Part 3: Hope to do even more optimisation stuff, as this is an isolated test without anything else running in the background, just the main character and the enemies..
Learning some optimisation things, it's something I've procrastinated for a while and I'm glad I finally dived straight in.. 200+ enemies running at 60+ FPS
@FracturesAudio Thanks! We're not looking for any music at the moment thanks for sharing your reel though, we're still trying to figure out things for ourselves :D
@whiteravengame I'm actually for stuff like this, but I feel that it shouldn't always be a tap 'button' for all of them, some variety would help :). More interaction is always better in my opinion.
I love logo design 🤓. I've worked on some pretty cool brands recently and I can't wait to show you all the other stuff I'm working on right now.
Here are some of my favourites!
If you or someone else needs a logo designed, just DM me or drop me an email at [email protected]
#UnstuckPodcast Episode 41 - Where to start with branding.
Available on your favourite platforms ⬇️
https://t.co/ySvMpUvUYV
REMEMBER TO: LIKE, RT, SUBSCRIBE & REVIEW
1/3 Was working on some UI stuff to improve the combat feedback on Eitr. Happy with it so far. The first system was using multiple canvases for each enemy, now everything is just done with 1 canvas using ‘Camera.WorldToScreenPoint’. 😊#madewithunity#gamedev#indiedev
2/3 It works by compositing different modifiers/scripts to create different effects. Effects such as motion, scale, rotation and doesn’t use any animations. These can then be exported to scriptable objects and used on other objects.