How to implement an FTE (First Time Events) system for in-game tutorials?
I'm currently working on the tutorial in my game, and I'm strongly considering using FTEs to do so. I had to do some work on FTEs at a game studio years ago, and I really appreciated how flexible of a system it is. I have zero idea how to implement it from the ground up though, as 1. I was not the one who did it and 2. It was so long ago.
Do people have good resources to recommend that show how to do it? Can be in any language / engine, I can do the conversion work. I find it particularly tricky to find information on it, because with the increasing enshittification of the internet, search engines don't understand what I mean by FTE (they think I mean Full-time equivalent, a concept in management) or by "First Time Experience video games" (they think I mean Quick Time Event, a completely unrelated topic). Youtube and other platforms have also proven to be useless here.
And I want to avoid using LLMs (ChatGPT, Claude etc.). Any other resource is welcomed.
https://redd.it/1q7xyhf
@r_Unity3D
I'm currently working on the tutorial in my game, and I'm strongly considering using FTEs to do so. I had to do some work on FTEs at a game studio years ago, and I really appreciated how flexible of a system it is. I have zero idea how to implement it from the ground up though, as 1. I was not the one who did it and 2. It was so long ago.
Do people have good resources to recommend that show how to do it? Can be in any language / engine, I can do the conversion work. I find it particularly tricky to find information on it, because with the increasing enshittification of the internet, search engines don't understand what I mean by FTE (they think I mean Full-time equivalent, a concept in management) or by "First Time Experience video games" (they think I mean Quick Time Event, a completely unrelated topic). Youtube and other platforms have also proven to be useless here.
And I want to avoid using LLMs (ChatGPT, Claude etc.). Any other resource is welcomed.
https://redd.it/1q7xyhf
@r_Unity3D
Reddit
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I've been doing a lot of look dev/level design on my new game lately and I'm starting to feel pretty happy about how its coming along!
https://redd.it/1q84wjs
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From the Unity3D community on Reddit: I've been doing a lot of look dev/level design on my new game lately and I'm starting to…
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I'm making a game where you cast spells by speaking its name or chants through your microphone. Playtest is now open!
https://redd.it/1q85okt
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Are there any breakable props or destruction features you wish existed?
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The Shield of The Kingdom Ice Mage Breakdown: Multi-Control Freezes, Area Storm Nuke & Ice Shield Tank Role!
https://redd.it/1q892p1
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How would I minus a value from a variable for every increment in another variable?
I want to make it so that for every population gained 10 food is minused, so basically 1 population = 10 food. The population is continuously increasing. I’ve created a coroutine that increments a year every 10 seconds wouldn’t be easier to minus the food constantly for each pop gained or just for the amount of population gained in a year each year.
https://redd.it/1q8bm85
@r_Unity3D
I want to make it so that for every population gained 10 food is minused, so basically 1 population = 10 food. The population is continuously increasing. I’ve created a coroutine that increments a year every 10 seconds wouldn’t be easier to minus the food constantly for each pop gained or just for the amount of population gained in a year each year.
https://redd.it/1q8bm85
@r_Unity3D
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We added a Tarot reader to our roguelite where you can can improve your fortunes before a run
https://redd.it/1q8cwkf
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We made a game where you can steal your enemy body parts and install them into your body.
https://www.youtube.com/watch?v=lcWGC7vQoMI
https://redd.it/1q8c8l4
@r_Unity3D
https://www.youtube.com/watch?v=lcWGC7vQoMI
https://redd.it/1q8c8l4
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YouTube
SKINATOR - Reveal trailer
Harvest your enemies. Wear their bodies.
In this turn-based combat roguelite, every limb matters. Steal enemy body parts, chain them into deadly combos, and evolve your monster with each victory as you fight your way toward the final battle.
Wishlist NOW…
In this turn-based combat roguelite, every limb matters. Steal enemy body parts, chain them into deadly combos, and evolve your monster with each victory as you fight your way toward the final battle.
Wishlist NOW…
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A little look back on the stuff we learned over the last year of development of our clay multiplayer game
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@r_Unity3D
Animations that move the object
We're making a sidescrolling pixel art game with a relatively high resolution. Obviously for movement, you just have the sprite animate in place and have the engine do the moving, but we've run into a pipeline issue with animations that move the object in a specific way i.e. an attack with a blast that pushes the player backward from the force, a ledge save, or a flying enemy that bobs up and down while it's idling.
So far we've exported these animations in-place and tried to recreate them by moving them in-engine, which I find not only time-consuming, but also REALLY wonky. How would you approach this? I'm seeing some posts about using the animator to move the hitbox--in that case, would you export the animation WITH all the movement baked in? Or if it truly does need to exported in-place, what are some best practices for getting the animation to line up? Thanks so much!
https://redd.it/1q8gakt
@r_Unity3D
We're making a sidescrolling pixel art game with a relatively high resolution. Obviously for movement, you just have the sprite animate in place and have the engine do the moving, but we've run into a pipeline issue with animations that move the object in a specific way i.e. an attack with a blast that pushes the player backward from the force, a ledge save, or a flying enemy that bobs up and down while it's idling.
So far we've exported these animations in-place and tried to recreate them by moving them in-engine, which I find not only time-consuming, but also REALLY wonky. How would you approach this? I'm seeing some posts about using the animator to move the hitbox--in that case, would you export the animation WITH all the movement baked in? Or if it truly does need to exported in-place, what are some best practices for getting the animation to line up? Thanks so much!
https://redd.it/1q8gakt
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Reddit
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Noob - Help with Iso Tile Palette please. :-)
https://preview.redd.it/u3vor7qk9ecg1.png?width=2560&format=png&auto=webp&s=1953362beba3b2ed0aa42c44e3cb84725484b9fc
I have everything set up so that it works nicely in the scene - see top right window, note the mouse pointer - the block appears in the grid-space that I expect it to - but why is everything so messed up in the Palette Window?
1. Something is amiss with the sorting order.
2. All the blocks are floating about 1/3 of a space above the square they should be sitting in.
Below is another screenshot with the cell-spacing set wider to negate the sorting problem and exemplify the "floating" effect. Something to do with the Z-position I guess.
It doesn't make any difference to the "game" as everything is placed predictably in the scene. But I'd like the palette to look right too - and maybe it's a sign something else is not set up right I'm not aware of?
I've experimented for about an hour trying to figure this out. Any help appreciated.
https://preview.redd.it/re2wvopabecg1.png?width=2560&format=png&auto=webp&s=47c6cac609705ef65ac6bdc5d5ea33c9eefed4b3
https://redd.it/1q8ln7d
@r_Unity3D
https://preview.redd.it/u3vor7qk9ecg1.png?width=2560&format=png&auto=webp&s=1953362beba3b2ed0aa42c44e3cb84725484b9fc
I have everything set up so that it works nicely in the scene - see top right window, note the mouse pointer - the block appears in the grid-space that I expect it to - but why is everything so messed up in the Palette Window?
1. Something is amiss with the sorting order.
2. All the blocks are floating about 1/3 of a space above the square they should be sitting in.
Below is another screenshot with the cell-spacing set wider to negate the sorting problem and exemplify the "floating" effect. Something to do with the Z-position I guess.
It doesn't make any difference to the "game" as everything is placed predictably in the scene. But I'd like the palette to look right too - and maybe it's a sign something else is not set up right I'm not aware of?
I've experimented for about an hour trying to figure this out. Any help appreciated.
https://preview.redd.it/re2wvopabecg1.png?width=2560&format=png&auto=webp&s=47c6cac609705ef65ac6bdc5d5ea33c9eefed4b3
https://redd.it/1q8ln7d
@r_Unity3D
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That thing you want to add to your game will take longer than you think.
https://redd.it/1q895ez
@r_Unity3D
https://redd.it/1q895ez
@r_Unity3D
I built a real-time ballistic launch angle solver in C++ (open source)
Hi, I’d like to share a small open-source project I’ve been working on.
This is a C++ ballistic solver designed to compute interception trajectories
for moving targets in real time, using physics-based modeling rather than
lookup tables or purely heuristic methods.
The main goal was to handle:
\- Moving targets
\- Gravity and drag
\- Real-time constraints (for game AI usage)
It formulates the problem as a nonlinear system and solves it numerically
(RK-style integration + iterative solvers).
Potential use cases:
\- Game AI (turrets, artillery, projectile weapons)
\- Physics or simulation-heavy games
\- Prototyping trajectory / interception mechanics
GitHub:
https://github.com/ujinf74/ballistic-solver/
The project is still evolving, so feedback, criticism, or ideas for
game-oriented improvements are very welcome.
https://reddit.com/link/1q8ntbq/video/hk8lmfevpecg1/player
https://redd.it/1q8ntbq
@r_Unity3D
Hi, I’d like to share a small open-source project I’ve been working on.
This is a C++ ballistic solver designed to compute interception trajectories
for moving targets in real time, using physics-based modeling rather than
lookup tables or purely heuristic methods.
The main goal was to handle:
\- Moving targets
\- Gravity and drag
\- Real-time constraints (for game AI usage)
It formulates the problem as a nonlinear system and solves it numerically
(RK-style integration + iterative solvers).
Potential use cases:
\- Game AI (turrets, artillery, projectile weapons)
\- Physics or simulation-heavy games
\- Prototyping trajectory / interception mechanics
GitHub:
https://github.com/ujinf74/ballistic-solver/
The project is still evolving, so feedback, criticism, or ideas for
game-oriented improvements are very welcome.
https://reddit.com/link/1q8ntbq/video/hk8lmfevpecg1/player
https://redd.it/1q8ntbq
@r_Unity3D
GitHub
GitHub - ujinf74/ballistic-solver: A native solver that computes launch angles to intercept a moving target under gravity and quadratic…
A native solver that computes launch angles to intercept a moving target under gravity and quadratic drag. - ujinf74/ballistic-solver