Duckmastermind1

u/Duckmastermind1


r/SurvivalGaming•

So I'm developing a Survival game, and I reached the point where I have to think about how the wold is made, I encountered 3 options:

Procedural: everything is generated via script, when loading a new world, every road, tree, hill, building is placed following guidelines to make it make sense (no trees on roads and buildings next to roads + paths and other).

Handmade: I place everything by hand, roads, trees, structures, etc... (not loot and furniture obviously).

Prodecural + handmade:

I place basics by hand, roads, important story buildings, etc... But forests, furniture, smaller POIs, some houses are randomized or generated randomly, giving variety while keeping the map familiar.

What

320

r/Bannerlord•

So for example, if I have a city and I join a kingdom as mercenary or vassal, and then leave, will that kingdom e be pissed that I took a city that already was mine?

14

r/SurvivalGaming•

So I've been playing Project Zomboid, and I had a lot of fun finding a base, finding food, securing the base and upgrading, but after like 3-4 days of playing, I started to feel like I have no objetive.

Sure, I could find a new base, but why? This one has food, water, electricity for months, is secure and upgraded.

What is a good way to give a playtrough that spice again?

Like at the end I think that survival games get boring after you do just that, survive,once basic needs are covered, one stops finding objectives that get exiting.

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r/redditdev•

Hey, so I'm playing around with the reddit API and tried uploading some posts on a private sub as testing with images, but I don't seem to get the preview image working, tried placing the image before or after the text and still nothing, any idea?

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r/Unity3D•

https://preview.redd.it/sx4td0kk8tjh1.png?width=917&format=png&auto=webp&s=89dcb7343ab72139c658be3b21ab754a56ea5859

Like, the player has a lot of scripts that I know are correctly placed on the player, health, movement, but other stuff I have my doubts.

The problem is that the player is so easily accesible in my case because its referenced in a static variable field, so I can access it so easily.

Should I consider moving all those manager scripts onto a manager object or even multiple objects (empty GameObjects) for better organization but harder logic to keep track of them, or is it not much of a issue that the player is my manager scripts mule?

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r/SurvivalGaming•

So I'm making a survival game, and that game contains forests, it also contains diffrent weather events.

One being Thunder without rain.

When thunder hits the ground it generated sparks/heat.

Problem: I have a forest fire system, basically the forest can burn down, the issue being that there is nothing the player can actively do to prevent it from starting.

So one could be working on his wooden house, and boom, the forest is on fire next to it, and I thought about it, is punishing a player bad if he cannot prevent it?

I understand that players will feel frustrated if it happens, and thats not a emotion you want players to associate with your game.

But, at the other side, life is no

627

r/IndieDev•

I mean I expect big studios to update their game with new content for at least 5 years, for Multiplayer Games and Life Service I'd expect even more.

A small indie studio / solo dev, for how long should they add new content to their game?

I don't mean Early Access

I'm talking about updating the game with new content after the game has everything that the dev wanted the game to have, big studios have a lot of funding to finance a future roadmap, but small studios and solo devs might not have that financial power.

So basically, how long should a Solo Dev or small team develop new content for a game that is finished? Could they get away with making DLCs instead to be able to fund the update

213

r/Unity3D•

So I have a little script that basically makes forests for me, trees, bushes, flowers, the entire shenanigans.

All of them can be interacted, all plants can be picked up, all trees can be cut down.

I started optimizing various aspects and managed a good framerate on a small batch of forest (10k objects still 👀).

My question is, how does one optimize large game worlds? Is occlusion culling and chill the solution?

When at the end, I decide to generate the entire forest, having possibly over a million game objects, how do I make it run smoothly without catching fire? Since I'm very new to optimization, and even more in this size, I decided to ask claude, and it mentioned that at that size,

019

r/IGSRep•

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