I recreated the Ludo board game.
https://preview.redd.it/12m0gvel3k8g1.png?width=720&format=png&auto=webp&s=789af75bed3575ce1235dc3db357871ca3e5f8b5
The idea was to break free from the bubble of the thousands of Ludo games that already exist for Android.
I played it a lot as a child, so I decided to remake the game from scratch, adding a mini-story and new mechanics to give the experience more personality.
Link for anyone who wants to take a look: https://play.google.com/store/apps/details?id=com.oel.app.wordwin&hl=pt\_BR
https://redd.it/1ps64xd
@r_Unity3D
https://preview.redd.it/12m0gvel3k8g1.png?width=720&format=png&auto=webp&s=789af75bed3575ce1235dc3db357871ca3e5f8b5
The idea was to break free from the bubble of the thousands of Ludo games that already exist for Android.
I played it a lot as a child, so I decided to remake the game from scratch, adding a mini-story and new mechanics to give the experience more personality.
Link for anyone who wants to take a look: https://play.google.com/store/apps/details?id=com.oel.app.wordwin&hl=pt\_BR
https://redd.it/1ps64xd
@r_Unity3D
What should I use for making a multiplayer shooter? (Unity 6.3)
I'm a relatively new developer with 3 years experience of Unity. I've made some variety of games and always wondered how multiplayer would work with that, so recently I began to make a project but found that there are a lot of different ways to make a multiplayer game, I used Photon Fusion (I think that's the name) but found the documentation hard to read.
I am NOT planning to release the game on steam or something, because if I do I need to pay for the servers (Atleast I think so?) so preferably I want to have it Client hosted.
So I want to know if there are any plugins you fellas recommend, or if Unity 6.3 has in-build multiplayer features that I should use instead. Any advice is appreciated.
https://redd.it/1ps61h8
@r_Unity3D
I'm a relatively new developer with 3 years experience of Unity. I've made some variety of games and always wondered how multiplayer would work with that, so recently I began to make a project but found that there are a lot of different ways to make a multiplayer game, I used Photon Fusion (I think that's the name) but found the documentation hard to read.
I am NOT planning to release the game on steam or something, because if I do I need to pay for the servers (Atleast I think so?) so preferably I want to have it Client hosted.
So I want to know if there are any plugins you fellas recommend, or if Unity 6.3 has in-build multiplayer features that I should use instead. Any advice is appreciated.
https://redd.it/1ps61h8
@r_Unity3D
Reddit
From the Unity3D community on Reddit
Explore this post and more from the Unity3D community
This media is not supported in your browser
VIEW IN TELEGRAM
Just finished book UI and animations for it. I actually like leafing through it now : D How you like it?
https://redd.it/1psfmhn
@r_Unity3D
https://redd.it/1psfmhn
@r_Unity3D
How would i go about changing the GetMouseButton to GetKeyDown and is there any way to impliment a GetKeyDown without and If?
https://redd.it/1psjhkp
@r_Unity3D
https://redd.it/1psjhkp
@r_Unity3D
I will name my first born child after whoever helps me fix this animator issue in Unity 2d
https://redd.it/1psj958
@r_Unity3D
https://redd.it/1psj958
@r_Unity3D
I Need a 2d sprite Creator and animator for a PvZ fusion Mod
Dark Chewzilla \(Obsidian Spike-Chewzilla + DoomNut
So There's A game called PvZ fusion (Like PvZ but you can combine plants) I really want to make a mod for it and 3.2 just came out I want to make a cool DLC for it I got some sprites from other mods that I want to add to it because not alot of people can get it here are the sprites from the wiki And I want to add A duel Headed Chewzilla thats Really OP thats the Dark Chewzilla + Obsidian Spike-chewzilla I want the sprite to be both those ones combined to one!
Obsidian Spike-Chewzilla \(Obsidian Chewzilla + Obsidian Spike-Rock\)
Obsidian Chewzilla \(Cherrizilla + Obsidian Tall-Nut\)
https://redd.it/1psnr0m
@r_Unity3D
Dark Chewzilla \(Obsidian Spike-Chewzilla + DoomNut
So There's A game called PvZ fusion (Like PvZ but you can combine plants) I really want to make a mod for it and 3.2 just came out I want to make a cool DLC for it I got some sprites from other mods that I want to add to it because not alot of people can get it here are the sprites from the wiki And I want to add A duel Headed Chewzilla thats Really OP thats the Dark Chewzilla + Obsidian Spike-chewzilla I want the sprite to be both those ones combined to one!
Obsidian Spike-Chewzilla \(Obsidian Chewzilla + Obsidian Spike-Rock\)
Obsidian Chewzilla \(Cherrizilla + Obsidian Tall-Nut\)
https://redd.it/1psnr0m
@r_Unity3D
Started in February, here's a sneak peak of a new Strategy / Tower Defence game
https://youtu.be/3phDs1P1d3A
https://redd.it/1pshm4u
@r_Unity3D
https://youtu.be/3phDs1P1d3A
https://redd.it/1pshm4u
@r_Unity3D
YouTube
Lone Bastion Teaser Trailer
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
I've been working on my prototype and was hoping to get some feedback on the gameplay loop, a bit of explanation in the comment and video link if you prefer to see the gameplay (ignore the graphics)
Core Concept
Element-combining spellcasting prototype made over 2 months
Four core Tier-1 elemental that uses Fire, Water, Earth, Air
Each element produces different spell effects and puzzle utilities
Element Functions
Flames- Flamethrower type (Continuous attack)
Aquastream - Flamethrower type but wet
Rock Armor: rock armor barrier, move heavy objects for puzzles
Updraft: mobility boost, temporary double jump
Combat + Progression
Offensive, defensive, mobility gameplay loop
Enemies show elemental weaknesses/strengths
Spell upgrades, passive skill trees, scaling damage
Investment example: 15 points for max pyromancy damage
Loot + Equipment
Pick up items, equip for automatic stat updates
Store gear in containers/chests
Adaptive Difficulty (Future Plan)
“Warden” system reads player stats/skills
Spawner scales enemy difficulty based on player stats
Encourages balanced elemental defenses
Crafting / Alchemy
Basic potion system now (single-click)
Collect ingredients and craft the equivalent potion
Planned mastery, efficiency, mini-games, buff potions
Scope Direction
Inspired by Magicka and the Dota hero Invoker
Current loop: infinite spawns, leveling, grinding, gear
Considering shrinking scope to a dungeon-crawler/tower climber
Floor-by-floor loot, crafting, selling, ingredient gathering
Art Direction
Experimenting with Blender
Low-poly props (rocks, trees, crystals, mushrooms)
Considering voxel style
Questions for Feedback
Is it fun? Is the combat/loot loop interesting?
Suggestions for prototype to final product direction?
Would you consider this “game developer” work?, I feel like im just copy pasting code and art tutorials
What should I be doing next? I have a road map I've made in my notes apps but kinda hoping to get some outside
Youtube link to those that are interested to hear me rant
https://youtu.be/PKT5mhYm5uI
https://redd.it/1psso7o
@r_Unity3D
Core Concept
Element-combining spellcasting prototype made over 2 months
Four core Tier-1 elemental that uses Fire, Water, Earth, Air
Each element produces different spell effects and puzzle utilities
Element Functions
Flames- Flamethrower type (Continuous attack)
Aquastream - Flamethrower type but wet
Rock Armor: rock armor barrier, move heavy objects for puzzles
Updraft: mobility boost, temporary double jump
Combat + Progression
Offensive, defensive, mobility gameplay loop
Enemies show elemental weaknesses/strengths
Spell upgrades, passive skill trees, scaling damage
Investment example: 15 points for max pyromancy damage
Loot + Equipment
Pick up items, equip for automatic stat updates
Store gear in containers/chests
Adaptive Difficulty (Future Plan)
“Warden” system reads player stats/skills
Spawner scales enemy difficulty based on player stats
Encourages balanced elemental defenses
Crafting / Alchemy
Basic potion system now (single-click)
Collect ingredients and craft the equivalent potion
Planned mastery, efficiency, mini-games, buff potions
Scope Direction
Inspired by Magicka and the Dota hero Invoker
Current loop: infinite spawns, leveling, grinding, gear
Considering shrinking scope to a dungeon-crawler/tower climber
Floor-by-floor loot, crafting, selling, ingredient gathering
Art Direction
Experimenting with Blender
Low-poly props (rocks, trees, crystals, mushrooms)
Considering voxel style
Questions for Feedback
Is it fun? Is the combat/loot loop interesting?
Suggestions for prototype to final product direction?
Would you consider this “game developer” work?, I feel like im just copy pasting code and art tutorials
What should I be doing next? I have a road map I've made in my notes apps but kinda hoping to get some outside
Youtube link to those that are interested to hear me rant
https://youtu.be/PKT5mhYm5uI
https://redd.it/1psso7o
@r_Unity3D
YouTube
Element-based spellcasting dungeon crawler | Prototype
This is a prototype of my first game.