Lys
@lystingdangerously.bsky.social
95 followers 57 following 39 posts
Game director at Eridanus Industries, and lead developer of NEBULOUS: Fleet Command
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lystingdangerously.bsky.social
It's not perfect, as it only projects the hits directly underneath the bell, but it allows us to texture all of the engine components on a full UV map while still knowing where to address damage in relation to the hull.
lystingdangerously.bsky.social
The engine bells are projected flat on the UV2 map, down onto the surface that contains them. This allows us to sample the same damage mask from the hull under each point on the bell, and doesn't require another hull segment with its own mask. This works for the small maneuvering thrusters too.
lystingdangerously.bsky.social
The updated ship models and new damage shaders allow for damage effects on the large engine bells and maneuvering thrusters. The way we did this without adding additional colliders for them is actually a pretty funny hack. #gamedev #techart
lystingdangerously.bsky.social
I appreciate the little red marks on the affected versions, but I open Unity Hub maybe once a week (or whenever my editor crashes) and update it even less. The email subject didn't include "critical", "security", or "vulnerability". The words it did use I commonly associate with FOMO marketing.
lystingdangerously.bsky.social
I'm not a communications expert but "Unity Platform Protection" sounds like you're trying to push a branded security product on me and not a notification of a *critical security vulnerability*. Maybe lead with that next time. #unity #unity3d
lystingdangerously.bsky.social
Somehow ended up with Gold Vauxhall. Gotta say this is a first time error for me... #gamedev
lystingdangerously.bsky.social
Something funny we learned working on this graphical update for Neb is that apparently there are two models for the Vauxhall light cruiser. One is 10% larger than the other and at first we weren't sure which one was actually currently in the game. #gamedev
lystingdangerously.bsky.social
My assessment at this point? Aside from 250 AP, which everyone burns through 100% of in a boss room, the consumption rate of most ammo types is actually pretty decent. Some don't get used much but that's because the corresponding threats haven't been encountered yet, so we'll see where those fall.
lystingdangerously.bsky.social
The large drops following difficult battles are good prompts to place ammo looting opportunities either at the end of that room or in the next one where they can recuperate.
lystingdangerously.bsky.social
The campaign save system is snapshot-based, with an autosave each time you transition to a new room. This provided a really great opportunity to go snapshot by snapshot and compile how much of each type of ammo the player had at the end of each room.
lystingdangerously.bsky.social
Understanding how players feel is important, but I also *want* them to feel the strain as it adds to the "behind enemy lines" mood. I want the player to have just enough to get through, but feel like they won't. So in order to balance these two competing concerns, I made this tool yesterday.
lystingdangerously.bsky.social
More #gamedev tools for our singleplayer campaign: In order to balance the ammo economy, one must understand the ammo economy. We're about to start testing the third (of four) zones in the campaign, and testers were reporting how they were starting the feel the resource strain by the end of zone 2.
lystingdangerously.bsky.social
There's nothing quite like wasting an hour debugging a simple issue to make you spend the rest of your evening (and the next morning) making an in-game visual debugging viewer for your homebrew campaign scripting system so you can see the values being passed around in real time. #gamedev
lystingdangerously.bsky.social
One of the many things you have to learn the hard way in Unity. C# UnityObjects are wrappers of the underlying C++ objects, and those can be deallocated while leaving the wrapper alive. It's not really their fault though, C# doesn't allow overloading the ?. operator.
lystingdangerously.bsky.social
Haven't decided yet. There are pros and cons to both release schedules. Right now I'm just focused on the work.
lystingdangerously.bsky.social
A few years ago i played goldeneye with a mouse and keyboard hack. It was life changing. I felt like a god. It's like half the difficulty has always been fighting the controls. Train was still a nightmare though.
lystingdangerously.bsky.social
Hmmmmmm...forgot to add 1 to my offset index
#gamedev
lystingdangerously.bsky.social
Last night was my real playthrough of the first 8 missions of my campaign, and despite knowing everything that was going to happen and constantly stopping to fix bugs I actually enjoyed playing my own game for the first time in years. It helped me remember why I got into #gamedev in the first place.
lystingdangerously.bsky.social
When i first started gamedev and was trying to build an audience it felt like every post i made had to be written as ad copy. I see the same thing all over gamedev bsky. Want to show off your screenshot? Make sure to include a steam link and a wishlist plea! I remember how stifling it was.
lystingdangerously.bsky.social
Just another day in #gamedev 🫠
Visual Studio showing 1026 Errors
lystingdangerously.bsky.social
Maybe we should plant less cucumbers next season...
lystingdangerously.bsky.social
"not as fun as shooting people". We are so lost. I get the same thing with people joking about shooting lifeboats in my game.
lystingdangerously.bsky.social
hl2_clipping_sound.wav

#gamedev #indiedev
lystingdangerously.bsky.social
Sadly this kind of stuff is endemic in the "second screen" age of screenwriting. It's especially painful when you have an experienced character (e.g. a Captain) who can't just do what their experiences says they should so the rest of the cast can narrate what is happening for people on their phones.
lystingdangerously.bsky.social
Since I already had the data available, I figured I might as well fix the mount visuals. This works by sampling all of the armor texels in the socket's bounding box on a worker thread to get an average condition to adjust the material. This is done whenever a hit sphere overlaps the socket bounds.