https://t.co/ANBvc8Y56p
How it works: seed each cluster from the closest pair, grow to team size by nearest neighbour, then a 2-opt pass swaps members between clusters to minimise spread. Deterministic editor bake — no randomness.
Teammates spawning on opposite ends of the map? Not anymore.
My battle royale clusters its spawn points into compact team pods — duo, trio, quad — so squads always start together.
The algorithm baking those clusters in real time 👇
#gamedev#madewithunity#unity3d#zooyale
Balancing a battle royale map is hard without player data.
I’m building a Unity tool to visualize movement, zone pressure, and match flow for Zooyale.
I want to make it generic for other multiplayer games too.
What would you track?
#Unity3D#GameDev#IndieGameDev#Zooyale
New gameplay test from Zooyale 🐾
It’s a mobile battle royale with animal transformation and skill-based combat.
Still very early, but this is one of the first moments where it started to feel like a real game. 🐾
#zooyale#gamedev#indiedev#unity3d#mobilegame
Anyway, a good tool I found out about is MubLoop. It's free and helps create seamless looping sounds. I tried it, works really well and is now part of my toolset for upcoming audio assets!
Check it out:
https://t.co/dPjj5mgcBn
I created a character and animation from scratch in Blender with Claude.
As a game developer, I’m amazed by how far AI has come in just one year. This experiment is turning into a game idea, and I’ll keep building it with AI.
Stay tuned.
#GameDev#IndieGameDev#Blender#ClaudeAI
@DoraOzsoy Yorumun için teşekkürler abi. Genre’daki rekabetin ne kadar zor olduğunun farkındayız bu yüzden kontrollü ve dikkatli ilerlemeye çabalıyoruz. Amacımız gerçekten farklı hissettiren bir oynanış ortaya koymak. Umarım sonunda güzel bir iş çıkarabiliriz.
Years ago I built a Unity tool with one button: copy/paste bone poses.
I rebuilt it with AI assistance. This is what came out 👇
#unity3d#gamedev#indiedev#madewithunity
Do you also dislike how Unity's WheelCollider only casts 1 center ray, so cars jump on every tiny bump?
Did you also see 3rd-party assets doing like 16 rays per wheel and thought maybe it's kinda expensive?
Did you know that PhysX can actually sweep convex shapes instead of rays?