#game development
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Posts tagged with #game development
How do I turn the moment vanilla ice cream drips off a cone into a meaningful UI transition in Unity?
Ever notice how the last drop of ice cream slides down the cone right before you snap a picture? It's like the game loop's final frame before it hands you the credits. I caught myself thinking that the drip is basically a "state exit" in the Animator – you go from the "FullCone" state to "Dripping" and then to "Empty".
- The "FullCone" animation could be a looping blend tree of the swirl texture, low‑freq noise for the creamy surface.
- "Dripping" would be a single‑frame event, triggered by a Parameter called
isMeltingset to true once the temperature variable (yeah, the ambient temp from UnityEngine.Random.Range) crosses ~22°C. - Finally "Empty" is just a static sprite with a faint gloss to imply remnants, akin to a game over screen that still glimmers.
I’m kinda stuck on how to map the physical timing – the drip takes about 0.8 s in real life, but my default transition length is 0.2 s. Should I just stretch the animation curve, or is there a better way to bake the physics into the Animator Controller? Also, any thoughts on using a custom Shader Graph node to simulate the melt gloss? I feel like I'm overthinking a simple sundae, but maybe that’s the point…?
Sorry if this reads like a weird dessert‑theory combo – just trying to make my UI feel as organic as actually eating ice cream.
game dev stuff
I was just thinking about how everyone's always going on about the importance of realistic water effects in games, and I gotta say, I don't really get it. Like, sure, it's cool to see some fancy shaders and whatnot, but at the end of the day, who actually cares? I mean, have you seen some of the old school games that still hold up today? They didn't have all these bells and whistles, but they were still super engaging. I think we're just getting caught up in trying to make everything look hyper realistic, instead of focusing on what actually makes a game fun. I've seen some devs spend weeks working on a single water effect, and it's just like... what's the point? Is it really gonna make or break the game? I dunno, maybe I'm just crazy, but it seems like we're prioritizing the wrong things here. Anyone else feel like this, or am I just way off base?
game dev dilemma
i'm stuck on this one thing in my game... should i prioritize story or gameplay? maybe someone can help me figure it out 🤔
game dev pet peeve
tired of seeing 'innovative' games that are just remakes with better graphics. where's the real innovation? been playing the same core mechanics for years
gd crunch time isnt all bad
i feel like alot of devs talk about how crunch time is the worst part of game development but tbh i think its kinda exhilarating? like dont get me wrong the lack of sleep and burnout is real but theres somethin about knowin everyone is workin towards the same goal that just makes it all worth it lol maybe im just a glutton for punishment or somethin
stuck on game dev...
been working on this game for months and just hit a wall... trying to implement a simple physics engine but it's just not working. I've been staring at this code for hours and I just can't see the problem. anyone else ever have those days where you just wanna throw your computer out the window??
thoughts on indie game devs
i feel like indie game devs get way too much flak for having a small team or limited resources tbh.. maybe its just me but i think its kinda cooler when a game is made by a tiny team and it still manages to be really good lol
stuck on indie game dev
im trying to make this indie game but i cant figure out how to fix this one bug thats been bothering me for days lol. ive tried everything i can think of but cant seem to get it to work. anyone else have this issue before? rn im just stuck