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Ark Heiral

Member
Nov 16, 2017
70
Wow can I just say that art is super good? Hm... I do like the new version.

Definitely prefer the new - as you say, easier to read and just so much interesting to look at!

Alright, glad I changed it! :)

Maybe this is just because of GIF compression, but I can't help but feel that some of the pixels look slightly blurred in the New screenshot. I'd be mindful of the camera's exact "distance" in relation to the target-resolution of the pixel-art.

Thanks for the feedback. It is actually the gif. I set the camera so that it adjusts to a pixel perfect distance.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Making the map and the game a bit more varied:



That time of the week



Wow, I think that's the largest enemy I've seen in your game. Is he already animated?

I've been adding systems to my engine to help me iterate on fx faster. I'm going to work on destructible objects. Bullet holes and scorch marks are first:

That's pretty impressive, at first I thought they were decals but I see they're the real deal. With god rays and everything!
 

Slamtastic

Member
Oct 26, 2017
2,485
pZhJ5Yk.png

6YfhcT0.png

Random monsters are still coming along. Of course, I'm only at the same place I was when I last posted about it months ago, but I did restart from scratch and do every aspect in a different way this time.

Now to just make an actual video game that makes use of these generated stats!
 

RazorbackDB

Member
Oct 25, 2017
176
Making your initial model high-poly and then reducing down with the high-freqeuency detail baked to a normal map is pretty common for creating models for games.

Reducing down from the high-poly version to the game-ready version is called retopology. Searching for something like "retopology for games" should give you a few links so you can get a sense of what the pipeline is like.

(Here's a Blender specific one that came up on the first page: https://www.blendernation.com/2018/06/14/retopology-of-a-game-asset/ )

Thanks for the info, that makes a lot of sense, I guess I thinking of making everything simple from the start, never thought of just making it and "fixing" it afterwards.

Also sorry for taking too long to reply, have been busy with university stuff :(
 

faerith

Member
Oct 25, 2017
26
So there's a game design decision I'm kind of struggling with and I was wondering of some of you might have some insights. Basically, my game has some stages like Rampage, where you're tasked with destroying some buildings, while being attacked by enemies. The problem here is modulating enemy presence so that it doesn't feel neither overwhelming nor boring, nor force the player into an optimal path that feels conterintuitive or unexciting. Here's the different approaches I have thought of (numbered for easier reference):
  1. Spawn enemies once, at the stage's start. Issue: Once you destroy them, the stage becomes trivial and boring.
  2. Spawn enemies in waves, at fixed time intervals, independent of currently existing enemies (current solution). Issue: it easily snowballs in either direction: if you can't destroy enemies quickly enough, you get swamped with enemies, making the stage progressively harder and not giving you any time to destroy the buildings and complete the stage. Conversely, if you destroy enemies too quickly, the stage becomes trivial, or they become an infrequent annoyance at best rather than an actual threat. All of this makes earlier stages boring and later stages stressing.
  3. Spawn enemies in waves a certain time after the previous wave has been destroyed. Issue: optimal path is to leave a single, weak enemy alive to prevent further waves from spawning.
  4. Spawn enemies from buildings themselves, so that as you destroy buildings, less enemies spawn. This gives the player an additional reason to priorize buildings, which is nice. Issue: stages start out hard and become easier, which is kind of the reverse of what you normally want.
  5. Spawn enemies if the player hasn't destroyed any enemies in a while. This forces the player not to ignore enemies, while giving them a break when they destroy all of them. Issue: makes no intuitive sense, confusing for the player, optimal path is to pace destruction of enemies rather than eradicating them.
Thoughts?
Spontanous thought: You could modify #2 by reducing the respawnamount by the enemies still alive so you don't flood the player with enemies? Also maybe modify the respawntimer to add a condition where very fast kills lower the respawntime and/or maybe temporary add some sort of elite enemies to the next wave (that can maybe add some sort of bonus for the player)?

I don't know enough about either of these topics to feel confident in giving advice (I use a straightforward A* map in my game, and no events), but I just wanted to express support since you seem to be going through hard stuff. Hopefully someone can help you better, but in any case, welcome to the thread!
Thank you. =)
And yes, I fear my question is a bit specific, but the stupid pathbehaviour in srpgs have always annoyed me, so I'd love to try to improve it (if computational possible).
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Spontanous thought: You could modify #2 by reducing the respawnamount by the enemies still alive so you don't flood the player with enemies?

So basically making waves "restock" enemies, huh. Interesting idea! The only issue I see with that it is slightly abusable by not killing enemies, but I'll give it some more thought.

Also maybe modify the respawntimer to add a condition where very fast kills lower the respawntime and/or maybe temporary add some sort of elite enemies to the next wave (that can maybe add some sort of bonus for the player)?

This is also an interesting idea. I already have elite enemies but they're a bit too challenging to be considered a "reward"; but of course I could make different versions.

Thanks a lot for the ideas. I also asked some friends and testers and got a handful of interesting ideas too, it's now only a matter of letting them stew for a while and see what works best. One very promising idea I was given, wonderful in its simplicity, is making enemies spawn as buildings are destroyed. The cool thing about this is that 1) it's highly intuitive and easy to communicate to the player, 2) the player sets the tempo, so they shouldn't be bored or overwhelmed for long, and 3) it limits how many enemies can spawn, which means I can make them give better rewards without making the player feel like they have to grind them endlessly.

Thank you. =)
And yes, I fear my question is a bit specific, but the stupid pathbehaviour in srpgs have always annoyed me, so I'd love to try to improve it (if computational possible).

I wonder if you would be best served by reposting the question on a specialized forum (a game AI forum if one exists, or at least a larger gamedev forum). This forum is great for support and more general / design questions, but there's relatively few of us so specific technical questions don't get as many answers.

Keys done just between's yeah i just wanted more types

I feel you. I never feel like I have enough enemy types. :/
 

TwinsUltra64

Banned
Oct 27, 2017
1,453
Cyberspace, EUROPE
I'm having an issue with rotation in Unity3d, I'm using C# in case you wonder :P
Rotation works great, but my only issue is that the character will rotate but the character's prespective won't change
I move my character with W,A,S,D Keys W to go forward, A to go backward, well you know how it works
when I rotate my character with mouse rotation script the character rotate just fine, but the axis won't rotate, so when I rotate my character to the right and I press W it move the character Left, because the Z axis is still facing the same direction as it was before (Front) hope this makes sense.


Here's the script snippet for movement.cs

public float speed;
private void FixedUpdate()
{
Rigidbody rb = GetComponent<Rigidbody>();
float Horizontal = Input.GetAxis("Horizontal");
float Vertical = Input.GetAxis("Vertical");
Vector3 Movement = new Vector3(Horizontal, 0, Vertical);
rb.velocity = Movement * speed;
}

Yeah, I know it is basic, but I'm trying to learn everytime I have some free time.

Here's the script snippet for rotation.cs

public float mouseXsensitivity;
private void FixedUpdate()
{
float mouseX = Input.GetAxis("Mouse X") * mouseXsensitivity;
transform.Rotate(new Vector3(0, mouseX, 0));

I'm trying to rotate the camera just like the old FPS where all you need to do was rotation horizontal.

Any explanation would be great :)
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I'm having an issue with rotation in Unity3d, I'm using C# in case you wonder :P
Rotation works great, but my only issue is that the character will rotate but the character's prespective won't change
I move my character with W,A,S,D Keys W to go forward, A to go backward, well you know how it works
when I rotate my character with mouse rotation script the character rotate just fine, but the axis won't rotate, so when I rotate my character to the right and I press W it move the character Left, because the Z axis is still facing the same direction as it was before (Front) hope this makes sense.


Here's the script snippet for movement.cs

public float speed;
private void FixedUpdate()
{
Rigidbody rb = GetComponent<Rigidbody>();
float Horizontal = Input.GetAxis("Horizontal");
float Vertical = Input.GetAxis("Vertical");
Vector3 Movement = new Vector3(Horizontal, 0, Vertical);
rb.velocity = Movement * speed;
}

Yeah, I know it is basic, but I'm trying to learn everytime I have some free time.

Here's the script snippet for rotation.cs

public float mouseXsensitivity;
private void FixedUpdate()
{
float mouseX = Input.GetAxis("Mouse X") * mouseXsensitivity;
transform.Rotate(new Vector3(0, mouseX, 0));

I'm trying to rotate the camera just like the old FPS where all you need to do was rotation horizontal.

Any explanation would be great :)

I have done little in 3D, but at a glance you would need to rotate the Movement vector in FixedUpdate around the Z axis so that it's aligned with the direction your character is moving, before applying it. Check the Quaternion class for how to rotate vectors if you've never done it.
 

Benz On Dubz

Member
Oct 27, 2017
763
Massachusetts
I finally finished the mechanics prototype for one of my games :) am very proud with how fun it feels to play even if its ugly and has some quirks still!



Oh wow the traversals remind me a bit of Titan Fall/Mirrors Edge. Love the pulsing effect on the bow too. Can't wait to see more!

That's pretty impressive, at first I thought they were decals but I see they're the real deal. With god rays and everything!

Thanks! I dynamically unwrapped the scorch and hole data into the wall's uv space and put it into a separate texture for the wall to use.

Here are the wall's diffuse, normal, and damage texture side-by-side:

K2daZsJ.jpg
 

faerith

Member
Oct 25, 2017
26
One very promising idea I was given, wonderful in its simplicity, is making enemies spawn as buildings are destroyed. The cool thing about this is that 1) it's highly intuitive and easy to communicate to the player, 2) the player sets the tempo, so they shouldn't be bored or overwhelmed for long, and 3) it limits how many enemies can spawn, which means I can make them give better rewards without making the player feel like they have to grind them endlessly.
Oh, that's a very good idea. The power of the brainstorm. =)
I wonder if you would be best served by reposting the question on a specialized forum (a game AI forum if one exists, or at least a larger gamedev forum). This forum is great for support and more general / design questions, but there's relatively few of us so specific technical questions don't get as many answers.
Yeah, I guess I'll have to look for an additional forum that still has a decent enough community.
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
Any explanation would be great :)

this:
Code:
float Horizontal = Input.GetAxis("Horizontal");
float Vertical = Input.GetAxis("Vertical");
Vector3 Movement = new Vector3(Horizontal, 0, Vertical);
rb.velocity = Movement * speed;

will always provide a value in worldspace, because your x/y input values are always absolutes between -1 and 1.
if you think of your screen as a 2D grid with 0,0 at the centre, then adding together the X and Y positions of the mouse then clamping to 1 will show a point around that centre which it will then move towards at [speed] every frame.

what you probably want to do (if I'm reading your question right) is move using localspace values - so using (transform.forward * Vertical) as your 'forward and backward' values for example, which will take into account what your object locally considers 'forward' to be instead of worldspace values of 'forward' being a number between -1 and 1.

I'd really recommend going through at least the start of the Unity Tanks tutorial to get an idea about worldspace vs localspace transforms; just following it for the first couple of sections then putting your camera as a child object of the tank rather than as a top down camera will give you a classic Doom style tank control W/S forward back, A/D turn left and right style FPS setup, which you should then be able to turn into A/D strafe, mouselook X turn left and right

Yeah, I guess I'll have to look for an additional forum that still has a decent enough community.

You might be better asking what your specific goal is, because to me an Events system, NPC AI schedules and Sidequests are all drastically different things.
 

TwinsUltra64

Banned
Oct 27, 2017
1,453
Cyberspace, EUROPE
this:
Code:
float Horizontal = Input.GetAxis("Horizontal");
float Vertical = Input.GetAxis("Vertical");
Vector3 Movement = new Vector3(Horizontal, 0, Vertical);
rb.velocity = Movement * speed;

will always provide a value in worldspace, because your x/y input values are always absolutes between -1 and 1.
if you think of your screen as a 2D grid with 0,0 at the centre, then adding together the X and Y positions of the mouse then clamping to 1 will show a point around that centre which it will then move towards at [speed] every frame.

what you probably want to do (if I'm reading your question right) is move using localspace values - so using (transform.forward * Vertical) as your 'forward and backward' values for example, which will take into account what your object locally considers 'forward' to be instead of worldspace values of 'forward' being a number between -1 and 1.

I'd really recommend going through at least the start of the Unity Tanks tutorial to get an idea about worldspace vs localspace transforms; just following it for the first couple of sections then putting your camera as a child object of the tank rather than as a top down camera will give you a classic Doom style tank control W/S forward back, A/D turn left and right style FPS setup, which you should then be able to turn into A/D strafe, mouselook X turn left and right



You might be better asking what your specific goal is, because to me an Events system, NPC AI schedules and Sidequests are all drastically different things.

Since I'm a rookie, I guess following these "courses" won't hurt after all.
 

Mike Armbrust

Member
Oct 25, 2017
528
I'm having an issue with rotation in Unity3d, I'm using C# in case you wonder :P
Rotation works great, but my only issue is that the character will rotate but the character's prespective won't change
I move my character with W,A,S,D Keys W to go forward, A to go backward, well you know how it works
when I rotate my character with mouse rotation script the character rotate just fine, but the axis won't rotate, so when I rotate my character to the right and I press W it move the character Left, because the Z axis is still facing the same direction as it was before (Front) hope this makes sense.


Here's the script snippet for movement.cs

public float speed;
private void FixedUpdate()
{
Rigidbody rb = GetComponent<Rigidbody>();
float Horizontal = Input.GetAxis("Horizontal");
float Vertical = Input.GetAxis("Vertical");
Vector3 Movement = new Vector3(Horizontal, 0, Vertical);
rb.velocity = Movement * speed;
}

Yeah, I know it is basic, but I'm trying to learn everytime I have some free time.

Here's the script snippet for rotation.cs

public float mouseXsensitivity;
private void FixedUpdate()
{
float mouseX = Input.GetAxis("Mouse X") * mouseXsensitivity;
transform.Rotate(new Vector3(0, mouseX, 0));

I'm trying to rotate the camera just like the old FPS where all you need to do was rotation horizontal.

Any explanation would be great :)

You just need to multiply your movement vector by the objects rotation.

rb.velocity=transform.rotation*Movement*speed;

That'll make the movement vector relative to the object's left and forward directions instead of relative to the world's left and forward directions.
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,421
i should probably get back to code this week after spending some time mucking around in animationland
 

Don Fluffles

Member
Oct 28, 2017
7,060
Thought I might show off my student project I'm considering continuing this Fall:


Magic Soccer was made by a team of about 5 in a custom C++ engine, with everyone but myself programmers. I got on board to revamp the magic system so each spell you cast has a different mechanic.
 

wwm0nkey

Member
Oct 25, 2017
15,575
Still really liking Live Normal. They will be updating to support 4k textures too, but I am happy with the 2k results so far. Decided to continue work on my basement recreation so I can find cool ways to organize the space when I want to decorate hahaha.

7fd97ed6632e7bd009d25fc76a3fca25.jpg
 

Wikzo

Member
Oct 27, 2017
265
Denmark
What have been your experience with getting a publisher for your indie game? How did you get in contact? Do you think it's worth it?

Last week, our team and I made a crazy last-minute-decision and went to Gamescom with the intention of finding a publisher for Lightmatter. We had no booked meetings prior to the conference, but hoped that we could utilize our friends and network to get in contact with the right people. I wrote a few words about our experience, in case anybody's interested :)

Gamasutra: Impromptu rock 'n' roll trip to Gamescom - the story of an indie studio looking for a publisher
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Working on a little art test. Top is concept and the bottom is the same scene composited in Unreal Engine 4. Didn't really spend much time on this but I've got a decent sobel edge PP solution going on. Obviously needs some work but for something whipped up in half an hour it gets the job done.
Oh that's fun! I love art styles like these. For half an hour of tuning this looks great.
 

Kesyd Games

Member
Aug 22, 2018
2
Hi all.
I wanted to present you my game, a couch gaming project (2 to 4 players locally) that I work on my free time for about 2 years. It could be described as a 'Fast-paced Bomberman mixed with Unreal Tournament, Combat and Pac-Man'. It's called Bomb n' Bats, and I've just released a demo here :

https://kesydgames.itch.io/bomb-n-bats

All advices and returns are welcomed, feel free to try.

giphy.gif
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491


This is pretty neat. I'm not very experienced with Unity but I recently messed around with getting "pixel-accurate" low-res 2D set up in UE4 and having it be a bit more out-of-the-box like this would be nice. Certainly sounds like it works the same way in concept.

Working on a little art test. Top is concept and the bottom is the same scene composited in Unreal Engine 4. Didn't really spend much time on this but I've got a decent sobel edge PP solution going on. Obviously needs some work but for something whipped up in half an hour it gets the job done.
Super cool.
 

vestan

#REFANTAZIO SWEEP
Member
Dec 28, 2017
24,630


This is pretty neat. I'm not very experienced with Unity but I recently messed around with getting "pixel-accurate" low-res 2D set up in UE4 and having it be a bit more out-of-the-box like this would be nice. Certainly sounds like it works the same way in concept.


Super cool.

Paper2D's lack of documentation and being barebones ain't doing Epic any favours. Development for it is basically dead at this point. I'd like to experiment with prototyping more 2D/3D hybrids but Unity will always remain the best place for that kind of thing. There's some absolutely sublime stuff done with Paper2D though, although you have to really rely on third-party plugins.
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
No doubt Siege and the Sandfox looks incredible. I haven't used Paper2D extensively, but it seemed easy to use if you aren't concerned about sub-pixel movement? Getting "pixel perfect" working for me involved spitting out a RenderTexture with my desired screen res (minding Ortho width and Paper2D's unit size), finding the sorta-hidden option to allow a RenderTarget to be Nearest filtered, and hooking it up to a HUD widget (doing specific scaling myself as desired). Nothing crazy, and you can get really good results and go buck wild making CRT shaders or whatever this way, but having this stuff set up out of the box seems like it'd be a good move for Epic.
 

Deleted member 5876

Big Seller
Banned
Oct 25, 2017
2,559
Epic's too busy trying to catch up with Unity's ProBuilder acquisition to care about 2d at the moment. They have been working furiously on brand new mesh/geo tools for almost a year now. Although I suspect that once they finish their tools will be pretty damn amazing.

The guy who was doing Paper2D got sucked into Fortnite development.
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
Working on some new stuff:


Talking about some old stuff:


Anyone else taking part in the GMTK Jam?
 

Benz On Dubz

Member
Oct 27, 2017
763
Massachusetts
Adding grass destruction to my engine:



Details: Bullet traces are drawn into a render texture which stores the vector that is perpendicular to the line, the height of the trace, and the time the trace started. The perpendicular direction is used to push the grass outward, the height is used to cut the grass, and time is used for animation.

Every frame I decay the perpendicular vector which brings the grass back to its starting point.

The geometry shader that generates the grass also generates a particle if needed and animates it using the standard physics formula of determining height given initial velocity, time, and gravity.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Overwatch is adding permanent teammate visibility through walls soon. Character outlines will thus need to be drawn on screen at all times, does anyone know what kind of performance hit something like that would create? I'm just curious. I assume the engine doesn't have a huge overhead to keep the constant 60 fps on consoles going. I wonder if there are any engine talks out there.
 

striderno9

The Fallen
Oct 31, 2017
2,343
New York, NY
This is an awesome thread. I've been dabbling in game development but it hasn't really gotten anywhere. I am trying to really stick with it and I love that I have a place like this to learn from.
 

Benz On Dubz

Member
Oct 27, 2017
763
Massachusetts
Overwatch is adding permanent teammate visibility through walls soon. Character outlines will thus need to be drawn on screen at all times, does anyone know what kind of performance hit something like that would create? I'm just curious. I assume the engine doesn't have a huge overhead to keep the constant 60 fps on consoles going. I wonder if there are any engine talks out there.

Shouldn't be an issue since one of the character's abilities already supports outlines through walls so they've already budgeted for it.
 

wwm0nkey

Member
Oct 25, 2017
15,575
I HATE youtube compression. But before the Marble It Up! was announced I started updating my marble project again, found a lot of bad code I wrote a year ago and fixed it up, updated to 2018 and everything ran and looked better, even made some physics improvements.



I don't know if I should scrap it now and take some of the mechanics out (the gravity hook is great) or continue and try to compete :/
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Shouldn't be an issue since one of the character's abilities already supports outlines through walls so they've already budgeted for it.
Well not exactly. You have a point but Widowmaker's ult is only showing the enemy team's silhouettes, while healers can only see damaged (?) teammates through walls. This essentially doubles that potential number of visible players. It's probably not as easy as flipping a server switch :) Draw calls are surely going up since occlusion culling needs to be ignored in realtime at least 60 times per second per character (5-11 people).
 

JonDadley

Member
May 4, 2018
38
I've spent the last month or so completely reworking demo for Transmission to focus on gameplay. Here's one of the new features. Funny story, the dynamic road signs at the end of this clip took FAR MORE time, effort and stress to make than the main feature of the video (the job monitor) and no player will ever know or care

 

Benz On Dubz

Member
Oct 27, 2017
763
Massachusetts
Well not exactly. You have a point but Widowmaker's ult is only showing the enemy team's silhouettes, while healers can only see damaged (?) teammates through walls. This essentially doubles that potential number of visible players. It's probably not as easy as flipping a server switch :) Draw calls are surely going up since occlusion culling needs to be ignored in realtime at least 60 times per second per character (5-11 people).

A few extra draw calls for the players is likely going to be minuscule compared to the total number in a scene (100s or maybe 1000s). Also, depending on how the outlines are done, those additional draw calls may use the same render states which can help reduce the overhead of multiple draw calls.

No clue on how they do their outlines, but it is possible to render them w/o additional per-character draw commands.
 

anteevy

Member
Oct 27, 2017
32
I HATE youtube compression. But before the Marble It Up! was announced I started updating my marble project again, found a lot of bad code I wrote a year ago and fixed it up, updated to 2018 and everything ran and looked better, even made some physics improvements.



I don't know if I should scrap it now and take some of the mechanics out (the gravity hook is great) or continue and try to compete :/

Honestly? If you're making a marble game with the primary goal of earning money, stop right now. You won't get much out of it even with a publisher, all the platforms and raving reviews (might be speaking from experience here :P). I have to say I'm surprised the announcement trailer for Marble It Up has rather high traction for the genre, though I think a lot comes from it being a successor to the Marble Blast games by the same developers.

If you're doing it because you love the genre and have fun working on it + improving your gamedev skills, by all means, don't stop! Besides that, Marble It Up won't take your target audience away - it's not like they're reinventing the wheel with their game. Hardcore marble fans - even if there are very few of them - will gladly check out every marble game there is and buy it if it's good.
 

wwm0nkey

Member
Oct 25, 2017
15,575
Honestly? If you're making a marble game with the primary goal of earning money, stop right now. You won't get much out of it even with a publisher, all the platforms and raving reviews (might be speaking from experience here :P). I have to say I'm surprised the announcement trailer for Marble It Up has rather high traction for the genre, though I think a lot comes from it being a successor to the Marble Blast games by the same developers.

If you're doing it because you love the genre and have fun working on it + improving your gamedev skills, by all means, don't stop! Besides that, Marble It Up won't take your target audience away - it's not like they're reinventing the wheel with their game. Hardcore marble fans - even if there are very few of them - will gladly check out every marble game there is and buy it if it's good.
Oh its 100% not about the money, it's just one of those "damn, I wanted to do that" kinda moments lol

I'll probably still work on it abs release something though, I have fun playing even my rough alpha lol
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
Well not exactly. You have a point but Widowmaker's ult is only showing the enemy team's silhouettes, while healers can only see damaged (?) teammates through walls. This essentially doubles that potential number of visible players. It's probably not as easy as flipping a server switch :) Draw calls are surely going up since occlusion culling needs to be ignored in realtime at least 60 times per second per character (5-11 people).

I'd be pretty sure its just a shader with a boolean value for teammate() that does a fresnel effect that ignores Z depth.

I mean... thats low impact stuff. Its PC FPS cheating third party program 101.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
I'll try posting the screenshot saturday tweet for once, see if it helps save bandwith somewhat for our mobile friends!



Long story short, I've spent most of August working to get a small test level ready for the upcoming vertical slice, including some of the last mechanics that still weren't done or working yet, like checkpoints/enemies/arenas, etc. Of course, within 10 hours of posting it, I already receive reports of bugs that we had never seen before, so I'm glad this very early round of playtesting is happening to help find stuff before the whole architecture becomes even more complicated to fix :-D Thanks to all playtesters then (you know who you are), and looking forward to more of these reports!
 
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