Technically I don't know, since I haven't tried it in that version. But it's working great in 4.0, and I doubt that has changed.
jhocking
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I had the same question before and asked on Discord, they said General rule of thumb: if it could be used for multiple different games, it's a fine thing to have prepared before the Jam (also it would be great if you also credit all external sources)
so I'll come up with the characters/setting/narrative when the theme is announced, but I can use my existing code for walking around a dungeon, and my existing pixel art asset packs
Doom doesn't fit this genre, but Doom RPG does:
https://www.escapistmagazine.com/what-is-doom-rpg-and-how-can-you-play-it/
Hi! I am an experienced Unity developer who has started several dungeon crawlers over the years. Started but never finished *sigh* so that's why I decided to join this game jam, to jolt myself out of that rut. Here are the projects I'm talking about:
https://newarteest.wordpress.com/2022/10/30/texturing-the-procedural-dungeon/
https://newarteest.wordpress.com/2018/01/27/map-and-combat-wip/
I do have a couple rules clarifications to ask but I'll save those for another post. I'm also thinking I might want to team up with an artist (not 100% sure yet) so let me know if you're interested.
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Looks like this discussion forum isn't terribly active, so i might repost this on discord...
A search state is an interesting idea. I didn't think of that because something like that is not necessary for my projects (this AI demo is already verging on too smart for the sort of game I'm making, and I wouldn't want the enemies even harder for the player to evade) but something like you suggest would be great for a stealth game.
This is my rule system for lightweight RPG games (both tabletop games and tabletop-feeling video games). It’s somewhat quixotic that I designed a tabletop game system to use in a video game, but I want to recreate that old school feel of bringing an RPG from pen-and-paper onto the computer. The most interesting (possibly unique) part of these rules are the progression mechanics.
https://jhocking.itch.io/cobalt-rpg
Other than just general reactions from rpg experts reading the rules I've devised, I have two specific queries:
1 - What are other games with a skill purchase progression system? This part of my design was mostly informed by an old web game called Urban Dead, and I later realized I should also look at GURPS, but are there other similar systems I can get ideas from?
2 - What are some pros and cons of a class versus classless system? I ask because my system is classless as originally devised, but I can easily make it class-based by having separate ability lists for each class (versus one global list all characters use.) I initially liked the flexibility of a classless system, but I eventually realized class-based does enforce variety of character builds (versus players always choosing the same best abilities).
I'm a solo dev if that's what you mean, and I did all the programming. The graphics (eg. the smoke effects) are mostly cobbled together from stuff I got on Unity's asset store.
Although I made this specifically for the Go, it works so well on desktop too that I'll probably throw in the controls you suggested.
I just downloaded Kenny Studio NXT (the new prototype that you just released) on my Macbook Pro, and the first major issue was immediately apparent: I can't delete anything! Presumably the Del key the app responds to is a different key from the 'delete' on this keyboard, since this is a shorter keyboard that doesn't have the numpad and stuff. I think full size keyboards actually have multiple keys for deleting (Backspace, Del, etc.) so you should probably just make your tool respond to all of them.
I had written a Blender script to export data about objects in the scene: https://jhocking.itch.io/dropper-for-blender
Essentially it's a simple level editor. It writes out JSON or XML with the names, positions, etc.
As the description explains, I had first written a Blender script to do this years ago, but Blender's API changed soon after and that script no longer works. Ever since I've been meaning to re-write the script in the new API, and this toolbox jam finally gave me a reason to do it!