Playeroth

Playeroth

@playeroth.bsky.social

Learning game development. Currently on another job

150 followers52 following283 posts

Todays Devlog: Made the inventory work ingame; can pick, drop and it will talk pretty well with others script. want to add proper animation on open/close inv, select item, eventually fix general lighting. All have rto work in multiplayer.. #gamedev #unity3d

Playeroth@playeroth.bsky.social

Todays Devlog: Added item swap, it can only swap if both item uses the same block. this grid inventory is complicated yet easiest system i can do for now. I also added an outline, (free package) and then scripting to switch colors based on conditions. next is smooth position #gamedev #unity3d

Todays Devlog: Added item swap, it can only swap if both item uses the same block. this grid inventory is complicated yet easiest system i can do for now. I also added an outline, (free package) and then scripting to switch colors based on conditions. next is smooth position #gamedev #unity3d

Playeroth@playeroth.bsky.social

Got the Grid Inventory working, i only need to add proper checks for switching item position with another, and drop of inventory. Im not a big fan of the hard offset, the item not being centered to mouse but atleast it works. #gamedev #unity3d

Got the Grid Inventory working, i only need to add proper checks for switching item position with another, and drop of inventory. Im not a big fan of the hard offset, the item not being centered to mouse but atleast it works. #gamedev #unity3d

Playeroth@playeroth.bsky.social

Can anyone help with this? i need to get the best approach for a Grid Inventory System with specific things: 3D Objects, Not UI. The grid object is rotated (x, 90, -75) which increases the difficult to script. Im using triggers and not vectors more detail in replies #unity3d #gamedev

I was trying a wrong approach, i was thinking on letting the item move only inside the Grid, but upon learning from other games, i noticed the item always move to the mouse and either snap to nearest grid or dont snap if not in full tiles. So now im fine on how it looks, although item isnt centered.

it works by using tilemaps and spawning game objects with script for the colors, but otherwise useless for now until i add proper variables to set type of a snapped tile. I need triggers on them so item and manager can check.

Can anyone help with this? i need to get the best approach for a Grid Inventory System with specific things: 3D Objects, Not UI. The grid object is rotated (x, 90, -75) which increases the difficult to script. Im using triggers and not vectors more detail in replies #unity3d #gamedev

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im not sure if my approach is scalable, there will be other items with different sizes and i should be able to rotate them 90~. Im considering in using a 2D plane to mimic placing in a 3D, but seems to be incosistent. Since its 3D objects + rotated, couldnt find much info, not sure how RE4 did it

Common tutorials shows grid inventory but Item occupying one slot at time. Since i want to approach like RE4, items have a different size occupying different grid slots and thats something im very new and logic is quite difficult to try myself

Can anyone help with this? i need to get the best approach for a Grid Inventory System with specific things: 3D Objects, Not UI. The grid object is rotated (x, 90, -75) which increases the difficult to script. Im using triggers and not vectors more detail in replies #unity3d #gamedev

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tried to search for infos about grid inventory, grid RTS but they used 2D versions and i dont get how to implement that method in my 3D approach. I tried clamping position but wont be able to place on the last Up grids. I can attempt to implement 2D project into 3d but not sure, might be last resort

@kavidevs.bsky.social Hey! you might have done a Grid System, if you dont mind to give some info about how to try this approach. its my first time. Thanks anyways Im trying an approach very similar to Resident Evil 4 inventory, with that sightly rotated inventory to give some depth.

Can anyone help with this? i need to get the best approach for a Grid Inventory System with specific things: 3D Objects, Not UI. The grid object is rotated (x, 90, -75) which increases the difficult to script. Im using triggers and not vectors more detail in replies #unity3d #gamedev

on my approach, i have a object that is the "preview" and that one checks if the next grid contains the same size as i need, if yes, keep saving last position. Once i click, the actual object is placed in last position. But this doesnt takes into account the object form,being able to place outbounds

clip shows me placing preview out of bounds, which last position is executed but if you look closely, im placing in a valid grid position but since the object has a pivot offset, half of it will be out of grid and so executing last position. i need some other approach

Todays Devlog: added Button Keycard, permissisons for button, Item in hand view and this is all very scalable and uses a lot of SO and less dependent code. Keycard scale for showscase. Need to add cursor, probably hand be in item pos and so on

Playeroth@playeroth.bsky.social

Making audios, made a very nice Dictionary that holds a custom struct 'AudioDatas' and it works very well. #gamedev #Unity3d

Hello! it's been a while. Few months passed by since i took a break, now i'm back with Game Development. Today news since last update; Made some signficant changes, such as Pickups component, Door interaction, class switch and others all working in multiplayer. Still a lot to work on

Playeroth@playeroth.bsky.social

UI with more updates! its been fun to work with UI. with the mention that @miguelherrero.bsky.social made, i discovered the beauty of shaders and im now able to make the background UI not repeat nor stretch! they look so cool. * cinematic background is WIP #gamedev #indiedev #unity3d #SCP

cant add prefabs asset to a searched object, is there any other way to do this for all of them at once or while searched? going through one by one is time consuming. i can use a package to get this if exists #gamedev

UI with more updates! its been fun to work with UI. with the mention that @miguelherrero.bsky.social made, i discovered the beauty of shaders and im now able to make the background UI not repeat nor stretch! they look so cool. * cinematic background is WIP #gamedev #indiedev #unity3d #SCP

Playeroth@playeroth.bsky.social

Updating the Main Menu UI + Lobby working! still many things to update and change but its looking cleaner than before. Background need more updates and im not entirely sure if i will go for a dynamic background #gamedev #indiedev #unity3d

although im reconsidering if i should continue with the dynamic/cinematic background. Its a cool concept but it might be too distracting or boring, i enjoy the static image of the original game but also enjoys the old SCP SL 3d menu. Want to do something in between

need help understanding this: how can i approach this in Unity? here it shows multiple buttons, the background is different for each button. the background is also always in same size, not stretched or multiple tiled how do i implement this non stretched image that has multiple variations?

hmm looking at it looks like its made for repetition but now i still wonder how to select a specific area for the buttons background without stretching or scaling the image its like UV wrapping where you are able to select the areas to show in a mesh

Updating the Main Menu UI + Lobby working! still many things to update and change but its looking cleaner than before. Background need more updates and im not entirely sure if i will go for a dynamic background #gamedev #indiedev #unity3d

Playeroth@playeroth.bsky.social

working a bit more on the main menu Background so it can look more with the idea i have. Learning Splines and a bit more of cinemachine components. Spline used for the movement and rotation is a cinemachine rotation composer. Not final version but its a start #gamedev #indiedev #unity3d

working a bit more on the main menu Background so it can look more with the idea i have. Learning Splines and a bit more of cinemachine components. Spline used for the movement and rotation is a cinemachine rotation composer. Not final version but its a start #gamedev #indiedev #unity3d

Playeroth@playeroth.bsky.social

switching characters added, each character contains a Scriptable Object that have datas i can edit, such animations datas, move speed datas, name and so on. Basically they dont depend on specific data, each has their own! #gamedev #indiedev #SCP #Unity3D

switching characters added, each character contains a Scriptable Object that have datas i can edit, such animations datas, move speed datas, name and so on. Basically they dont depend on specific data, each has their own! #gamedev #indiedev #SCP #Unity3D

Playeroth@playeroth.bsky.social

i officially got both guard and "prisioner" rigs to match each other, unity does the job of retargetting them for me. it was surprisingly easy to fix, they had bones named very weirdly. I took 3/4 days to learn how to do it properly yet i only had to match bone names to modern names. #gamedev

question: how do i make so the base of a script checks for an input, the method being soleny for checking, then on child it executes a method when the base input is executed? this is so i can make inheritance script, every object will have that check but not all objects will do the same execution

i know this sounds like override but that defeats the idea my best guess is events on base? sounds weird, unsure if thats correct approa all objects will have input check (player) so instead of rewriting code for each time, i want to just do a common check with bases that childs receives their own

i officially got both guard and "prisioner" rigs to match each other, unity does the job of retargetting them for me. it was surprisingly easy to fix, they had bones named very weirdly. I took 3/4 days to learn how to do it properly yet i only had to match bone names to modern names. #gamedev

Playeroth@playeroth.bsky.social

i think the biggest achievement yet was making the original skeleton type be a humanoid works on any software that has auto rig this was very simple but i had a LOT of trouble because i was doing wrong ways Simple: change the bones names to modern naming and it fixes all. Next step is Guard model

weapon and paper is entirely optional, will be removed later and add an actual item to the player hand. Will have to learn to properly do this player hand feature + animations be directional (IK probably) rather fixed;.

The meshes are from SCP CB ! i didnt create them nor the animations. i took from the original game (CCSA), as im creating a "spiritual successor" (if thats the correct word)

i think the biggest achievement yet was making the original skeleton type be a humanoid works on any software that has auto rig this was very simple but i had a LOT of trouble because i was doing wrong ways Simple: change the bones names to modern naming and it fixes all. Next step is Guard model

Playeroth@playeroth.bsky.social

so i need help on how to approach this. Im 'remaking' gameplay of a old game (CCSA3.0) Problem is that the characters models 'Prisioner' and 'Guard' bones and skeleton is very different. I have two options: dont try to merge animations / try to merge them details on reply, due to limit #gamedev

i think the biggest achievement yet was making the original skeleton type be a humanoid works on any software that has auto rig this was very simple but i had a LOT of trouble because i was doing wrong ways Simple: change the bones names to modern naming and it fixes all. Next step is Guard model

Playeroth@playeroth.bsky.social

so i need help on how to approach this. Im 'remaking' gameplay of a old game (CCSA3.0) Problem is that the characters models 'Prisioner' and 'Guard' bones and skeleton is very different. I have two options: dont try to merge animations / try to merge them details on reply, due to limit #gamedev

not that i will necessarily use a bunch of mixamo animations but its important for unity to do animation sharing. I want to use mixamo anims so i dont take too much time animating but also want to make sure they fit well.