer Engine + Unity DOTS
Testing out Reactor Multiplayer Engine + Unity DOTS. 2 players vs a massive mob! This is working without determinism - all entites are synced @ 15hz
Want to make a multiplayer game that really stands out? We have something worth looking at.
Lean more on our website at www.kinematicsoup.com
Or join us on discord https://discord.gg/vWeTvPB
#gam...
Finally nailed my dream ship generator! Super stoked about that flawless A* graph gen on the procedural mesh – it came out hella smooth!
Hey everyone here is another dev log update to my game! I took the time to do some more debugging for the shadow walk ability and also worked on implementing the new shadow dive ability this acts as a stomp move for the player to destroy breakable objects. I also disabled jumping for when you are using the reaper abilities.
Did you not already post this exact thing earlier today?
You did, and you deleted it so you can post it again and 'push' it down lol
Thought I should repost because the thumbnail was black, and not loading to couple of people due to format.
I'll delete. Dont know why the negative attitude.
You dont have to delete it but its kinda a cheap trick to pull for a channel like this, this isnt a project advertisment channel so getting your post seen is not some big priority, this is just a place where you showcase quick wins on your project to other people, you might be better off creating a thread in #1180170818983051344 instead where it cant get 'elevatored' out if you wanted to showcase it better.
Hey brand new update to the player combat! Now when the player attacks enemies there is a camera shake effect and also a hit stop effect as well!
Haven't made one of these in forever and I feel like I've outdone my earlier pieces anyways
what kind of character are you making👀??
monkey
I have some background ruin and props asset ideas I've been working on since yesterday ! What do you think?
show your work off to be look as good as it can .. taking photos of a monitor makes things look crap, don't do that. It's lazy and people will dismiss you/ your work
I added a few more designs to the sheet and also created to variations with different foliage coloring to match the environment! Please tell me what you think of it!
@desert jacinth Please consider keeping a devlog in #1180170818983051344 instead. This channel is more of a once-a-day kind of thing as the name suggests.
With explosions and gunfire everywhere hearing enemies sneaking up was a constant issue... So I built a simple radar to detect threats from the rear
The Blue Guy
Monkey done
Monke :D
Some UI mockups for my project
Added some stuff to my terrain workflow (all custom assets/shaders)
<@&502884371011731486>
?softban 1143598922674221126 crypto scam
mpforge_art was softbanned.
Today I finally finished 50% of the my asset sheet for my project! What do you guys think about the new art assets I added to my level design I would really appreciate feedback from the visuals?
Added a system for visual equipable items on the player today and then made two oxygen tank upgrades using that system for my space game
This is awesome
Thanks @tulip sandal !
yw!!
guess what's coming after procedural ship generation? let me give you a hint! air-thight crotch!
I'm still waiting for the trailer video, but the steam page is finally live!
EXPLORE, DEFEND, DEFEAT
In Emberveil, you search for Emberling villages, equip their warriors, and defend against enemy raids and defeat bosses. Then loot the enemies and collect mushrooms and infuse them into your gear for combat upgrades. Find dungeons and clear them with the assistance of the village warriors. Craft gear at the blacksmith, cr…
Aug 31, 2026
Hey today I took the time to finish up designing the main room and branching out to the next scene! Also I add additional prop asset sprites and now have created something closer to my idea of a mix of a fantasy ruin forest level environment! What do you think?
I'm going to use this channel for once. I'm doing a solo GGJ where you have to do some basic deduction to solve which character is which, their favourite hobby and who their best friend is (that's the plan anyway, I have no idea how the actual puzzle logic will work).
Just spent time making the ability to assign a hobby to the pawns.
Cozy game started. Testing basic visuals and created a movement script.
Currently overhauling our racing game AI, still missing an overtaking behaviour
Horror game possibly
color adjustment fuckery instead of using beautify
i just published one of my games on meta store!!
https://www.meta.com/experiences/scp-087/25676994188634481/
Today I have been doing a lot of re-importing systems I have previously made and also debugging some of the work I have done so far. The test build is really gonna be straight forward just focusing on core game mechanics.
Finally got some video editing practice in to make a trailer for our new game! https://www.youtube.com/watch?v=Tqbtz0xFRvE
Insecticide is a fast-paced, top down arcade shooter. Fight endless waves of insects, deal with shifting terrain, and stay in the fight for as long as you can!
Okay, well not as impressive as most folks, and still got a lot of work to do on the timing and material for the 'main effect'. But really proud that I figured all this out. 🙂
Working on Multiplayer feature.
You can nod or shake your head based on your mouse movement.
so if you strongly disagree with your friend.. move your mouse aggressively..
simple arcade cine' drone working w/ real RC radio
So far I have updated the ui design to reflect the look of the mock up prototype ui design! It still needs some more work but as of now the mana bar and health bars do work. For the levels I have finish my asset sheet for the alpha build and have added in some new sprites like crystals and created some particle effects to go with them!
Game looks nice but in air animation looks very slow imo it can be faster and transition is bit delayed when u jump that should be fixed as well
Another little win for myself. Not 100% perfect yet as the mid point of the Kawoosh needs a little more work.
shit mb, had vids of me working on stuff here but nvm
This channel is used for showing your project wins 🏆. Not to promote your YouTube channel.
I took all of today to completely redo the level design for the second room! I was told previously by those who I have shown the recent level design that the design should be more forgiving for players in this beginning stage and also I realized that My player will need a good amount of ceiling space for them to jump. That's why i re did the design and also making the size smaller helps to focus more on the little details as well!
If you have questions or want help integrating the controller into your project, feel free to leave a comment on the page.
get Source Code
Learn more here : https://creasta.itch.io/warshipcontroller
The game feel is too slow,jumping,movement,inertia,etc feels like your running at 15 fps
been working on fleshing out combat for my game a bit! still a huge WIP https://streamable.com/zemdvd
Really cool! Unique and colorful. Would suggest toning down the camera shake or the shake when shooting. Maybe it’s me but the flashing lights is triggering
I can do incredible things just by changing a few parameters
Glad you like it, also thanks for the feedback!
i dont think its quite fair to others here for you to post the same thing multiple times in this channel... considering this is a daily win channel
Yeah, I'm cleaning this up. Reminder to everyone that if you're promoting a game, use a #1180170818983051344. This is a small wins/daily channel only.
oh ok, sorry. I just gave some feedback and asked him to play my game cuz I need feedback. wont happen again
I would like to share this with you all that I did today! I have created more art assets for different shrines the player will need to interact with to progress through puzzle sections! I also added some more level design updates to room 2!
nobody irl gets it, but im making an idle/incremental visual spectacle game about dropping materials into a reactor and i think itll be the first project i actually finish. im just hype so i wanted to share what i have so far here ><
procedural character generation (100 samples)
Sorry for this terrible teaser, btw, I was just overly happy to have crotch quads properly welded
Spent the last month developing a modular "Weapon Behavior Framework". I chose to recreate Destiny 2's Sunshot as a proof of concept that it works, took only a few minutes.
got a base down for screen shaders for second drop, seizure warning
Animations and effects are cool 
finally got my CC to actually keep it's momentum in the right direction when jumpin
optimized my gameobject enemies a lot by moving their crowding and collision avoidance to an ECS job, went from 1000 enemies at barely 60fps to 1800 at 60+
heres my first game