#🏆┃daily-win

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weary kiln
#

first ever person here? lol?

magic frigate
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Second

weary kiln
#

ig i have to show my daily win then...

Made a texture loader/editor for my level creator

magic frigate
#

Looks good

weary kiln
# magic frigate 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

magic frigate
gilded island
#

Got depth shadows working today for a new asset!

weary kiln
#

thanks thanks, i think im going to share my progress here daily from now on lol ;))

weary kiln
gilded island
#

Thanks!
Also indirectly made contact shadows looking at it haha

sweet prawn
#

what is this about

native wadi
#

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!

spring dune
safe solar
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Makin sonic 3&k in 3d

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the classic sonic physics is the worst part of it. It's not finished... yet

alpine torrent
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Named NPC Walking Animation

tepid wing
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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.

https://streamable.com/cttaab

https://streamable.com/g980nu

Watch "2025-07-07 05-44-26" on Streamable.

▶ Play video

Watch "2025-07-07 05-51-36" on Streamable.

▶ Play video
alpine torrent
#

Implemented emoji system today

weary kiln
fickle hill
#

Added ballistic shields to my game 😄

weary kiln
fickle hill
gilded island
#

Took a while, but finally conquered using addressables with CCD. One of the things I kept delaying to learn (for about 4 years)

finite mango
#

New firepit map for my retro, movement, multiplayer FPS, fireballs fall from the sky to make players move more

#

(isnt this fast during game)

visual scarab
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Trying to make a topomap and im just fumbling thru shader graph 🤣 but this is promising

weary kiln
vapid mulch
pine fossil
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today on mildly cursed code

.OnComplete((_) => (clean + Clean)())

sterile lantern
smoky pike
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working on a new rts, added some stuff to the environment. I think it looks pretty cool so far

visual scarab
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ironman meets crash-test dummy

quaint mica
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my first working steam achievement :D

cosmic lynx
shell zodiac
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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! pepe Definitely still more that could be done...

weary kiln
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Finally finished the color picker!!!!

Has rgb and hsv mode

weary kiln
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honestly just doing sidequests at this point, im making paint inside the game why not

Pencil icon everywhere!!!

green rock
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making better optimized specular asset for urp and unity 6.2 (shader)

desert raptor
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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!

fickle hill
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Added volumetric air condensation to large explosions in my game 😼

drifting sequoia
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Finished most of FNaF 3 just need to make the phantoms and System Resets next

finite mango
frozen vault
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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.

Multiplayer Arcade Game

weary kiln
ruby seal
#

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.

drifting sequoia
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Finished all of FNaF 3 and its Nightmare mode I will update when FNaF 4 is done

night spear
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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.

drifting sequoia
drifting sequoia
versed citrus
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changed the combohandler script so that the combo sequences are not hardcoded anymore XD. Now I can add/remove/edit special combo easier

lucid nimbus
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I'm developing a pixel art app and managed to build the Color Picker / Color Palette Manager over the last two days yay Super proud of this one.

fickle hill
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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

fickle hill
drifting sequoia
finite mango
# fickle hill

this would be a good multiplayer game, i should add cars to mine

fickle hill
drifting sequoia
warm ether
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I created a VFX for my space exploration game: the less you know about a planet, the more disturbed it appears

lofty raptor
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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 😄

lunar loom
#

Pretty darn proud of this mechanic for my game. Would you guys play a puzzle game like this?

alpine prairie
sterile lantern
#

Volcanos are hot!

alpine prairie
#

ur hot

sterile lantern
#

okily dokily.

#

I will not be taking your strong hand.

inland crystal
halcyon tulip
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made a basic gun shooting system by cross referencing tutorials and also made a movement system and overall, i am pretty proud of it!

visual scarab
visual scarab
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new loading/er graphic and progress bar, inspired by my equilateral triangle logo design

halcyon tulip
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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

cloud steeple
young wedge
distant marten
visual scarab
stuck brook
halcyon tulip
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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.

compact mortar
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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.

strange basin
silver drift
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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

cloud steeple
silver drift
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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

cloud steeple
winter hound
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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.

visual scarab
smoky jackal
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small win: got my first proper save system working cat_yipee

bright creek
quaint mica
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@pine fossil looks good enough for now! :D

desert oxide
steady umbra
#

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!

cerulean epoch
sterile lantern
real epoch
harsh sage
halcyon tulip
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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!

winter hound
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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.

radiant cape
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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

visual scarab
versed citrus
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Now the armored enemies dont just take half damage, but their attack becomes unstoppable too

sterile lantern
# real epoch This is really cool, how did you achieve this affect? Kinda looks like weight pa...

I've done it a lot like this tutorial - except I haven't used the VFX graph, just a primitive sphere.

https://www.youtube.com/watch?v=ftCyZ7F5q9E

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...

▶ Play video
sterile lantern
verbal vault
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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.

fickle hill
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Overhauled my health system for improved readability and more flexibility

visual scarab
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yup id say that looks broken

#

love the rubble sounds layered in

fickle hill
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I didnt make the sound sadly, i dont know if i can use it in the game, but makes for a nice placeholder 😼

languid tartan
distant marten
#
  • Reworked on movement system
  • Added ability to shrink
  • Added particle system for transitioning to shrink/back to normal
  • More to come!
pulsar compass
halcyon heath
distant marten
steady umbra
#

successfully improved walls, graphics and added compact ores to my drilling game without lost of performance

cloud flame
little mulch
cloud flame
# little mulch Would be fun if you could have screenshots of engine demos instead of the AI art...

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.

little mulch
#

Could be the file itself

cloud flame
distant marten
calm citrus
halcyon heath
sacred scroll
indigo prairie
#

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. 🙌

An exciting game about making keepie uppies Download and play Super Keepie Uppie Pro on your PC.

little mulch
#

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 🙂

tight garnet
#

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, ...

▶ Play video
itch.io

Fly a pegasus over the canyon or explore on foot to see all kinds of creatures.

quiet scaffold
#

I converted my toon shader from shadergraph to hlsl so I could add shadows from other objects on to it :D

severe dust
#

ah finally lights and shadows on 2d object in 3d

fickle hill
steady umbra
#

I made my own lava fluid 😄 still not done, going to optimize further.

lofty raptor
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was curious if 8 players was working on my little prototype and it is 😄

solar ridge
little mulch
sterile trellis
mental orbit
sterile trellis
gleaming siren
#

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)

fickle hill
#

Finally finished the ZU23 anti air gun and also put it on a toyota, Inverse kinematics and all

gleaming siren
mental orbit
steady umbra
gleaming siren
steady umbra
#

yes of course this setup is currently temporary. Im still early in my development 😄

gleaming siren
zenith ore
desert oxide
#

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.

finite tundra
#

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 :[

oak quail
finite tundra
silk bobcat
sullen plume
#

Finally released my first Steam game: Sinoda!
An abstract strategy board game playable with 2-6 players online or against AI

https://store.steampowered.com/app/3475490/Sinoda/

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\…

Price

$10.79

▶ Play video
gleaming siren
#

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.

winged ridge
#

Seems a little to in your face for me personally but that's my opinion.

steady umbra
#

I can make them a bit smaller and a bit more transparent or even better: Configurable

steady umbra
winged ridge
# steady umbra 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

somber lark
#

I made a little drill with an animation and particle effect

steady umbra
#

Succesfully managed a smooth terrain deformation while drilling instead of destroying one tile by one.

gleaming siren
#

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.

radiant cape
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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

gleaming siren
# halcyon tulip 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.

stiff tulip
#

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...

https://youtu.be/Ww8UE9_QRHY

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 ...

▶ Play video
weary kiln
smoky pike
#

finally settled on a muddy ground shader that looks decent

desert oxide
steady umbra
#

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.

distant marten
#

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
gleaming thunder
austere obsidian
#

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…

Release Date

Coming soon

▶ Play video
echo crystal
#

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.

subtle onyx
#

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)

fast linden
#

Finally completed airplane system in my multiplayer game! its been a hard few days...

narrow wing
#

Settlers of Catan board generation system

weary kiln
steady umbra
#

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.

smoky pike
#

mud shader looking better, now with variable wetness and terrain compatible

little mulch
#

Coded a crafting system today. Together with foraging and hunting that particular game loop has come together.

little mulch
echo crystal
#

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

covert pebble
little mulch
covert pebble
little mulch
#

It’s all meshes, yes. Using HDRP’s default grass renderer.

covert pebble
little mulch
#

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.

desert jacinth
slate cliff
#

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

itch.io

You descend into your own confusion on what you have stumbled upon. Trying, to Reach, the Bottom.

steady umbra
#

This is what happen at the very core of the planet! A beautiful gigantic procedural planet generation drilling game - soon adding lava

grim lily
steady umbra
grim lily
#

Oh nice, I think that would make the game feel even better 🙂

verbal vault
#

Reminder, this channel is for daily wins only. Small achievements and the likes. Not advertising releases. Use #1180170818983051344 for that.

steady umbra
verbal vault
sterile lantern
radiant cape
#

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

gilded island
#

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

terse rose
warm ether
lime charm
obtuse ore
steady umbra
#

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?

desert jacinth
#

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.

▶ Play video
fickle hill
#

Implemented butterflies and leaves falling in our survival looter shooter😄

radiant cape
#

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!

pine star
#

stylized shader design finally done

latent fulcrum
#

🚀 New update for Unbalance Lab!

I’ve added a game timer and 5 new levels.

Now you can try speedrunning the game!

wanton hawk
tepid vector
#

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.

https://cdn.discordapp.com/attachments/1107907060751945768/1409312840497762334/RotationsSure.gif?ex=68acec5c&is=68ab9adc&hm=dba3fcf3685313442ee5bfb3f2b15a6476fdb43de147be4e7848ea73d6b35e11&

Still, now I finally have a runtime gizmo that actually works, unlike most of the packages I've tried to use.

wanton hawk
# tepid vector Okay, well, I'm not 100% happy with this, but whatever, I guess if it works, it ...

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

tepid vector
wanton hawk
tepid vector
#

Might not be the place to discuss this, but I'm using multiple objects to define the directions of rotation.

radiant cape
desert jacinth
#

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.

last zinc
tepid vector
steady umbra
#

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.

strange basin
sterile lantern
desert jacinth
covert pebble
#

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

stiff sand
#

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

safe totem
finite mango
steep sleet
tepid vector
kindred blaze
desert oxide
tepid vector
#

https://cdn.discordapp.com/attachments/1107907060751945768/1411721043730628739/IconTest2.gif?ex=68b5af2d&is=68b45dad&hm=642c2a468f30afebc343298bb1db1e3467fbd4bf000b094885431398469787f2&

https://cdn.discordapp.com/attachments/1107907060751945768/1411727720026603530/image.png?ex=68b5b565&is=68b463e5&hm=af1849ec737701293325163b13907bc30fd66613618862947f50584c67c74d85&

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.

kindred blaze
steady umbra
#

Added lava + engine heating + smooth slide interaction on terrain + physic force interaction between lava particle and player

visual scarab
narrow willow
smoky jackal
#

Switches!

hybrid condor
#

My win is fixing a menu bug because my Game_Instance class didn't have "DontDestroyOnLoad" because I accidently removed it while refactoring.

distant marten
cerulean wigeon
finite mango
royal spruce
steady umbra
fast linden
visual scarab
#

soo good.. I love the rubber boot thing.. good deformation
(glad u got the weight-painting sorted out) 🫡

tight garnet
tepid vector
visual scarab
tepid vector
visual scarab
#

that switchblade tooltip is dope tho lol

royal spruce
tepid vector
velvet roost
#

A bit of fun with NGO.
In-Game chatbox with options to DM specific players.

fallen quartz
#

Finally ended my old project and updated from 2021 to 6.0

visual scarab
kindred blaze
distant marten
tepid vector
fast linden
#

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!

visual scarab
fast linden
visual scarab
#

need a FLIR filter, anyway keep it up.. wanna see more updates 🙂

visual scarab
fast linden
#

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

visual scarab
visual scarab
#

Surprisingly I'm finding a lot of

near zenith
tepid vector
#

https://cdn.discordapp.com/attachments/1107907060751945768/1413718433228652645/Menu_Improvements.gif?ex=68bcf364&is=68bba1e4&hm=c0ce5c5ad80401761901cce68ca56462355590ed61286170c600046ed807df85&

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)

steady umbra
tepid hound
finite mango
radiant cape
#

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

tepid vector
#

Successfully made an NPC that can open the shoppe

wooo!

tepid hound
#

@tepid vector That looks awesome! Hoping to implement a shop in my game as well. Might get some advice from you if your willing

remote gorge
fast linden
#

Managed to get ballistic prediction working, now the bullets are hitting right where you are aiming no matter the airplane speed

tepid hound
#

@fast linden That's really awesome! Add some filtering on top of that and you'll have the experience!

royal spruce
#

Best thing I've ever made

royal spruce
#

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.

distant marten
tepid vector
clear isle
#

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...

▶ Play video
wanton hawk
#

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.…

Release Date

To be announced

▶ Play video
fast linden
visual scarab
hybrid condor
#

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.

latent fulcrum
#

I’ve adapted my game to work on mobile. I'm happy.

tepid vector
#

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:

https://cdn.discordapp.com/attachments/1107907060751945768/1415538338949107742/Fuckittwenty.gif?ex=68c3924f&is=68c240cf&hm=e6721e3381b2c63cf632c5430ec498a1cff6426d6b18775957d4eb6e0af99f4e&

verbal vault
#

Friendly reminder to everyone that this is for daily wins only. You cannot promote your game here, use a #1180170818983051344 for that.

fast linden
#

Implemented stationary missile AA today, was very satisfying to make this

distant marten
royal spruce
ember halo
#

I'm making good progress on my game. I hope to have a demo on Steam in a month or so

fast linden
#

Implemented AA missile sound warning system and ability to shoot down incoming missiles (🔊 volume warning!!)

wanton hawk
#

I have made a mapping system for my lasers!!

copper lichen
fast linden
ember halo
#

today's progress, a health and hot bar

royal spruce
royal spruce
#

I might have made it too difficult

weary kiln
#

remade an animation, also made some graphics better

lone mesa
# royal spruce I might have made it too difficult

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

desert jacinth
lone mesa
ember halo
#

I'm not sure how I ended up with this lighting, but I kinda like it...?

desert jacinth
#

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!

velvet roost
desert jacinth
lyric adder
#

Final setpiece of my 1st lvl. I think i do have to make this a bit more readable

little mulch
lyric adder
versed citrus
#

I finally decided to add speaking character name to avoid confusion on who is speaking (even if the MC is actually silent protagonist)

lone mesa
#

Love the art style ∆

tribal vessel
#

Agreed, super cool!

smoky pike
#

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!

tribal vessel
ember halo
signal hemlock
signal hemlock
ember halo
signal hemlock
ember halo
signal hemlock
weary kiln
elfin sequoia
#

Sorry, what feature exactly? Questing ?

distant marten
#

Sorry nevermind XD. I read it wrong forget what I said!

elfin sequoia
stable plover
#

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

lone mesa
dense bear
mellow sundial
hybrid condor
#

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.

royal spruce
mellow sundial
#

Trimsheet update lol

weary kiln
tepid vector
mellow sundial
lone mesa
#

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

mellow sundial
lone mesa
#

Personally I 'use' the Adobe substance suite.. say use loosely I can't do anything in it lol I try

steady umbra
weary kiln
rose mural
tepid vector
#

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.

https://cdn.discordapp.com/attachments/1107907060751945768/1419365981234397294/InBattle.gif?ex=68d17f14&is=68d02d94&hm=ffb74e788c928b57c47e15053e1e92aa2908d76ed700d36b4ebeb3520149a5b1&

fast linden
#

Slow and steady progress, finished modeling and rigging the 105mm howitzer, still need to texture it and model airplane exterior accordingly

weary kiln
#

will finish this tomorow, 3d text system :p

jaunty cave
visual scarab
mellow sundial
#

Modular walls for Cellar.

verbal vault
#

Just a reminder that this channel is for daily, small, wins. If you're promoting your game/Steam page, use #1180170818983051344.

stable plover
#

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.

mellow sundial
#

Getting there!

lyric adder
#

For mobile

broken pawn
finite rapids
lyric adder
mental orbit
velvet roost
#

use depth of field and blur the bg stuff a bit should help

broken pawn
steady umbra
#

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... 😄

spiral bobcat
#

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 🙏

royal spruce
split fog
#

this a good idea
fit all game genres into one game

simple osprey
visual scarab
#

someone stuck a flashlight in the exhuast pipe 👀
all good tho, it fell out when u drove off 🤪

simple osprey
#

it was on the ground

mellow sundial
forest ibex
#

not bad. i wonder if you can AA the 'water'

mellow sundial
#

i'm making a Stylize vibe. like in valorant and Overwatch

mental fossil
#

First iteration of class cards

steady umbra
#

Added a fog effect to my drilling game (inspired by motherload)

weary kiln
#

First iteration of class cards

steady umbra
ember halo
lone mesa
gaunt crag
#

POV of BlackRock buying up properties and then renting them back with 5x margin

brisk cliff
steady umbra
tepid vector
lyric adder
#

mobile game

sterile lantern
# lyric adder 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

lyric adder
distant marten
#

How is this a win? nothing is being shown off

gaunt crag
mellow sundial
verbal vault
#

Please don't post drive links here. You can share videos or builds through more reliable sources like Itch.

verbal vault
#

Stop pestering people please. And if you want somewhere to share low effort posts, make a #1180170818983051344.

autumn pasture
steady umbra
mild raft
mellow sundial
#

Early sketch (2 months ago) vs Now.

tardy dagger
verbal vault
#

Reminder that this channel is for daily/small wins. If you are promoting the release of a game, use a #1180170818983051344.

modern karma
visual scarab
modern karma
#

I tried it but looked to fast for me

visual scarab
#

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)

modern karma
#

Ill try that

royal spruce
#

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. 😄

wild hearth
#

here i can share my progress of my Game?

finite rapids
wild hearth
finite rapids
wild hearth
#

that`s the ideea

wet meteor
#

Making threads in the dev-logs, are there any rules for writing inside them, or can I post freely?

wild hearth
shrewd vigil
shrewd vigil
verbal vault
#

Sorry I misread. You're free to use your own devlog how you wish as long as it's not spam.

proud sun
sterile lantern
proud sun
#

👍

wild hearth
#

no , unity for sure

steady umbra
#

Improved my UI:

(Will add score text at the top)

lone mesa
desert oxide
mental arch
#

Unity with native ai on an android phone using Yolo model !!!!

visual scarab
golden lynx
#

Update:

  1. Fixed a bug where fully automatic weapons could not continuously wake up zombies.

  2. Developed an adaptive AI jumping module.

  3. Optimized AI pathfinding logic for greater accuracy.

  4. Refactored the AI attack module to make it easier for zombies to attack players.

  5. Added a lifecycle system for zombies to prevent stuck units from affecting wave attack counts.

  6. Randomized AI movement speed.

  7. Randomized upper-body zombie animations.

  8. Zombie roars detect target group perception!

https://youtu.be/jFcQe8t1uls

Update:

  1. Fixed a bug where fully automatic weapons could not continuously wake up zombies.

  2. Developed an adaptive AI jumping module.

  3. Optimized AI pathfinding logic for greater accuracy.

  4. Refactored the AI attack module to make it easier for zombies to attack players.

  5. Added a lifecycle system for zombies to prevent stuck units fr...

▶ Play video
wild hearth
ember halo
#

Upgrading gear with shrooms

polar sequoia
polar sequoia
# wild hearth

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.

hybrid condor
#

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

mellow sundial
#

Modular building. 5 modular pieces in total (lightmaps are mess, i'll fix that later)

visual scarab
mellow sundial
modest quail
#

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

young nova
sterile lantern
#

They won't be using probuilder for that

frozen bluff
#

First build completed 150 mbs weight

golden lynx
#

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.

https://youtu.be/D8deOzASZb8

alpine topaz
modern karma
mellow sundial
mellow sundial
royal spruce
desert acorn
visual scarab
weary kiln
#

ive made these obstacles and gravity changers be fully procedurally generated today

visual scarab
weary kiln
visual scarab
wet meteor
drifting sequoia
ember halo
golden lynx
#

🧟 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.

https://youtu.be/Baaq2si2HOY

🧟 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...

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distant marten
golden lynx
runic epoch
mellow sundial
mellow sundial
visual scarab
# mellow sundial 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?

mellow sundial
#

Semi-Modular house.

mellow sundial
mellow sundial
#

updated:

drifting sequoia
finite rapids
drifting sequoia
finite rapids
drifting sequoia
visual scarab
#

add some parallax to it 😉

distant marten
# winter hound [Finally go to do some basic UI set-up for my project](https://www.youtube.com/w...

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!

https://www.youtube.com/watch?v=661ZA53hupg

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...

▶ Play video
winter hound
visual scarab
winter hound
#

I just rotated the elements on the y and z axis to achieve the look lol

drifting sequoia
distant marten
#

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.

distant marten
visual scarab
distant marten
visual scarab
#

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

distant marten
visual scarab
# distant marten Hmm, I will definitely take a look at spring via code. Even if I am ahead of you...

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
    example rb.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

wanton remnant
#

Been working on a prototype for a Freelancer style project. Quite happy with how the planet shaders came out.

winter hound
dense bear
#

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.

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ember halo
tepid hound
grave frigate
#

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

winter hound
visual scarab
# winter hound Set-up a melee system

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)

winter hound
visual scarab
#

when u get a solid jump movement it really ties it together!

edit: looks great for what it is so far tho 👍

winter hound
visual scarab
royal spruce
#

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. 😄

ember halo
tranquil bone
crystal orchid
finite rapids
mental orbit
crystal orchid
#

turns out i just used character controller for moving forward and back and used capsule collider for jumping :P

crystal orchid
distant marten
crystal orchid
lone mesa
#

Even a small personal win is a win.
Now you know what not to do to make a character move

rugged garnet
humble arch
distant marten
stone hull
river gale
wet meteor
#

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!

distant marten
#

This should be in the dev log channel not here. This channel is for daily wins only.

ember halo
#

starting work on boss fights

simple osprey
dark idol
#

Today I created a custom editor script to spawn enemies in specific patterns for my cozy brick breaker roguelite 🙂

wanton remnant
#

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 UnityChanSalute

visual scarab
#

[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 😅

steady umbra
royal spruce
#

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)

golden lynx
floral basin
#

made a fancy (ish) little framework for quickly drawing debug info to the screen based on ugui

winter hound
floral basin
topaz glacierBOT
#

success @henrylucas0845 muted

Reason: Too many messages in multiple channels
Duration: 29 minutes and 55 seconds

strange basin
eternal turret
#

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?

calm shadow
#

Watch environment | Streamable

dense bear
verbal vault
#

16 days is not "just launched". Also please keep promotional stuff to your #1180170818983051344, this channel is for daily quick wins only. Thanks.

verbal prairie
#

turns out normals for meshes exist and now my planet looks somewhat nice

cold phoenix
steady umbra
#

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!

mental orbit
golden lynx
wanton remnant
#

Messing with raymarched volumetric nebulae for my game. Still a WIP, but so far pretty decent results.

smoky pike
#

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 :/

maiden onyx
#

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.

verbal prairie
burnt vapor
#

Monster Goose

3 days focused on doing

steady umbra
#

finally completed the mountains around my planet! (they disappeared at the start because of render distance set to low)

hidden crystal
#

Doom/marathon clone?

simple slate
#

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!

steady umbra
#

except the fire is offset for some reason lol

wanton remnant
#

(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 UnityChanSalute

tawny palm
#

This one is a massive one for me :D. The game is ready to be released on Steam 🎉 🎉

desert jacinth
#

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!

sharp condor
atomic tundra
weary kiln
#

made this today

tawny palm
#

Amazing, reminds me of cult of the lamb :D

desert jacinth
#

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!🌟

valid pewter
shadow tangle
atomic tundra
#

how do i get him off (working on inventory ui)

lofty raptor
#

experimenting with vibes
placement of grass, trees and the colouring of the flat vs. steep parts of the terrain all done via code

trail fox
atomic tundra
desert jacinth
#

Huge update today for the new rail grind system project! The player now starts its movement along the spline!🌟

exotic hedge
#

started implementing draggable shapes in block puzzle game

last snow
#

Oh boy, can't wait to wait for unity to look at it... only takes two weeks...

distant marten
#

This channel is for daily wins only

prime beacon
dusk sedge
#

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.

winter hound
quiet patio
#

@winter hound @dusk sedge Don't pad your posts, please. Read the channel description for post guidelines.

dusk sedge
plain beacon
#

oh thats cool

rugged kite
#

Stylized Pixar + FORNITE inspired shader for urp

winter hound
finite rapids
trail fox
#

Just posted a new project on ArtStation showing my process for creating 360 HDR stylized skyboxes/skydomes in Unity 6

https://www.artstation.com/artwork/lGPVqG

ArtStation

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 ...

winter hound
finite rapids
winter hound
mortal charm
finite rapids
nimble kettle
dusk sedge
trail fox
#

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!

https://www.artstation.com/artwork/lGW0DY

ArtStation

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...

steady umbra
#

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.

verbal vault
#

@rugged kayak ^ You as well. This channel is not for promotions.

wanton hawk
#

Ah I'm sorry

winter hound
#

Added Viewmodel Occlusion and some shooting dummies for testing

shut parcel
#

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 😌

lofty raptor
#

my cool code does some pretty hefty runtime renovations to this scene 😄

ember halo
cerulean snow
#

I've been working on this project getting physics and a code base going so I can build the game easily. Having fun here

quiet patio
#

@trail fox You've already posted that once here. Please read the channel description.

#

More than once actually.

trail fox
#

Oh sorry I was trying to edit the thumbnail

atomic tundra
mental orbit
visual scarab
atomic tundra
native surge
#

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

visual scarab
#

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.

native surge
visual scarab
winter hound
verbal vault
winter hound
random widget
winter hound
rugged kite
random rampart
#

My two models of guns by Blockbench

kindred lagoon
#

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.

steady umbra
#

just finished my alpha v0.1.4 with adding a sky, optimizing my tutorial quests and now things are getting GOOD! 😄

lofty raptor
#

"async" generation presented pretty cutely

trail fox
rugged garnet
native surge
#

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

steady umbra
native surge
steady umbra
lofty raptor
#

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

vernal tree
#

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

trail fox
#

Not sure what this is, but I like it!

rugged kite
trail fox
# rugged kite 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.

steady umbra
#

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

indigo lantern
#

just learning, so nothing impressive, but a little physics spot to play in, gonna make some cube spawners in the other room or something

lofty raptor
#

figuring out the vibes of my prototype

indigo lantern
indigo lantern
vernal tree
#

made some new enemies, ill remake the player soon, i think they look cool!

vernal tree
#

still dont know if ill use them

#

gonna try and fix my upgrade tree now, wish me luck 😭

native surge
#

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
lofty raptor
#

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 😄

visual scarab
modest quail
desert jacinth
#

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...

▶ Play video
proven halo
#

Got my Pickup & Throw System ready and reliable with smooth Coroutine 🔥 catto VintageUnity

royal spruce
#

Just some 32x32 weapon sprites and hit effects im working on.

atomic tundra
hoary temple
lofty raptor
#

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 😄

lament dagger
#

Super basic but baby steps with c#

exotic hedge
#

Started working on collect bubble mode

strange basin
#

evil fucking worm man

finite rapids
strange basin
cunning marsh
hoary thicket
#

Hey everyone,
I am making a Sandbox-style Cozy building game inspired by Tiny Glade, here is the progress so far.

winter hound
#

Finally completed the design for my basic enemies, just shy of 7k tris

ember halo
simple slate
simple osprey
steady umbra
#

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.

toxic shard
royal spruce
simple osprey
#

urp

pastel mauve
pseudo sinew
# pastel mauve

show this to an unreal engine dev and they'll have a stroke

verbal prairie
pseudo junco
proven halo
pastel mauve
# pastel mauve

@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.

proven halo
pseudo sinew
proven halo
lofty raptor
#

though who knows how much of standard unity is actually left in genshin

proven halo
lofty raptor
#

and they do their own modifications to it

chilly pond
#

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)

pastel mauve
# pastel mauve

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!

distant marten
pastel mauve
#

Otherwise tho the physics would be pretty cool!

alpine torrent
#

Blinding you all's eyes.. sharing some progress with height based gradients of ice element region

trail fox
#

Building interiors! Converted a hollow building prop to have 2 floors of interiors with proc-gen tools and many interior props.

little mulch
pseudo sinew
alpine torrent
pseudo sinew
solid hare
#

Most of this is all stand-in content still, but I got the HP system working so you can defeat the enemies now.

proven halo
#

Working with some perlin noise terrain generation, looks good

pseudo sinew
north badge
pseudo sinew
#

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.

fallen quartz
proven halo
fallen quartz
fallen quartz
#

redone image

fallen quartz
#

I have completed my second ever game

rugged kite
fallen quartz
pastel mauve
coral otter
finite mango
#

Finally updated my games menu

nimble kettle
#

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.

pastel mauve
finite mango
#

A new brutalist megastructure map coming together nicely in my retro multiplayer fps

ember halo
alpine torrent
#

Worked on character, map designs, and capes!

https://youtu.be/jKr1hJMxQYY?si=FVhE7xMKRAIBuG9e

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...
▶ Play video
onyx yacht
#

still have to implement "near pressure"

trail fox
#

Ragdoll and IK influenced character animations, reactions are done without keyframes!

alpine torrent
#

new ice element mob!

woeful hull
#

assy driving game

steady umbra
#

working on the outercore 🔥 , added random explosion, making this environment very hazardous 💥

quiet patio
mortal jacinth
crisp gull
#

My win of the day 🙂

Got wishlist page approved for my game

finite mango
#

Added a locker with skins, hats and even custom image skins to my multiplayer fps

dusky heart
#

Made a cool oil painting shader

little mulch
#

Is there an image here?

jagged fog
#

yes its visible

verbal vault
ember halo
glossy knot
#

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 🙂

wanton remnant
#

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 UnityChanSalute. 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.

finite mango
steady umbra
finite mango
narrow wing
viscid radish
fallen badge
#

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....)

finite mango
tawny glen
#

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!
🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️🏘️

itch.io

make beautiful low-poly houses fast and easy

pastel mauve
safe totem
pastel mauve
finite rapids
tawny glen
tawny glen
finite mango
#

Added some more cosmetics, here my friend using custom skins in my mutliplayer fps

finite rapids
finite mango
finite rapids
naive coral
#

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.

cerulean snow
#

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

simple osprey
naive coral
woeful warren
cerulean snow
winter hound
#

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.

pastel mauve
naive coral
marble plaza
naive coral
quiet patio
#

This is an English speaking community

naive coral
quiet patio
#

!collab

topaz glacierBOT
# quiet patio !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**

marble plaza
naive coral
minor stag
#

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!

fallen quartz
tight garnet
#

Finally… successfully made my atmosphere image effect shader into URP, and the game still runs at 60fps in WebGL.

alpine torrent
#

Sharing a video of me testing swimming feature + BGM Sound Effect with water present for my game Cubic Mage.

https://www.youtube.com/watch?v=XrcCHA7wVKQ

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...

▶ Play video
weary kiln
#

i made a car today!! and this cool part of a level

WARNING : Spoilered it because it may be scary to some

desert jacinth
#

I finally finished the rough sketch to my new tilemap asset!

trail fox
#

Softbody simulation! Testing out jiggle / bounce on a low poly character in Unity, by dropping a boulder on his head.

distant marten
#

<@&502884371011731486>

verbal vault
#

You've been told before there is no off topic on this server. Thanks.

fallen quartz
verbal vault
#

You thought wrong. This is for Unity specifics.

desert jacinth
#

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!

weary kiln
covert pebble
#

grass (looks better with the swaying)

naive coral
# naive coral today i added seed based heights generator, and some trees which you can cut 😎

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)

naive coral
#

and it works well

fallen quartz
primal torrent
naive coral
naive coral
#

tree generation is done with system.random, and i made water

desert jacinth
#

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!

safe totem
#

grass (looks better with the swaying)

desert jacinth
fallen quartz
# desert jacinth

I like when people abuse bloom to make bland scenes look good
bloom is the savior of games

naive coral
fallen quartz
#

Made in unity

finite rapids
covert pebble
distant marten
hybrid condor
#

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.

naive coral
#

basic map generation is done, with ores, trees and grass(with flowers)

leaden shale
naive coral
#

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

naive coral
#

now im working on building

steady umbra
naive coral
#

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

pastel mauve
naive coral
#

okay, its working 😎

#

and save&load is also done

steady umbra
#

Sucessfully added apocalypse scenario into my planetcore game omfg. 😄

fallen quartz
primal torrent
stable igloo
finite rapids
#

finished exporting voxel model as obj with greedy meshing

desert jacinth
#

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!

fallen quartz
#

Can we go home squidward

fallen quartz
fallen quartz
primal torrent
quiet patio
fallen quartz
#

🫡

quiet patio
#

Please create a thread if you want to ask a question.

agile tapir
#

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

lusty scarab
#

I added a cosmetics system to my VR game

desert jacinth
fallen quartz
wanton hawk
#

I made dynamic waypoints(the dots) today!

alpine torrent
#

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)

https://www.youtube.com/watch?v=9Bym1bch3rw

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...

▶ Play video
winter hound
alpine torrent
naive coral
desert jacinth
#

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!

primal torrent
naive coral
# primal torrent Imagine even being able to finish a game lmao (I should really start a small gam...

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 😭🙏

primal torrent
desert jacinth
#

Its 4 years since I started working on my prototype indie game project haha

primal torrent
#

Damn. This is kinda inspiring

smoky pike
#

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

candid saddle
#

we are working on something similar :3 but our thing is more like no enable a ridiculous amount of animated instances

finite rapids
#

finished voxel style ui

gentle spindle
#

ten day and unfinished shader ...

#

☝︎☝︎

primal torrent
alpine torrent
#

I've remade my character's design.. i am hoping i am going to the right direction!

frosty crest
#

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

gentle spindle
#

Thanks man, appreciate it!

gentle spindle
fickle hill
#

got basic ai working

pastel mauve
fickle hill
pastel mauve
desert jacinth
#

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!

desert jacinth
#

Finally got some progress done on my player animations and also start working on a dash attack!!!

fickle hill
pastel mauve
desert jacinth
alpine torrent
quiet patio
#

Slowmode here is for a reason. Create a thread if you are discussing something.

desert jacinth
desert jacinth
desert jacinth
marble yarrow
#

Not gonna lie, I am a little proud 😄

dense swallow
marble yarrow
desert jacinth
#

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

verbal vault
#

If you're overusing this daily , then it's a sign you should be making a #1180170818983051344 , thanks.

crisp gull
#

Finally started working on storyline of my game 🙂

naive coral
#

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

primal torrent
fickle hill
#

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

severe lark
#

i made a quick tutorial popup with my crappy artistic skills xD

primal torrent
quiet patio
#

!collab This is not a place for promotion, read channel description, please.

topaz glacierBOT
fickle hill
primal torrent
fickle hill
#

Not yet but there def will be eventually!

rapid gazelle
#

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.

fallen badge
#

main menu for my game :>>

lusty jasper
#

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

lusty jasper
mighty iron
trail fox
lusty scarab
desert jacinth
#

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!

desert jacinth
primal torrent
desert jacinth
winter hound
#

gibbed.

primal torrent
vernal tree
#

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!

valid pewter
covert pebble
#

simple water i spent my lunch making

sharp condor
tall stream
#

Syncing 10000+ entities in a multiplayer 'vampire survivors' prototype: Reactor Multiplayer Engine + Unity DOTS

https://youtu.be/0hg2FmBjMzI

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...

▶ Play video
pearl hatch
#

Finally nailed my dream ship generator! Super stoked about that flawless A* graph gen on the procedural mesh – it came out hella smooth!

desert jacinth
#

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.

winter hound
#

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

elfin sequoia
winter hound
# elfin sequoia Thought I should repost because the thumbnail was black, and not loading to coup...

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.

desert jacinth
fallen quartz
#

Haven't made one of these in forever and I feel like I've outdone my earlier pieces anyways

desert jacinth
#

what kind of character are you making👀??

fallen quartz
desert jacinth
#

I have some background ruin and props asset ideas I've been working on since yesterday ! What do you think?

sterile lantern
#

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

desert jacinth
quiet patio
#

@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.

winter hound
#

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

inland bolt
#

The Blue Guy

winter hound
#

Some UI mockups for my project

smoky pike
#

Added some stuff to my terrain workflow (all custom assets/shaders)

gaunt stag
#

<@&502884371011731486>

winged mural
#

?softban 1143598922674221126 crypto scam

maiden iglooBOT
#

dynoSuccess mpforge_art was softbanned.

desert jacinth
#

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?

glossy knot
#

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

desert jacinth
tulip sandal
pearl hatch
#

guess what's coming after procedural ship generation? let me give you a hint! air-thight crotch!

ember halo
#

I'm still waiting for the trailer video, but the steam page is finally live!

https://store.steampowered.com/app/3997510/Emberveil/

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…

Release Date

Aug 31, 2026

desert jacinth
#

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?

verbal vault
#

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.

idle cloud
#

Cozy game started. Testing basic visuals and created a movement script.

west bramble
north halo
cloud eagle
#

color adjustment fuckery instead of using beautify

mint spindle
desert jacinth
#

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.

fast marten
tepid wing
alpine torrent
#

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..

visual scarab
desert jacinth
#

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!

finite rapids
tepid wing
north badge
#

shit mb, had vids of me working on stuff here but nvm

distant marten
desert jacinth
#

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!

open horizon
rugged kite
strange basin
pastel mauve
#

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

burnt imp
stoic latch
winter hound
#

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

verbal vault
#

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.

dim oar
desert jacinth
#

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!

vernal sparrow
#

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 ><

pearl hatch
pearl hatch
winter hound
#

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.

visual scarab
quick finch
dire lichen
outer finch
smoky pike
#

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+

robust copper
#

heres my first game