Here is a #screenshotsaturday for you. Finished this polished prototype of a game many months ago. Could not get around to posting it due to major burnout that made me never want to touch it again lol. You can read more about the dev process on the page.
https://t.co/kkC5qlP3OC
The worse my mental health is, the quicker I am to focus on the negatives and disregard my wins.
I hope that my new project will help me learn how to be grateful and find a supportive community.
Please read if you feel like you could use that too
https://t.co/0GjAF2nE7L
I'm sure everyone knows this hack already, but I'm going to talk about it anyway, on the off-chance that it saves someone from going completely off-the-rails during their dev. It's a hint about scope, when you're feeling lost: steal it. 100% rip it off from another game.
@delaneykingrox “You want color maps to have sRGB on, and off for roughness, shininess, metal, ao and normal maps.” I did not know this (I think Unity disables it on Normals). Now I’m wondering how much better my textures could look lol Thank you! I appreciate the Unity/Unreal mentions on topic.
@SamCWoodhall How did you get both instances to recognize your video capture device? Or maybe this is only possible with a camlink as opposed to a webcam?
@Draycko@SamCWoodhall Your specs should be fine. Depends on game. Best way to know is test yourself while live. Use Nvenc. If you find any performance issues you can adjust the length of capture (60s instead of 2 min), quality of capture, in-game settings, or all 3 for one or both capture sources.
I thought my door implementation was great until I opened one next to a wall and this happened😂 Just going to log the bug and move on to implementing other core mechanics. I am open to hearing creative solutions to fix this in the future #indiedev#gamedev