I'm getting really excited about your new game.
Posts by keebar
This concept art looks so cool!
I love lightning effects, so I'm still trying to finish my 3d lightning FX shader.
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Looks good! I'm working on some stuff like this.
π
voxel effect is cool!
Thanks for sharing! That sparked a lot of ideas for me.
How did you get the back face normals? Was it done in 2 passes?
Randomness by position and rotation.
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This scene must have taken a lot of work.
I love this style!
I'm sharing my lightning shader here: miuwang.itch.io/lightning-el...
How's the cover image looking?
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Warning:Missile locked!Missile locked!Missile locked!Missile loc...
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I'm sharing this effect here: miuwang.itch.io
It's free!
A bolt of eldritch black lightning...
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Instead of packing AO into an ORM map (alongside metallic and roughness), I believe we should prioritize reducing the number of UV sets per character model.
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From a VRAM optimization perspective, this approach is clearly more suitable. Otherwise, we would be forced to set up multiple UV sets for the same model and assign several different mask textures accordingly.
I believe surface type information is more critical than ambient occlusion. When creating characters, we often need to represent multiple materials with distinct attributes on a single modelβsuch as human skin, anisotropic silk with varying directions, and other specialty fabrics.
Another challenge is how to confine the lightning bolt and its branches inside an irregular 3d modle. Still figuring this part out.
To make it 3d, techniques like ray marching and heavy real-time random number generation are required. The main challenge lies in striking a balance between visual fidelity and performance overhead. But Iβm not giving up on it yet.
Making a lightning effect in 3D is so difficult. At least the 2D version is all set.
Find this shader here: miuwang.itch.io
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The main point is to walk the player through the gameplay loop in the tutorial:draw runes β test gems β sell/field test β get rewards β repeat. This way, players can grasp the rules quickly without needing wall of text explanations.
I've tried out your game. I mean you should give players a push when they first start so they follow your intended path. For example, showing them how to open the rune screen and then guiding them to test the gems... These are all considered part of the game's tutorial level.
keep the start simple and the wins immediate. The best explaination is a tutorial level.
this FX is cool
A plasma ball!
The main bolt is pretty cheap, but the branches are really expensive to generate.
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I don't feel a thing
And I stopped remembering
The days are just like moments turned to hours
...
Walking in the rain, in the rain, in the rain...
"A small detail, but it changes everthing", I like it.
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Still improving it! I've added controls for the branching length and duration. However, the branching shapes still look a bit repetitive. I'm working on it.
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