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Prototype of a survivor/bullet-heaven game. What weapons should I add?
https://redd.it/1kad5yd
@r_Unity3D
https://redd.it/1kad5yd
@r_Unity3D
How do you guys manage the ball's relation in Zuma game?
Recently, I’ve been working on a Zuma-style game, similar to Zuma Legend. I use a Bézier curve to define the path, and now I'm implementing the logic for managing the balls along the path.
Currently, each ball holds a reference to the previous and next ball using "Prev" and "Next" pointers. This approach works fine in some cases—for example, I can calculate the relative distance between balls based on the first ball’s distance along the path and the ball diameter.
However, when I try to add animations, like match-three elimination and the fallback of balls after elimination, managing the relationships between balls becomes much more difficult.
Do you have any suggestions for a better way to manage balls along the path? I’m currently using DOTween and coroutines for animations—do you think that’s a good approach?
Any advice would be greatly appreciated!
https://preview.redd.it/vytglcq02qxe1.png?width=720&format=png&auto=webp&s=931768eee7b705c6782ced7afd94bf239c090923
https://redd.it/1kahool
@r_Unity3D
Recently, I’ve been working on a Zuma-style game, similar to Zuma Legend. I use a Bézier curve to define the path, and now I'm implementing the logic for managing the balls along the path.
Currently, each ball holds a reference to the previous and next ball using "Prev" and "Next" pointers. This approach works fine in some cases—for example, I can calculate the relative distance between balls based on the first ball’s distance along the path and the ball diameter.
However, when I try to add animations, like match-three elimination and the fallback of balls after elimination, managing the relationships between balls becomes much more difficult.
Do you have any suggestions for a better way to manage balls along the path? I’m currently using DOTween and coroutines for animations—do you think that’s a good approach?
Any advice would be greatly appreciated!
https://preview.redd.it/vytglcq02qxe1.png?width=720&format=png&auto=webp&s=931768eee7b705c6782ced7afd94bf239c090923
https://redd.it/1kahool
@r_Unity3D
Is Godot really that good or just overhyped?
I took a long break from development and I'm back now. And what I remember that lot of people switched to Godot back then after runtime fee drama which was understable but even after removing it this sub still has way less active users despite having more members than Godot sub. Also there average post get around 1k upvotes while this sub feels almost deserted.
What I mean is, have Unity lost its charm? Even Brackeys (channel which I loved) shifted to Godot after their break and many other youtubers too switched. Is it because they got angry or Godot became really that powerful?
Don't get me wrong I don't hate that engine but I just wanna know what's up with that? Sorry for stupid question though. But I'm just wondering.
https://redd.it/1kaidkl
@r_Unity3D
I took a long break from development and I'm back now. And what I remember that lot of people switched to Godot back then after runtime fee drama which was understable but even after removing it this sub still has way less active users despite having more members than Godot sub. Also there average post get around 1k upvotes while this sub feels almost deserted.
What I mean is, have Unity lost its charm? Even Brackeys (channel which I loved) shifted to Godot after their break and many other youtubers too switched. Is it because they got angry or Godot became really that powerful?
Don't get me wrong I don't hate that engine but I just wanna know what's up with that? Sorry for stupid question though. But I'm just wondering.
https://redd.it/1kaidkl
@r_Unity3D
Reddit
From the Unity3D community on Reddit
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Custom grass system for my VR meditation/anti-stress game. Unity URP, running on Quest 3
https://redd.it/1kalpxp
@r_Unity3D
https://redd.it/1kalpxp
@r_Unity3D
System worked after 1 week.
Had one of those moments today where everything finally clicked. The system I’ve been fighting for days just… worked. No errors, no weird behavior—just clean, smooth gameplay.
It’s wild how one small win can make you forget a week of frustration. That’s the high we chase, right?
Game dev can be brutal, but when it flows, it feels like magic.
Anyone else riding that wave right now?
https://redd.it/1kan44f
@r_Unity3D
Had one of those moments today where everything finally clicked. The system I’ve been fighting for days just… worked. No errors, no weird behavior—just clean, smooth gameplay.
It’s wild how one small win can make you forget a week of frustration. That’s the high we chase, right?
Game dev can be brutal, but when it flows, it feels like magic.
Anyone else riding that wave right now?
https://redd.it/1kan44f
@r_Unity3D
Reddit
From the Unity2D community on Reddit
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How to achieve the Steel Division 2 frontline? (Dividing area smoothly with curves using a few points)
The game Steel Division 2 has a very nice looking frontline system, where a smoothly curved line is drawn between friendly and enemy units, dividing the map into territorty owned by two teams.
EXAMPLE IMAGE: https://i.sstatic.net/45eTY7Lj.png
Does anyone know what space partitioning algorithm I should research for dividing an area using smooth curves based on a few (sparse) points?
Bonus points for pointing me in the right direction for creating a shader/line renderer to shader shading INWARDS
https://redd.it/1kao68d
@r_Unity3D
The game Steel Division 2 has a very nice looking frontline system, where a smoothly curved line is drawn between friendly and enemy units, dividing the map into territorty owned by two teams.
EXAMPLE IMAGE: https://i.sstatic.net/45eTY7Lj.png
Does anyone know what space partitioning algorithm I should research for dividing an area using smooth curves based on a few (sparse) points?
Bonus points for pointing me in the right direction for creating a shader/line renderer to shader shading INWARDS
https://redd.it/1kao68d
@r_Unity3D
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It took 6 months, but my Zen garden sandbox is finally at a point where I can't stop playing it myself. Would love your feedback!
https://redd.it/1kapi0p
@r_Unity3D
https://redd.it/1kapi0p
@r_Unity3D
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About to release a horror game controlled by turning the dials on a microwave, do you think it will flop?
https://redd.it/1kapu9i
@r_Unity3D
https://redd.it/1kapu9i
@r_Unity3D
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Some wip gameplay from my next game. Showcasing custom animation system and some gameplay.
https://redd.it/1katg94
@r_Unity3D
https://redd.it/1katg94
@r_Unity3D
How do I create a Retro Dither effect?
I tried making one of those Retro Dither effects you see in some 3d games but the Shader Graph i made kept turning out pitch black when I put in my URP.
https://redd.it/1kb1oc8
@r_Unity3D
I tried making one of those Retro Dither effects you see in some 3d games but the Shader Graph i made kept turning out pitch black when I put in my URP.
https://redd.it/1kb1oc8
@r_Unity3D
Reddit
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Encountered a bit of a bug messing with animations so I added some sound effects
https://redd.it/1kb93go
@r_Unity3D
https://redd.it/1kb93go
@r_Unity3D
Any tips? Is the game worth putting more work into?
https://youtu.be/UvlL8wrSa-0
I'm actually a software developer, but i'm passionate about game development. you can probably tell from my prototype what kind of games i like, but as for the question itself:
I'm really struggling with the graphics. do you have any tips? I enjoy the pure development, but the design is hard for me to find the motivation for. and then I'm annoyed because it doesn't look as cool as I'd like.
there's already quite a lot going on in the background of the game. from a weapon slot system similar to Noita (projectiles, different numbers of slots within the weapon, etc.).
The Fog-War system was quite a lot of work, but it was really fun to develop.
But now I'm at a point where there are a lot of subtleties involved, and I wanted to hear what you guys think when you see it. Very roughly summarized:
The map is calculated based on seeds, you have to explore the world with your mining drone, find puzzles, find enemies and fight them. If you die, you start all over again. After each round (if I work my way up), I can process the materials and items I find in my spaceship, update the drone, improve my weapons, etc.
I would be happy to hear your ideas, tips or general feedback.
https://redd.it/1kbanqa
@r_Unity3D
https://youtu.be/UvlL8wrSa-0
I'm actually a software developer, but i'm passionate about game development. you can probably tell from my prototype what kind of games i like, but as for the question itself:
I'm really struggling with the graphics. do you have any tips? I enjoy the pure development, but the design is hard for me to find the motivation for. and then I'm annoyed because it doesn't look as cool as I'd like.
there's already quite a lot going on in the background of the game. from a weapon slot system similar to Noita (projectiles, different numbers of slots within the weapon, etc.).
The Fog-War system was quite a lot of work, but it was really fun to develop.
But now I'm at a point where there are a lot of subtleties involved, and I wanted to hear what you guys think when you see it. Very roughly summarized:
The map is calculated based on seeds, you have to explore the world with your mining drone, find puzzles, find enemies and fight them. If you die, you start all over again. After each round (if I work my way up), I can process the materials and items I find in my spaceship, update the drone, improve my weapons, etc.
I would be happy to hear your ideas, tips or general feedback.
https://redd.it/1kbanqa
@r_Unity3D
YouTube
GameDev V1