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t-beaubo · 5 months
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Combat Visuals!!
List of recent improvements!
Better camera animation on clashes (and more variety too!)
Better impact VFX
Some UI improvements (not happy with the clashing style, but it will do)
The game is "cleaner", like there are no ugly 1 frame cuts to the wrong camera or animation or weird UI animation behavior
Better VFX sequences for individual attacks (stuff like an impact frame + VFX + creature shake + small slowdown on the tackle animation to turn a really boring animation into something with a bit more kick (and this is used when ANY creature uses this attack)
I'm feeling happy with how it's looking for the first time in a long while, still a lot that could be improved, but it's finally reached the "passable" stage, and that's good enough for me, because I have way too much to do.
(Also there is a full post on my tigsource thread if you want more stuff https://forums.tigsource.com/index.php?topic=73912.msg1461509#msg1461509)
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t-beaubo · 7 months
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Excuse me everyone while I don my fanciest tin-foil hat regarding the Unity TOS backpedaling.
I'd love to be like "Yeah, this is a great change! So glad they listened and are doing the right thing", but I have a lil' theory wrigglin' around, and it's not a good one.
After Unity reposted their prior version TOS that they scrubbed from the fucking internet with the new TOS change I had a little read through them, as they now claim that you can stay with the TOS for the version of Unity you downloaded.
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While many of the older version are safe, the April 2023 version (well before the announcement earlier this month) included this lil' ditty, which isn't in any earlier versions.
This is the start of my big ol' theory.
So, what does this mean?
First, it means that the runtime payment model was likely not a spur of the moment decision, since this is a TOS change that makes this legal MONTHS before (they just forgot the part where they said a while back you are allowed to use the TOS that came out when the version of Unity you are using came out oopsie!)
Secondly, it means that all future version of unity (and some of the recent ones out rn) are able to have runtime fees attached to them.
My, hopefully wildly incorrect theory is that this, combined with the removal of the splash screen on Unity Personal, only for new versions of Unity is an attempt to lure developers into using the new versions, then 2-3 years down the line, retrofit a new, harsh pricing model, like they tried to do this time, only legally.
OR I could be completely wrong and this was a genuine good faith decision by the company that ignored the numerous warning signs both from their development team, and the Unity vets that were called in for opinions, has a CEO with a history of running companies into the ground in corporate greed and chose to scrub the previous TOS versions from the history books and pretend they never said you could choose to remain on a prior TOS version.
Just... Be cautious using newer versions of Unity, and if you can, please read the TOS for yourself.
(Note: I have absolutely zero ill will to the developers and employees at Unity, this was almost certainly not their decision and was likely a shareholder/CEO decision)
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t-beaubo · 7 months
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Compute shader marching cubes in Godot!!
So after jumping ship from Unity, I decided to start trying to learn Godot by jumping straight in the deep end and learning compute shaders in Godot, something I've never done before.
So, first, my experience with Godot.
I think it's charming, I think as an engine it's explicitly weaker than Unity in many key ways, but it's charming none the less.
The UI leaves a bit to be desired UX-wise for me personally and gdscript is very similar to python, and I kind of hate it lmao, but it's very lightweight and snappy.
I will forever miss being able to access scene view in runtime and fiddle with values, it was my go-to way of debugging stuff, and the second go-to way of debugging are debug lines, which are also missing and a massive bummer.
But in return, being open source, along with a very active development team is, at least for this side project, enough for me to switch over from Unity (my main project is probably unfortunately locked to unity unless they somehow make the pricing model WORSE).
Making this was very far out of my comfort zone, but I'm glad I managed to get through it and spit out this goopy lil' pink sphere.
Big thank you to all the resources I used to make this, I am far too dumb to come up with this on my own:
https://www.youtube.com/watch?v=M3iI2l0ltbE https://github.com/Germanunkol/MarchingCubesComputeShader https://docs.godotengine.org/en/stable/tutorials/shaders/compute_shaders.html https://paulbourke.net/geometry/polygonise/
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t-beaubo · 8 months
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So ok, day 3 of the Unity apocalypse and I've been fiddling with Godot and Unreal Engine.
Unreal Engine looks lovely, but it just feels like I'm making a mod for a really well made game, rather than actually making a game.
I've never figured out how to pinpoint the awkwardness I felt with UE until it just clicked for me when messing with it today. so that's fun.
And Godot just feels like alternate universe Unity lmao, a lot of stuff is unintuitive but still makes a lot of sense (and also wont risk me going bankrupt to a rampant asshole CEO's whims).
tl;dr - Gonna work with Godot until Unity massively overhauls their TOS to not allow pricing changes on a whim to existing versions of Unity, and when they decide to not install spyware in their runtime software :)
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t-beaubo · 8 months
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I have been really lazy with actually posting stuff about the game I'm working on, so here is my lil' photography mechanic I decided was SUPER important a few days ago and we couldn't live without :)
It saves the photos you take to your PC as well so you can take them outside the game too, which is something I've always had a soft spot for!
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