If you have time, please play this game with a friend and tell me what you think. I’ve been working on this for 4 months now so if you have any feedback that would be appriciated. Thank you!
I am currently working on a game. I still need to learn how to code. I have finished my first object from Blender that has actually been imported into a game.
This is the lobby so far:
Please provide tips if possible.
It is going to have lots of different mini-games, leaderboards and possibly artwork on the walls also the arrows on the carpet will light up one by one on repeat (once again, still learning how to code. (I am thinking of adding coins in the gold fountain).
(If you know how to add an object with different textures on different faces please tell me).
I’m working on a ww2 vr story game concept, though it will most likely stay as a concept until I get money to pay for a scripter as I cant script well enough yet
Have you been starting on the combat?? This already looks really good with the animations and such. If you have or have not started what type of thing will use to detect touches and stuff (raycasting/region3/magnitude/or other)??
Near the end of Summer I began working on an RPG that has a top-down perspective and a destructable world made out of tiles.
I stopped developing it several months ago because:
School started, and school is more important than making a game
I had no idea how to optimize a map, hence the gray screen with the white player indicator. I was not going to finish the game unless I had an easier way to tell players where to go.
Please… if you know how to optimize UI maps please tell me. I’m wondering if I should remove the map and minimap altogether and instead use a compass.
I leave a lot of things unfinished, but, unless I have a better idea, I probably won’t forget about this one.
…okay, maybe I should finish that swordfighter AI. No promises.
yes I’ve actually been starting it this weekend, mostly brainstorming and continuing to build up / add to my framework
I’ve just finished animating the unarmed moveset and starting to implement it into the game. each moveset is about 12 animations (light attacks, heavy attacks, aerials, etc)
I’m aiming to get really smooth, instant, and combo-friendly combat, with a high skill ceiling for more skilled players to keep improving
I’m mixing elements of different games with my own ideas, for example this game will have blocking, aerial spot dodging, perfect blocks, and parrying
As far as hit detection goes I’m going to be using a mixture of things, but RaycastHitbox will be the most used one since it’s by far the most accurate. For some moves though, if I have to, I’ll definitely sacrifice accuracy to accomplish something that feels better, because in the end thats what matters most to the player
This is her second form, and her armor’s first form (aka placeholder). She will probably undergo one more overhaul before I launch, as I prepare several character options (and armor choices) for the players, but the 3:1 chibi humans that blink will stay. Meanwhile, I’m honing my skills!