There are decades where nothing happens and there are weeks where decades happen
Building creative forces.
Love my rare productive days where I actually cross things off my mental list of anxieties.
I have been chipping away in 15 minute bursts. For some reason a feature only worked after implementing, removing, reimplementing, removing, reimplementing a third time. No idea why it didn’t work earlier but finally I can stop bashing my head against the one thread on the issue that exists 🥲
Nice! And yeah, sometimes you’ve got to take things a bit at a time. I try to do at least a little work on my games every day, even if it’s just 5 minutes. That gets me through the lean times where I’m feeling unmotivated and ensures the project doesn’t die completely.
I work in large chunks on my projects. I recently had a weekend where I got loads done, but have yet to touch it since
I started porting my OpenGL renderer to Vulkan a few weeks ago, been slowly chipping away at it for a bit each day and I’m starting to feel like it’s a very big mistake, I might just scrap it all and stick with old faithful, it was a decent learning experience though.
Nice! I experimented with light probes last weekend and absolutely fucked my visuals and lighting. The low poly (synty) models I’m trying to use are super jagged on my Quest.🙃 Think I gotta rebuild the scene from scratch.
That’s cool! I’ve just been figuring out shaders myself. They’re really useful.
Shaders are a headache but so goddamn satisfying to see in action
That’s cool
Lol not really.😅 Because…
I have no idea what I’m doing!
Shaders are cool, but I never know what’s gonna run right on the quest or just mess everything up. So I’ve not messed with them much. Not a lot of up to date docs on mobile vr dev for unity beyond basic setup.
Play around with it enough and you’ll figure it out over time. At least, that’s how it usually works for me.
Yeah, that’s the hope.🤞
What shaders have you been working on? Do you have a favorite effect you’ve made?
I was struggling to sync game time and shader time in godot so I could make the effect that the health bar has a bit of an animation every time it takes damage
Nothing too fancy yet, really. Enemies flash white when you hit them. The hero flashes yellow when he’s charged his flame attack. The dungeon’s master key icon on your map is a black, semi-transparent silhouette until you collect the key. Basic stuff, but still good to have, and I’m looking into doing fancier stuff in the future.
Congrats. I keep planning to do an 8 hour session over the weekend, but end up watching random youtube videos instead.
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Small, manageable, discrete goals. Focus on the most crucial stuff first. “I want to make a video game” is a huge and daunting task. “I want to have a character that moves when the player presses the arrow keys” is easy. Then you move on to, say, “I want the character to shoot a bullet when the player presses a spacebar.” “I want an enemy that dies when shot with a bullet.” “I want the enemy to move.” “I want the enemy to shoot back.” “I want the player to have a health bar that depletes when they’re hit by a bullet.” etc. etc.
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Oh, hey, I haven’t heard any game dev stuff from you in a while. How’s it going?
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Oof. Sorry to hear that. I wish Kor had done better so you wouldn’t be stuck in such a situation.
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Congrats! This week I just finished my studies to become a game dev too :D
Nice!