#PitchYaGame Take a look at my first Steam game that just released a couple of days ago! It is an old school style pet battler with semi-random stats and movepools. There are 5 different rare variant forms you can find that have big gameplay effects!
@cemukadev I worded that poorly. I mean when you load your character how do you load their spell list since you can’t save a scriptable object? Do you have your loading system search for it by name in your resources? Not being able to serialize scriptable objects really sucks for spells
@cemukadev While we are talking about this, do you kind if I ask how you go about saving your abilities? That is always a pain point for me. I usually save the name of the spell prefab as a string and then find it by name in the resources folder to restore it but I know that’s not optimal
@cemukadev If I don’t need anything too robust I can ill often use monobehaviors like this. You can also have a “skill list” empty game object and make prefabs of empty game objects with an ability script attached to each and add those prefabs as children of the ability list object
@cemukadev Honestly, unity doesn’t really have good support for abilities. Scriptable objects are the go to. You could also have mono behaviors that inherit from an ability base class then have an ability manager that stores known and currently equipped abilities.
Started a playthrough of my first game since it has finally been long enough since development and I can play it with fresh eyes. I was a little disappointed on release. Sales were low and I felt like I made an awful game. But I am actually having a lot of fun #gamdev#indiegame
Started a playthrough of my first game since it has finally been long enough since development and I can play it with fresh eyes. I was a little disappointed on release. Sales were low and I felt like I made an awful game. But I am actually having a lot of fun #gamdev#indiegame
@mazestalker There are so many things I should really go back to and refactor in my game. Big props to you for just getting to it. Refactoring is definitely not on my list of favorite gamedev activities but I have yet to write anything that hasn’t needed a refactoring later haha
@shapesandlines Conan is one of my favorite series of all time. I have all of the L Sprague De Camp books. If you have any more Conan art I am always happy to see it on my feed!
@zenny12shaun Keep it up man. As soon as you figure one thing out, ten other things will pop up to drive you nuts haha. No game engine is anywhere near perfect. Just keep at it!
@shapesandlines Futurama is an all time great show! Love the art work. I still have to get my gamedev skills up anyway. Maybe by the time I’m in a good spot you will be back open for commissions. Keep up the awesome work man!
@zenny12shaun@grok It looks like your game world is pretty big. Try looking into world streaming or occlusion culling. This can be a problem in any engine. Big worlds are something that is just tough to do in general if you’re solo. Nothing wrong with a few separate levels and a loading screen
@j0g1t @ArssinDev If there is one simple feature that I really think makes games like this pop it is villager thoughts. Even if you just keep a short list of events they recently experienced and when you clicked on them they displayed a thought based on a recent experience.
@j0g1t @ArssinDev That’s tough. Rimworld and Dwarf Fortress are the pinnacles of the genre to me (DF ever so slightly higher just because I prefer that setting). But they both really had it all. Gave you total freedom, every villager had a story, full body damage simulation.
Added two new abilities yesterday. Spearmen get a buff when they are near 4 or more Spearmen, greatly boosting their armor. Archers can occasionally fire a volley of 3 shots at nearby targets. #gamedev#indiegame#solodev