@thomasbrushdev You would be rewarded with performance gains if you switched every shader to 1 single uber shader. Like Jason booth better lit shader. (As example). URP can batch based on what shader your objects share.
@thomasbrushdev The most important thing is if your game has a look / feel of its own. I want to make a game where you can’t tell if it’s unity, unreal, godot, or custom. If you have motion blur and massive poly you instantly feel like oh this is unreal. Make your game so it has its own style!
@Taikwy Use predictive aiming. Some enemies should aim at the player. Some should aim where the player will be. That alone will require a dash to dodge. Then mix in environmental elements like spikes, trap, explosions and there is no choice left but to roll or dodge to survive.
@TylerGlaiel I would test it in game.... If your character shoots --> that way then there's not much you can do other than dead zone... I want super responsive controls and if that means as raw as i can get, so be it...
@cadamstallard@lcalvllo@aditiitwt@bignerdranch Yeah it says Netscape navigator came out with Java applets in 95. It felt like around that time. It was before I graduated high school and I remember having 5 applets stacked to make 5 links with 5 hover images.
@ZaltyPiez@ItsPolyCube Engines are mostly irrelevant for core mechanics... if you know what you want to do and how to do it, you can make similar stuff in any engine... Instead of worry about what engine focus on just improving your craft every day. Have fun!
@DanielSitarz@MitchLeeuwe one suggestion would be to put the icon and coins up on the same field as the title. that would essentially cut your size down on all those fields by 40% height. You may have to adjust if its a mobile device.