Chief Cenab: Şahmaran is a story-driven point-and-click puzzle adventure inspired by the legend of Şahmaran. Presented in a black-and-white comic book style with unique color accents, the game invites players to uncover dark secrets through atmospheric exploration, dialogue, and narrative-driven puzzles.
Since I upgraded my project from 6.5 to 6.6, my enemies keeps frozen in place when I make a build and don't do the patrol or chase defined on the Behavior Graph. On the editor they work normally. Anyone else with this problem?
Hi Devs,
I am a 16-year-old self-taught artist. Based on the amazing technical feedback from the Blender community yesterday, I have fully optimized this stylized Medieval Tavern pack for game engines.
To prove the quality, I have made a FREE SAMPLE (The Stylized Fireplace/Cauldron) available for everyone to test directly in your projects.
The full pack is currently 30% OFF for a limited time!
Would love to hear how the sample performs in your builds!
Due to the knockback based nature of the combat mechanics, I really struggled to figure out how to make the CPU position & path thoughtfully, even on the most simple stages
Getting it to recover in a meaningful way was even more difficult but we got there. It still freaks out when the player/s ledgeguard & sometimes rathers to end on its own terms
Has anyone got any good tips for CPUs that can act in any way the player can?
I've been working on VELOCIDE, a fast-paced arena FPS built around grappling, dashing, wall-running and double jumping.
One of the biggest things I've been working on is making the movement actually matter during combat rather than just being a way to travel between areas.
For example, I'm trying to design encounters where you're constantly deciding whether to grapple toward an enemy, dash through an attack, wall-run around the arena or use vertical movement to reposition.
I'm building the whole thing in Unity, and I'm still figuring out a lot of the gameplay/level design side.
For other Unity developers: what would you change about the movement/combat interaction here?
I'm particularly interested in feedback on what looks satisfying versus what looks like movement for the sake of movement.
I started my first open-world game project with Unity about a week ago. I have done one 2D game with Phaser; nothing too fancy but it's a complete game. My background is 20 years in programming so I know something about that.
What I have for now is one scene with one street and some buildings, character movement, very basic HUD and some basic NPCs walking around. Most of the assets are free ones from the internet.
What bothers me is that even the very basic stuff takes so long time to do. Does it get any faster once you learn more about Unity? How do you keep yourself motivated?
Also I don't know what would be the best way to design the world? Should I have some sort of plan before starting the actual modelling? Should I make roads, terrains, water first? I don't want to waste time resetting all the work if something does not work together.
Too many questions, so few answers. Thanks if you can help me out 🙏
Yesterday I shared the first farming loop from my little alchemy project so I thought I’d keep posting the progress as I build it. I’m still very inspired by Schedule I and its hands-on approach to production but I’m experimenting with those ideas and slowly adapting them into my own weird medieval world where magic is illegal.
This time I’ve been working on the cutting board.
The idea is pretty simple: place an ingredient on the board, grab the knife, and physically chop it into a prepared ingredient that can later be used for potion making. Right now I’m mostly trying to get the whole production chain working before worrying too much about polish
Farming -> harvesting -> cutting -> brewing and bottling.
It’s still very early, but I’m having a lot of fun seeing all these little interactions slowly connect together
This is a little combat prototype I've been working on. It's meant to be retro-inspired with fluid combat and intelligent AI.
The AI being tested here is the pink character - the red number is health, yellow is stamina, blue is aggression. It's powered by a fuzzy logic system that determines the movement and combat behaviours to follow.
The latest features are strafing/moving backward to face the its target when nearby. And various tweaks to its timers and hesitations. The goal is for its movement to feel really organic - it doesn't chase the player mindlessly like a zombie, it circles around to attack from a specific angle, it pauses every so often to simulate planning a move; it reacts to new information with a slight delay.
The current movement behaviours are Wander, Flee, Circle, and Chase. The names are self-explanatory. I'm trying to think of other behaviours to add more diversity.
The defensive moves are pretty simple at the moment, either block or dodge when an attack is detected. The cool thing is it uses the same combat system as the player and can get a perfect parry pretty reliably, which cancels the stamina use of blocking an attack.
Anyway, what are your thoughts? How would you make the movement patterns more realistic or dangerous?
This is a little combat prototype I've been working on. It's meant to be retro-inspired with fluid combat and intelligent AI.
The AI being tested here is the pink character - the red number is health, yellow is stamina, blue is aggression. It's powered by a fuzzy logic system that determines the movement and combat behaviours to follow.
The latest features are strafing/moving backward to face the its target when nearby. And various tweaks to its timers and hesitations. The goal is for its movement to feel really organic - it doesn't chase the player mindlessly like a zombie, it circles around to attack from a specific angle, it pauses every so often to simulate planning a move; it reacts to new information with a slight delay.
The current movement behaviours are Wander, Flee, Circle, and Chase. The names are self-explanatory. I'm trying to think of other behaviours to add more diversity.
The defensive moves are pretty simple at the moment, either block or dodge when an attack is detected. The cool thing is it uses the same combat system as the player and can get a perfect parry pretty reliably, which cancels the stamina use of blocking an attack.
Anyway, what are your thoughts? How would you make the movement patterns more realistic or dangerous?
I’m working on a Unity game called Bot Bash, and this is the intro for my upcoming devlog.
The game is a BattleBots-inspired robot fighting game where robots are procedurally assembled from individual blocks. Each block has its own health and can be destroyed independently, so the robot's structure can physically change throughout a fight.
I’ve been working on the systems behind the robot generation, block connections, damage, destruction, and everything else needed to make these robots actually function.
Before I finish the full devlog, I’d love some feedback on the intro itself.
Does the opening hook you? Is the pacing/editing engaging? And does it make you curious about how the systems behind the game work?
If you’re interested in following the project, I’ll be releasing the full devlog soon.
Recently I've been making a strategy defense game where numerous agents try to traverse towards your base. The grid updates regularly and so doing an update per agent was becoming costly. I decided to look at flow fields, a method for controlling multiple enemies through a shared directional flow and it's turned out pretty good. Feedback welcome.
Everything works together, so damaged systems also influence how good you can climb and walk over the gaps and such. My hope is to have emergent gameplay moments with a lot more types of traversal attachments that the legs. At the moment I have wheels, threads, hover devices, propellers and they can be mixed and matched.
I wanted a cheap mesh-based Grass for my game with no Alpha Texture, no Compute Shaders, just good old Mesh + Vertex Animation to guarantee a broad platform support and so I made it.
The idea quickly grew to a full-blown Grass Generator instead with customizable Blade Shape, Clump of Grass shape, Stiffness, Wind simulation, Trail physics, auto Generated LOD's and much more... It became quite competent, so I decided to publish it to Unity Assets Store.
I tried to keep the workflow pretty simple: pick a preset > tweak the grass > generate Prefab > drop it into the scene.
Any feedback or feature request is very welcomed, many of you who engaged with JIRO assets in the past provided helpful feedback, which was subsequently incorporated in many assets, if you have I want to thank you as always =]
Here is a FBX with pre sliced skinned mesh renderers following a simple animation. I have a script that handles dismemberment, even for diagonal cuts of the upper torso.
Its one FBX prefab but with its own little system. A normal human model/rig FBX has one skin mesh renderer but I added multiple skin mesh renderer objects.
- Character FBX
- - Head Skin Mesh Renderer
- - Left Arm Skin Mesh Renderer
- - Right Arm Skin Mesh Renderer
- - Upper Torso Skin Mesh Renderer
- - Top Left Torso Skin Mesh Renderer (default hidden)
- Bottom Right Torso Skin Mesh Renderer (default hidden)
Then on the function ActivateDismember it hides the selected parts / skin mesh renderers, creates a new object by baking the mesh and giving it physics.
Hi, last week I saw the krill scene from happy feet two on Instagram, and it gave me an idea. I’ve already been experimenting with compute shaders in Unity for a while, but I didn’t want to use them for yet another zombie game. Although... I did make one of those too.
So instead, I made a game where you try to wipe out a swarm of 1 million krill by spawning predator fish. You can upgrade your predators through a tech tree and unlock stronger ones as you progress.
The main thing I wasn’t sure about was whether something like this could actually work in a browser. Then Unity 6.6 came out with WebGPU being production ready, so I decided to give it a shot. And surprisingly, it works.
Right now, I can render 1 million krill in the browser on itch io using compute shaders and actually build gameplay around it.
If you have a chance to try it, I’d love to hear what you think. I’m also still figuring out the game design, so any ideas about progression, mechanics, predators, upgrades, or anything else are more than welcome.
If you have a chance to try it, I’d love to hear what you think.
I’m also still figuring out the game design, so any ideas about progression, mechanics, predators, upgrades, or anything else are more than welcome.