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zakruti.com » IT - Software » Dani Gamedev
New Weapons! - A week of Game Development in Unity #9

New Weapons! - A week of Game Development in Unity #9

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Rating: 4.5; Vote: 2
This week we're adding new weapons, working a bit on a randomly generated map, some more particle effects, and other! A lot of cool stuff in this weeks devlog. Also thanks for the amazing feedback on both my 6 Months of Learning Game Development in Unity (Progress & Result) and A day In the Life of a Game Developer & Student. The feedback has been amazing, and really motivates me to keep doing game development! I'll keep working hard to get the game ready as soon as possible. love you all NixNix22: A suggestion about weapons Add sharpness and whatnot So, swords can also deal damage by poking people, add swiping damage or how ever you'd call it, and basicaly Swords would be able to do medium damage but poke and swipe, but maces/axes can do only swipe damage, but hit more heavily
Date: 2020-05-17

Comments and reviews: 9


Hey I have two suggestions. I think the troll would be more intimidating if it had wider shoulders and torso since he kinda looks scrawny for a troll (pretty much just making him thick) and I also think it would be cool if he could grab the boulders that fly out after he smashed the bridge and chuck them at the hero if he loses his club. I hope you like these ideas :)
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For the map pieces you should make the different map pieces have different rarity s to spawn like the flat piece is the most common and the others a bit more rare like less of a chance for them to spawn so it s a bit more diverse... Hope you see this even though this is on an old video
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how about you add like a different dimension which you can go to by jumping through a water pool. these could be randomly generated in temples, but should also be able to be built so you wouldn't have to run all the way to the temple again. just an idea!
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Try to make a cave-ish thing. Where players and enemies can enter and when they enter the cave, the whole environment changes. There can also be other traps and enemies in the cave. You can try to make underground-caves if you feel extra adventureous!
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Hey, I'm not really good at coding (working on a game rn anyways) but a way to fix the sword glitching in the ground is making the collision thicker so that things don't pass through it as much, I think that would work well..
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Here are Some suggestions: -Spears: ranged and melee when thrown have a chance to pin enemies to the ground -Blunt weapons can stun enemies -Bleed effect for Sharp weapons -decapitation for enemies P.S. I love your work!
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Outfits/ Easter Egg outfits for doing achievement based things e.g kill a dragon (another idea) get dovakin helm. Kill goblins get a goblin slayer helm. Just started watching your devlogs, love it. Keep up the good work!
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you could use a different type of trigger on traps so they don't always jump, instead they have a chance of noticing the trap, making it possible for the player to use the environment to his own advantage
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In the video i saw that enemies cant harm each other. You should make them do that! I mean not attack but like so you can grab a thief and block a trolls slash and the thief is dead or at least harmed
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