Making my Game a Real Game | Indie Game Devlog #4

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  • Опубликовано: 20 сен 2024

Комментарии • 54

  • @TesseractDev
    @TesseractDev  Год назад

    Playtesting is available! (link in description) The plan is to add a lot more weapons in the next video. Any weapon suggestions?

    • @Bodyburger
      @Bodyburger Год назад

      - This isn't straight up a weapon suggestion and I haven't tested the game, but a mechanics/feature idea comment(Turns out I talked about guns too).
      A small weapon/aim spread for the bullets that has biggest effect at long range. This could possibly make room for a sniper or other single shot rifles with high damage while not being "over powered" (Making assumptions here). Although then they could be too lethal at close range.. So this makes me suggest a turn rate feature for player characters as well, or a longer gun switch / reload time depending on the gun.
      - Another suggestion for a gun: A very short range submachine gun (Think Uzi, Vector, Scorpion) with high fire rate, high damage per second if you hit your shots in a short time frame, a wide'ish weapon spread, fast gun switch time ..
      - Burst guns.

  • @LokeyYoutube
    @LokeyYoutube Год назад +9

    This guy is going places!

  • @clastergaming6394
    @clastergaming6394 Год назад +3

    Epic video man
    - maybe purchasable death texts or death tunes which will be played on their death screen when you kill them (people will probably pay & dying is less boring, though this needs to be abuse proof)
    - music when waiting for players to join
    - android pls

    • @TesseractDev
      @TesseractDev  Год назад

      I hadn’t thought of making the death texts purchasable. Good idea! Android will probably be available later this week.

  • @Seshua87
    @Seshua87 7 месяцев назад

    Suggestion for a sniper class perhaps when holding the shoot stick the cam can zoom in and the closer it gets to full zoom the more accurate the shot will be.

  • @bto6721
    @bto6721 Год назад +1

    Great job my guy, solid progress
    Keep it up!

  • @publicalias8172
    @publicalias8172 Год назад

    Congrats huge milestones you are a legend!

  • @Cleeuwen05
    @Cleeuwen05 11 месяцев назад

    I'd change the match countdown to noises (Like the MarioKart race cooldown). It is easier to understand for every demographic playing your game, and the voiceover doesn't really fit the low-poly aesthetic? Edit: Forgot to say that the progress so far is top-notch! And one final thing: I didn't quite catch this in the video, but the bot-weapon switching could have a random cooldown, otherwise you could see players 'glitching' in and out of a specific weapon reach for the bot.

  • @Bodyburger
    @Bodyburger Год назад

    Interesting video and project, good coverage of the mechanics and development in general. Subbed

  • @Seshua87
    @Seshua87 7 месяцев назад

    Here's my unofficial advice when you struggle with something like color palettes or other dev related things, just research what a successful game does and press ctrl c, ctrl v. Then just change it a bit.

  • @bigkebizino8970
    @bigkebizino8970 Год назад

    flamethrower
    Granade launcer
    Melee weapons with special elemental effects to make them feel more powerful
    Raygun
    Stungun
    Crossbow
    Crystal shotgun, short range but can make weak walls

    • @TesseractDev
      @TesseractDev  Год назад

      I’m planning on most of those. Some will be character abilities. The crystal shotgun is a cool idea.

  • @daemontale
    @daemontale Год назад

    Multiplayer integration is a huge leap, good work 🦾 The game looks great for mobile! Reminds me a lot of the old Boxhead Arena games, when browser flash games were still huge lol

  • @memolutions1859
    @memolutions1859 Год назад

    great game bro!

  • @bigkebizino8970
    @bigkebizino8970 Год назад

    I ve got more creative ideas:
    a goo gun that shoots goo that can slow u down but also leaves puddles that can be lit with an explosion or fire based attack
    an ice rifle that has a low firing rate but it can slow targets
    a gun that stops people from dashing but it uses your health as ammo
    A pistol that gets more powerful if u dodge through bullets
    An automatic Buzzsaw weapon that has bouncing projectiles that can also hurt u
    An air shotgun with lower damage but can shoot out 2 shells for a burst of air for added mobility (goes further than roll but without invincibility)
    a boomerang that uhhhh can pick up items
    a blowgun that does poison damage
    and a crossbow that shoot crows

  • @ChronoCZ
    @ChronoCZ Год назад +2

    Hey. It's really hard to tell with that one screenshot of the profiler, but it seems that you have more issues than just the post-processing. While yes, post-processing is quite performance-heavy on mobile because of pixel fill issues, your game is not nearly complex enough to struggle on an iPhone 11.
    I can see that you have 1.7KB of GC Allocations in your Update. That should not be the case. You should have a zero there.
    As for you, the GPU issue... it's hard to say without digging more into the project. But I would start by investigating why you have 700 batches. That's a LOT.
    I would guess that either your geometry is not static, or perhaps you are not instancing something that you should, or maybe you are using a lot of lights.
    Hard to say. I guess I would ensure that you are using forward rendering and that your scene is lit with 1 directional light at most.
    Also, 30FPS is good enough for a lot of mobile gamers. Especially in poor countries, a lot of people play like that. So make sure that they can enable some kind of FPS lock to 30 in the settings menu.
    Lastly, I would suggest looking into dynamic resolution. Rendering at a native resolution is needless, and you can get away with 90%, 80%, or even less without many users noticing. Should not be too difficult to add. Good luck.

    • @TesseractDev
      @TesseractDev  Год назад +2

      Lots of good tips. Thanks for the help! I’ll definitely look into optimization more. I was also confused about why I had 700 batches. Everything is marked as static. I think it has to do with shadow cascades. There is an option in the settings to limit the fps. I haven’t added an option to set the resolution though, good idea.

  • @pr3tler339
    @pr3tler339 Год назад

    Your amazing

  • @matthewventures
    @matthewventures Год назад

    For the hit reg issues I would verify that the collision detection is continuous and physics based.

    • @TesseractDev
      @TesseractDev  Год назад

      Is that advice for fusion specifically

  • @romanokeser
    @romanokeser Год назад

    Dani style video

  • @dragonballz3686
    @dragonballz3686 Год назад +1

    Great game bro. But I have a doubt, As there is buildings in this game, player can't see what's inside the building if he's outside of it. But the player inside the building can see everything, both inside and outside, So it also sounds like a camping, as he can stand in the corner of the door and shoot the players. So you can add a mechanic, that the players inside the building can see only their friendly players not enemies or you can make a distant view for the players where they can see a half or small amount of the building from outside.

    • @TesseractDev
      @TesseractDev  Год назад

      That is a valid concern. I intended the buildings to be a strategic position, but I may need to balance them like you suggested. You can see into the buildings if you go up close enough though.

  • @amitmoryosef2223
    @amitmoryosef2223 Год назад

    Damn, great job, I know you are young but you should apply for positions as a unity developer, you are as ready as a 30 yo might be.

  • @SANAYSAHANI
    @SANAYSAHANI Год назад

    Looks amazing keep it up

  • @LiquidMark
    @LiquidMark Год назад

    epic

  • @PreslavKolev
    @PreslavKolev Год назад

    Looks nice 🙂

  • @chessersstudios1778
    @chessersstudios1778 Год назад +1

    Are you using photon for multiplayer?

    • @chessersstudios1778
      @chessersstudios1778 Год назад

      For optimization, have everything static so that static batching applies to it, shadow distances, shadow quality. İf you really want shadows you could have a more low poly mesh on your actual mesh which casts shadows but your actual mesh doesn't, that way you get the same shadow but it's much less expensive.
      Unitys default post processing solutions are a no go, if you want bloom check out this talk by MİHOYO Jack Hu where they implement their own custom bloom solution.
      Another optimization is making your own custom gpu particle solution because unitys default particles which run on shuriken hit the CPU a lot.
      You should read about draw calls too, the less materials on screen the less strain on the GPU. You can have one material for all with one texture where each mesh has its own UV wrapping to keep draw calls to a minimum

    • @chessersstudios1778
      @chessersstudios1778 Год назад

      3:59 bloom ruclips.net/video/egHSE0dpWRw/видео.html

    • @chessersstudios1778
      @chessersstudios1778 Год назад

      ruclips.net/video/aUtpCO0gCjI/видео.html all the shadow tricks for top down unity games are here

    • @TesseractDev
      @TesseractDev  Год назад +1

      Yes I’m using Photon Fusion

    • @TesseractDev
      @TesseractDev  Год назад +1

      Thanks! That’s a lot of good info

  • @NewbNinjas
    @NewbNinjas Год назад

    Dude, this is amazing work. Are you using Netcode for the multiplayer? How about the source? Is it public/private? I'm creating a similar game (space shooter) and could really benefit from some of the structural insight you've used within your game.

    • @TesseractDev
      @TesseractDev  Год назад +2

      I'm using photon fusion for multiplayer. The source is private.

  • @GuitarNice100
    @GuitarNice100 Год назад

    Can someone tell me if this game is 2D or 3D, please? Most of them appear 2D to me, but sometimes I can see 3D aspects.

    • @TesseractDev
      @TesseractDev  Год назад

      The game is made with 3d models, but it has an orthographic 2d perspective.

  • @PreslavKolev
    @PreslavKolev Год назад

    Are you going to release the game for desktop?

    • @TesseractDev
      @TesseractDev  Год назад +1

      I’m thinking no just because I want the game to be purely designed for mobile.

  • @gtxo2104
    @gtxo2104 Год назад

    Dam boi u got a green screen u all pro n dat thats impressive. I also make games, j dropped a trailer for my spiderman game, lmk:)

  • @jud.su.5developer895
    @jud.su.5developer895 Год назад

    Make videos. Learning c# and unity ❤

    • @publicalias8172
      @publicalias8172 Год назад

      there are already a million of them.. prefer devlogs.

  • @hggyuu
    @hggyuu 11 месяцев назад

    1 year later qnd where is the game on Android?

    • @TesseractDev
      @TesseractDev  11 месяцев назад

      To be fair it’s not on iOS anymore either 😭

  • @bettiereisman5500
    @bettiereisman5500 Год назад

    Pᵣₒmₒˢᵐ