This one is pretty good. Btw, casting is often perfectly fine! Just be aware of the potential memory implications, and why an interface might be worth the extra couple steps.
youtu.be/wGmlKbllPcw?...
This one is pretty good. Btw, casting is often perfectly fine! Just be aware of the potential memory implications, and why an interface might be worth the extra couple steps.
youtu.be/wGmlKbllPcw?...
Yeah, you donβt want to cast if you can help it, because then your main character has a hard memory reference to the enemy.
Interfaces let you basically call a function on another thing without needing a hard ref or knowing what type it is. Itβs like sending mail to the βcurrent residentβ :)
Iβd probably use an interface.
Theyβre great for sending a command from one thing to another, but letting the thing on the other end decide what to do. The classic example is an βinteractβ action which does something different depending on what gets clicked (a door opens, a lamp turns on, etc)
Yup, I switched from Unity to Unreal for my most recent release. It was pretty easy to get up to speed, and the benefits were many. Canβt see myself going back at this point.
Fantastic work and well deserved. If you ever need an Unreal VFX artist, give me a call! π
Is a GDD the google doc I write a stream of consciousness into?
Donβt worry, Chris Pratt is gonna nail it. :D
No prob, for further perspective Iβve also been doing this stuff for 20 years :) Younger me did crappier work much slower.
I started it over 3 years ago, but a lot of that time was spent idle since I was working a day job as an artist for some larger studios during most of it. If you were to condense all of the actual work, probably 1.5-2 years
Haha, I didn't have much to do with its wonderfulness. I just did some character animation on it.
This made my laugh: I worked on two of the games currently showing in Steam's "Popular New Releases"
One is Zombieville (just came out, its doing awesome thanks for asking)
The other is My Sims, which I worked on almost 20 years ago, and is somehow once again "new". :D
That would be my dad, Jim. I did the home base theme, he did the rest.
Thanks for trying it out. :) I hadnβt planned to support local coop, but itβs a request Iβve heard more than a few times. Might have to figure out a way to make it work (mainly worried about how cramped the screen would get)
Thanks! Glad youβre having fun!
What a wonderful weekend! Since launching on Friday morning, Zombieville is already at 284 reviews, and 97% positive?! Thanks to all of you who left a thumbs up! Gonna be doing a small update in the near future to address a few little requests I've been hearing.
Honestly pretty unlikely? It's not super easy to get it working, and I fear the view would be incredibly cramped
At last... Zombieville USA 3D is out now on Steam!
Thanks to the 10,000 who played the demo in the past month.
Hope y'all have some good nostalgic fun with this one, it was definitely fun to make. :D
store.steampowered.com/app/1801520/...
Thanks for playing, and the signal boost :)
Hehe, well there is a minimum distance. Itβs quite close, but thereβs a little buffer. They also canβt attack for 0.75 seconds minimum as they rise out of the ground. Not saying itβs easy, but even the closest spawns are reactable. I believe in you! :D
Nice list. :) If you havenβt seen it, check out my game Zombieville USA 3D. If nothing else, my art style tends to be a head turner - no AI here, Iβd sooner eat glass
Good luck, itβs a lot! If you like top down arcade shooters, look for my game, Zombieville USA 3D ;)
I could pull it back, but then everything is smaller and less readable. A lot of the appeal is in how close and physical things are (compared to bullet hell type games, which can just feel like a bunch of dots). A balancing act for sure
Glad you enjoyed it! Hadn't really planned for local co-op. Not saying its impossible, but I think split screen or same screen both present visibility issues (it'd get kinda cramped, I think)
Zombieville has passed 10k wishlists on Steam, just before Next Fest begins! Super excited, Iβd hoped to maybe hit this number after the fest, but here we are already!
store.steampowered.com/app/1801520/...
Yup, this is a known limitation of lumen reflections. If you turn on hardware raytracing, these artifacts go away (do be warned that raytracing eats a lot of performance, and Iβve found it can cause lights to flicker in some cases)
Itβll be the 5 classics + βcursedβ variants which are like little mini bosses that pop up occasionally. Got ideas for a couple new ones though, weβll see after launch
Adding a few more characters to Zombieville USA 3D. These are some of my favorites yet.
Releases March 7th - Demo available now! #screenshotsaturday
store.steampowered.com/app/1801520/...
This next fest is actually smaller than the last if you can believe it.
I dropped my demo two weeks early to try and hit new/trending demos, and weed out any bugs (successful on both counts)
If durability makes you play differently, maybe? If itβs just a trivial inconvenience, probably not. Example: durability might alter your weapon choice in Zelda, but is pointless in Diablo.
Can easily feel like a chore though, I never liked it much in fire emblem.
Vanillaware would print money if they put their stuff on steam. Must be some massive tech debt that makes it impossible.