one thing that nintendo often does to save on grass shading is simply to make the bottom texture of grass darker, eg "painting" in the shadows directly.
I recommend adding large boulders and rocks around the map as well as patches of flowers. Adding water plants like lily pads and diverse foliage can add a lot to your games visuals, I also recommend adding some sort of fog, be it volumetric or regular, just to add more depth. The games looking good!
Rather than popping the trees into view, why not fade them into view or fade out of view. When they are a certain distance away, you give them a low saturation and they are very opaque. As you get closer, they become less opaque and more vibrant. Of course, only for a distance of a few steps, after which they are 100% visible. You do the reverse when mobing away from the trees. You don't need many phases, like 5 should be enough. It will match well with the distance fog you have.
as someone who has been interested in game design for the past few months these videos are amazing, i have my own idea of a dream game i would like to make and i was worried about it being two separate genres stitched together but your project is an awesome proof of concept of that very idea, i look forward to seeing your next devlog
@@overphildev thanks, that means a lot,even since yesterday I have gotten so many ideas as to exactly how to stitch them together in a cohesive manner, I’m making a fast paced original strategy game,until your next dev log, good luck to you aswell
Welcome to the URP world, where new and different weirdnesses await. The shake of the trees could be done in a shader by moving the vertices the further they are away from the pivot point, which then should be at the root. Saw that somewhere once. For the tress in the distance, if you haven't done so, search for "imposters" which are 2D billboards of models which is used. That's how even commercial titles can achive a ton of objects in the distance. Have a good sunday!
A lot of AAA games like far cry 6 don’t use flat images for distance anymore. They normally just have extremely simple models with 1 super simple texture on it that resembles the colors. Flat images are pretty noticeable and they still equal one draw call. Not to mention you would need to orient them towards the player on a tick. A lot of them also do mesh instancing with some like unreal using special assets that are even more efficient.
You could add a wrench to act as an upgrade tool. You could use it to upgrade your scarecrow. While you are holding the wrench and looking at the scarecrow it could show its range.
Awesome changes and improvements bro!! but i have a question: When the bullet of the scarescrow hit an enemy i see a little jittering, that's because the bullets phisically travel and collides with the enemy's collider? or it's an animation of the enemy? cause if it's the first case i have something to tell you, I don't know if you know this but maybe for other people: whenever you work with projectiles, with fast and continuos projectiles (maybe cannion balls doesn't count here), normally you don't instantiate the bullet and make it travel or hit anything, you don't have to use the "OnCollision" method, what you do is cast a raycast and check if it't hit something and aplly the damage to that object, using "OnTrigger", since trigger colliders (from the enemy) doesn't affect the physiscs at all (you don't use resources to calculate it) but still gives you information, besides, when a collider travel fast maybe go through another collider, with raycast and triggers that doesn't happend, and if it's happen, you don't see it (cause there is no real phisic bullet) and doesn't affect anything of the environment. How you simulate the push abck of the enemy? apply a controlled force to the axis "-z". In this way you have absolute control on your phisics and don't waste resources, and for the visual of the bullet a line trail is a good option. And if you need or if you want to use real bullets, colliders travel through the map, even if that's the case, use "OnTriggerEnter/Stay/Exit" not "OnCollision" and when the enemy detects that, apply a force backwards or whatever you want, goodluck!
I recently watched Tom Weilands video he did making a new pirate ship for his game. He also had issues with standard shaders in URP causing the exact same bug with shadows when shadow cascades were turned on. Hopefully the community comes up with a workaround if they already haven't. Keep up the good work man awesome stuff!
As far as the tree shake goes, lots of games that have resource gathering will shake the screen AND the tree a little with impact. This layers the effect and makes it feel more dynamic. Loving the updates, stay awesome!
hey, just a tip, there are tons of lighting settings in urp, you can tweak them to make your game look much nicer... like changing color space from gamma to lienear. brackey has a whole tutorial on this. oh and postprocessing in urp is super easy
Yeah I'm excited for all the new things I have access too now. It'll take some time to finalize the graphics but I'll definitely be tweaking them a ton
3:55 "We fire the whole bullet. That's 65% more bullet per bullet!" 4:38 For the showing the range, first thing I think of is having a key like ALT show all ranges.
You have free particular effect available you could combine the sparking one with the smoke so when the scarecrow dies it will spawn that one vfx. Good job on the game and Devlog
For trees in the distance, you could always just switch them to flat quads (billboards) that always face the player rather than simply having them vanish. That's what most games do (the ones in your view anyhow).
@@overphildev From what i have seen, a lot of 3D games will have several levels of detail. So trees up close will have the most, then as they get further away, it switches to a low poly model, and then eventually to a billboard (flat quad consisting of two polygons) at extreme range where you can't notice the difference. Never used Unity myself, but thought about it.
@@NeilRoy You can also use Impostors which are basically billboards at an angle with a picture of the object (at said angle). They can look better than a classic LOD and still need less geometry BUT you need several textures (1 per quad face) so there's a tradeoff, i suppose.
@@overphildev I don't know how Unity works, but I would check for how you can use instancing which allows you to duplicate an object and reuse it multiple times without much of a performance loss as it is all the same object so it doesn't take up extra video memory etc. Not sure how the game engine handles this, I programmed them from scratch in C myself. I had over 10,000 asteroids in a little space demo I created, which were basically the same object (just resized, rotated) and there was barely a performance hit. I know in some software like DAZ Studio you can create instances of an object when creating a scene which is MUCH faster. Instances are perfect for things like trees. You can have a couple different types of trees then just instance them to create a forest, maybe resize and rotate if allowed.
I think that a really cool thing for an upgrade for the plant plots would be a system where you can craft sprinklers and they automatically snap to the center of the plot. You should also make a thing like the health bar, but it is blue, and the crops only grow when it has water.
you could set it up so when far enough away from a tree, it would replace the 3d model with a png of a tree (that looks more or less like the tree you used) that has a billboard effect so it's always staring at the camera, it saves in processing because there isnt a model that needs to be rendered and it looks better than just pop in and out of existence
Yo lil feedback to this episode: First of all: your specific video style is amazing and I absolutely love watching these episodes For the content: literally everything you‘ve changed was great. The small combat changes are great and the new bullets are looking sick. The tree shaking animation is a great upgrade too. I also really like the new farm changes, so for this episode everthing was great Keep the great work up looking forward to your next videos ❤❤
Great vid as always! Perhaps for the scarecrow range, it only shows while placing structures, since those are what it's presumably there to protect. It also makes spacing out other scarecrows much easier when you have more than 2 scarecrows to deal with. Have a great day!
The tree shake with the rotation thing looks really good compared to the other options. When plotting down the scarecrow, perhaps make a small animation that slams it down from 0,5 meters height, and have the models mesh dynamically shrink in the y-axis? and extend back again, to simulate a cartoonish wobbly effect? I think you can use some curves for it.. Can't remember what they are called :P But if you combine that with some impact/dust particles then it would just look sooo cool and satisfying when plopping them down. :)
@@overphildev Coming to think of it, it would probably look way cooler if you rigged it and animated the impact on the model itself instead of just shrinking and stretching, then you also have it rigged for other purposes ;) But hey good luck, I enjoyed watching it. It motivates me to get back to my project. ;)
I feel like your game looked better with the standard pipeline honestly. And the seeing through your grass if you wasn't using a custom shader you could have changed it to either fade or cutout to fix that. The standard shader was prob set to transparent. But your game looks quite fun indeed. :) Also the pop in and out with the trees could be fixed with lods. You'd have to make lod levels for your trees but it would make your game run smoother. And could make them not pop in like that. Just some tips from a old level designer. :)
Nice video! The grass looks better imo. I didn't notice that the whole cartridge or whatever its called doesn't shoot all together lol. Looks way better with the lines tho. Nice improvements this video.
or use the URP Dither method and Alpha Clip to fade them out like in alot of Nintendo games. Also the Dither Alpha Clip is a nice way to add transparency without using Alpha Blend calculations on the GPU
I think it would be cool for some sort of upgrade system where you could upgrade certain abilities, maybe it would work like there's some kind of upgrade station you have to go to.
Yay I have some ideas for the graphics so maybe add some falling leaves in the day time and wind streaks and at night fireflys and maybe some rain cycles also some ambient occlusion could be nice but make it toggle able so ppl with slower computers can still play good luck
It would be awesome if the water was transparent and fish were in there. I am sure you are planning on adding fishing in the future, but some rendered fish may help bring the world to life more.
If u still plan to have carrots I'd strongly recommend giving them a few leaves when their in the planter as irl the only real visible part of a growing one is just like a bunch of leaves
You should add a breaking effect to the trees. So when you chop trees with an axe a crack texture appears and gets bigger the closer the tree is to breaking.
@@overphildev I was thinking wrench would be default tool since you’re a robot it could like come out of your arm or something. Love the way the game is shaping up tho you have some pretty killer ideas and I’m confident in ur abilities!! :))
Unity didn't make shader writing complex on purpose it is something that happened because of support for newer direct X versions. if you don't want a game that looks like 2005 you have to do it. dx9 is that old.
The formula for polish is 1. Multi layered sound design 2. Camera shakes 3.multi layered particle effects 4. Multi layered decal/environment response 5. Impact stuff 6. Animations for each. Whenever I need to make something feel good I just run through that list and it always ends up feeling really good
You should make the shader that shows the scarecrows attack area barely visible if you are close to it, and completely visible if you are looking directly at it.
The rings appear because the grass on the terrain is too dense. Go to terrain settings and increase the detail slider(forgot the proper name but it's near the terrain size) it's the low value one with a value of 128/64/etc. It also controls how blocky your terrain is.
The video is good (but its still short af 😑), the urp problem is the thing i may be learned from this video (thanks man), and do u use any material to the grass (or its just codes ?), If its material then its easy fix, and i think u should change the scarecrow a lil bit. The bullet contains 2 things (that i dont even remember their name) (call it "the tip" and the "shell" sorry), u shoot the tip, the gun will throw the shell out, yeah just do it to the scarecrow (sorry for my english)
This shadow ring error with the terrain i actually had this exact same thing about a month ago when converting my terrain shader to urp as well i havent found a fix for it but it you do find a fix would you please give us some helpful tips or include how you did when you do? (if you ever do) thanks :)
@@overphildev you could also add post processing in manager or smth by searching "Volume" on the components tab & make sure its global and u have it enabled in camera
Well from my experience using urp in android(from template) make my game more laggy,so i still using legacy Pipeline,is there any tweaks for urp in mobile?
Hey, I've been following your devlog series since ep 1 and IIRC you used Sebastian Lague's random terrain generator tutorial right? If so you can fix that terrain blending issue you mentioned at 4:51 by blending between two textures by following this tutorial (ua-cam.com/video/uJSxqr3a0cA/v-deo.html) or at least it was the one I used since I used URP while following that series as well. Also like other people motioned I highly recommend using billboards instead of deleting the trees from view completely at a certain distance. Hope this helps!
@@overphildev Ahhh, thanks for the tip. I'll probably have to do something similar to get it just how I want. Nothing I tried gets it just quiiiiite the way I envision it
Hello, I remember a video of yours where you mentioned your full time job is programming. Well I would love to learn more about the professional practice, convention, and workflow in this field, and would love an opportunity to pay for it in work done for you; tedious refactoring, debugging, etc. Thank you in advance!
Surprising to see I have the same problems with someone. My grass also has that transparency weirdness where you can see silhouette of objects through it. Did you find out what's causing it?
It's something to do with the order things are rendered in the default renderer. Switching to urp fixed it for me. The forum post I showed at 1:48 has a few other solutions if you didn't want to do that though.
@@overphildev Well I am not gonna switch to urp just to fix a minor issue. If the other solution is easier I am gonna do that otherwise I'll just ignore it no one will probably notice this anyway. Also this video is very relatable. Writing shaders is very complicated in urp and there's basically no documentation to help. It's like they want us to use shader graph only and I had the same shader as you do (the Sebastian Lague terrain shader) and I couldn't get it working because no arrays in shader graph. I really wanna use urp cause it has cool features like vfx graph for example and it looks better overall but this one thing along with few other things keep me from using it. I prefer writing shaders more
one thing that nintendo often does to save on grass shading is simply to make the bottom texture of grass darker, eg "painting" in the shadows directly.
I recommend adding large boulders and rocks around the map as well as patches of flowers. Adding water plants like lily pads and diverse foliage can add a lot to your games visuals, I also recommend adding some sort of fog, be it volumetric or regular, just to add more depth. The games looking good!
Yep there is still lots of improvements I can make and I do plan on adding them at some point
keep up the amazing work man
I had a much harder time upgrading my (approx 6 month project) to URP, and I really enjoyed this vid!
Rather than popping the trees into view, why not fade them into view or fade out of view.
When they are a certain distance away, you give them a low saturation and they are very opaque. As you get closer, they become less opaque and more vibrant. Of course, only for a distance of a few steps, after which they are 100% visible.
You do the reverse when mobing away from the trees.
You don't need many phases, like 5 should be enough.
It will match well with the distance fog you have.
as someone who has been interested in game design for the past few months these videos are amazing, i have my own idea of a dream game i would like to make and i was worried about it being two separate genres stitched together but your project is an awesome proof of concept of that very idea, i look forward to seeing your next devlog
I love games that are a combination of 2 genres. Your game doesn't always have to fit perfectly into a category. Good luck with your development
@@overphildev thanks, that means a lot,even since yesterday I have gotten so many ideas as to exactly how to stitch them together in a cohesive manner, I’m making a fast paced original strategy game,until your next dev log, good luck to you aswell
Aaaaaaw yeah, a cup of coffee is a main requirement for switching to URP
._.
Welcome to the URP world, where new and different weirdnesses await.
The shake of the trees could be done in a shader by moving the vertices the further they are away from the pivot point, which then should be at the root. Saw that somewhere once.
For the tress in the distance, if you haven't done so, search for "imposters" which are 2D billboards of models which is used. That's how even commercial titles can achive a ton of objects in the distance.
Have a good sunday!
A lot of AAA games like far cry 6 don’t use flat images for distance anymore. They normally just have extremely simple models with 1 super simple texture on it that resembles the colors. Flat images are pretty noticeable and they still equal one draw call. Not to mention you would need to orient them towards the player on a tick.
A lot of them also do mesh instancing with some like unreal using special assets that are even more efficient.
You could add a wrench to act as an upgrade tool. You could use it to upgrade your scarecrow. While you are holding the wrench and looking at the scarecrow it could show its range.
Love the Buildcraft vibes with this one!
Awesome changes and improvements bro!! but i have a question: When the bullet of the scarescrow hit an enemy i see a little jittering, that's because the bullets phisically travel and collides with the enemy's collider? or it's an animation of the enemy? cause if it's the first case i have something to tell you, I don't know if you know this but maybe for other people: whenever you work with projectiles, with fast and continuos projectiles (maybe cannion balls doesn't count here), normally you don't instantiate the bullet and make it travel or hit anything, you don't have to use the "OnCollision" method, what you do is cast a raycast and check if it't hit something and aplly the damage to that object, using "OnTrigger", since trigger colliders (from the enemy) doesn't affect the physiscs at all (you don't use resources to calculate it) but still gives you information, besides, when a collider travel fast maybe go through another collider, with raycast and triggers that doesn't happend, and if it's happen, you don't see it (cause there is no real phisic bullet) and doesn't affect anything of the environment. How you simulate the push abck of the enemy? apply a controlled force to the axis "-z". In this way you have absolute control on your phisics and don't waste resources, and for the visual of the bullet a line trail is a good option. And if you need or if you want to use real bullets, colliders travel through the map, even if that's the case, use "OnTriggerEnter/Stay/Exit" not "OnCollision" and when the enemy detects that, apply a force backwards or whatever you want, goodluck!
The shake effect is a hit animation, I might turn it off but I was thinking a shake effect on hit would make it easy to see it connected
I recently watched Tom Weilands video he did making a new pirate ship for his game. He also had issues with standard shaders in URP causing the exact same bug with shadows when shadow cascades were turned on. Hopefully the community comes up with a workaround if they already haven't. Keep up the good work man awesome stuff!
As far as the tree shake goes, lots of games that have resource gathering will shake the screen AND the tree a little with impact. This layers the effect and makes it feel more dynamic. Loving the updates, stay awesome!
Next add a short fence that enemies can break but they will still stop to break it. The scarecrow should shoot over it as well.
for the terrain you have to lerp between the colors, :D amazing devlog cant' wait for more!
All the improvements look great! The planter connecting to each other is my favorite addition :)
Absolutely killin it dude love the progress
Tom Weiland fixed the weird shadow ring in one of his vids
hey, just a tip, there are tons of lighting settings in urp, you can tweak them to make your game look much nicer... like changing color space from gamma to lienear. brackey has a whole tutorial on this. oh and postprocessing in urp is super easy
Yeah I'm excited for all the new things I have access too now. It'll take some time to finalize the graphics but I'll definitely be tweaking them a ton
3:55 "We fire the whole bullet. That's 65% more bullet per bullet!"
4:38 For the showing the range, first thing I think of is having a key like ALT show all ranges.
Watching you make your own game makes me feel like I could make one, too.
Looks good!
And I like your video editing. Good job!
Wow this is a big upgrade, nice work!
I just love your vids. Please keep on going and don't give up! Looking forward to playing it:)
Sick video! if I were you I would turn up the ambient to keep the cartoony feel and add a gradient to the skybox so the fog doesn't look weird!
You have free particular effect available you could combine the sparking one with the smoke so when the scarecrow dies it will spawn that one vfx.
Good job on the game and Devlog
That's a good point
Progress looks great!
For trees in the distance, you could always just switch them to flat quads (billboards) that always face the player rather than simply having them vanish. That's what most games do (the ones in your view anyhow).
Hmm good idea
@@overphildev From what i have seen, a lot of 3D games will have several levels of detail. So trees up close will have the most, then as they get further away, it switches to a low poly model, and then eventually to a billboard (flat quad consisting of two polygons) at extreme range where you can't notice the difference.
Never used Unity myself, but thought about it.
@@NeilRoy You can also use Impostors which are basically billboards at an angle with a picture of the object (at said angle). They can look better than a classic LOD and still need less geometry BUT you need several textures (1 per quad face) so there's a tradeoff, i suppose.
@@overphildev I don't know how Unity works, but I would check for how you can use instancing which allows you to duplicate an object and reuse it multiple times without much of a performance loss as it is all the same object so it doesn't take up extra video memory etc. Not sure how the game engine handles this, I programmed them from scratch in C myself. I had over 10,000 asteroids in a little space demo I created, which were basically the same object (just resized, rotated) and there was barely a performance hit.
I know in some software like DAZ Studio you can create instances of an object when creating a scene which is MUCH faster. Instances are perfect for things like trees. You can have a couple different types of trees then just instance them to create a forest, maybe resize and rotate if allowed.
I think that a really cool thing for an upgrade for the plant plots would be a system where you can craft sprinklers and they automatically snap to the center of the plot. You should also make a thing like the health bar, but it is blue, and the crops only grow when it has water.
you could set it up so when far enough away from a tree, it would replace the 3d model with a png of a tree (that looks more or less like the tree you used) that has a billboard effect so it's always staring at the camera, it saves in processing because there isnt a model that needs to be rendered and it looks better than just pop in and out of existence
Wonderful work from a fellow dev to another, keep it up friend! 💙
Yo lil feedback to this episode:
First of all: your specific video style is amazing and I absolutely love watching these episodes
For the content: literally everything you‘ve changed was great. The small combat changes are great and the new bullets are looking sick. The tree shaking animation is a great upgrade too. I also really like the new farm changes, so for this episode everthing was great
Keep the great work up looking forward to your next videos ❤❤
Bro you are like my new favret youtuber like you’ve motivated me so much to work on my own survival game :)😊
this tree shake effect is perfect
Omg it looks so much better now
i’m very very excited for this to drop
i will be buying
Hopefully I can get a demo out soon
Good decisions! Nice vid. Looking forward to more :)
Great vid as always!
Perhaps for the scarecrow range, it only shows while placing structures, since those are what it's presumably there to protect. It also makes spacing out other scarecrows much easier when you have more than 2 scarecrows to deal with.
Have a great day!
The tree shake with the rotation thing looks really good compared to the other options.
When plotting down the scarecrow, perhaps make a small animation that slams it down from 0,5 meters height, and have the models mesh dynamically shrink in the y-axis? and extend back again, to simulate a cartoonish wobbly effect? I think you can use some curves for it.. Can't remember what they are called :P But if you combine that with some impact/dust particles then it would just look sooo cool and satisfying when plopping them down. :)
That's a good idea
@@overphildev Coming to think of it, it would probably look way cooler if you rigged it and animated the impact on the model itself instead of just shrinking and stretching, then you also have it rigged for other purposes ;)
But hey good luck, I enjoyed watching it. It motivates me to get back to my project. ;)
I feel like your game looked better with the standard pipeline honestly. And the seeing through your grass if you wasn't using a custom shader you could have changed it to either fade or cutout to fix that. The standard shader was prob set to transparent. But your game looks quite fun indeed. :) Also the pop in and out with the trees could be fixed with lods. You'd have to make lod levels for your trees but it would make your game run smoother. And could make them not pop in like that. Just some tips from a old level designer. :)
Nice video! The grass looks better imo. I didn't notice that the whole cartridge or whatever its called doesn't shoot all together lol. Looks way better with the lines tho. Nice improvements this video.
I think the pop effect should be the objects growing in size instead of them just appearing out of no where.
or use the URP Dither method and Alpha Clip to fade them out like in alot of Nintendo games.
Also the Dither Alpha Clip is a nice way to add transparency without using Alpha Blend calculations on the GPU
This was actually a really good decision, you can take your game to the next level using shaders and stuff. It's also good for performence.
The game looks much better!
Your doing great👍
Maybe you could add farming tools to melee with, and some npcs that you could interact with somehow
I love all your videos!
i suggest you to add a dirt normal map/height map to the crop plot dirt texture
I think the scarecrow range would look better if it was a green circle projected onto the terrain, kinda like the placement ghost but 2d
I think it would be cool for some sort of upgrade system where you could upgrade certain abilities, maybe it would work like there's some kind of upgrade station you have to go to.
I have an idea I think you'll like.. just gotta wait a little
Yay I have some ideas for the graphics so maybe add some falling leaves in the day time and wind streaks and at night fireflys and maybe some rain cycles also some ambient occlusion could be nice but make it toggle able so ppl with slower computers can still play good luck
Great video! :) I like the game.
1:54 this could totally be your intro! It’s short and it’s coffee like in your icon and name!
That's interesting. I don't know if people would want to see that every time, but I will consider it
I like the idea of a Deer Scare like object where it makes enemies less likely to come to the area.
It would be awesome if the water was transparent and fish were in there. I am sure you are planning on adding fishing in the future, but some rendered fish may help bring the world to life more.
Yeah the water shader needs an upgrade. I was looking at that for this update but didn't get to it
I'd love to see a grid like system for placing down objects
If u still plan to have carrots I'd strongly recommend giving them a few leaves when their in the planter as irl the only real visible part of a growing one is just like a bunch of leaves
Good work dude
Ooh love the shadowless grass
the hard lines between the terrain textures looks good to me
You should add a breaking effect to the trees. So when you chop trees with an axe a crack texture appears and gets bigger the closer the tree is to breaking.
Saw a comment about a wrench tool, the wrench could also move/rotate things that are already placed
I think I'm going to make that just a default thing you can do just for quality of life
@@overphildev I was thinking wrench would be default tool since you’re a robot it could like come out of your arm or something. Love the way the game is shaping up tho you have some pretty killer ideas and I’m confident in ur abilities!! :))
4:00 I think the turrets in portal also fire the whole bullet
i think shadowless grass actually looks so much better
Unity didn't make shader writing complex on purpose it is something that happened because of support for newer direct X versions. if you don't want a game that looks like 2005 you have to do it. dx9 is that old.
great update its looking great
The formula for polish is
1. Multi layered sound design
2. Camera shakes
3.multi layered particle effects
4. Multi layered decal/environment response
5. Impact stuff
6. Animations for each.
Whenever I need to make something feel good I just run through that list and it always ends up feeling really good
why dont you make it so it shows the scarecrows range with a button in the inventory
Add a random offset to the position of each plot in the planter.
Amazing!
You should make the shader that shows the scarecrows attack area barely visible if you are close to it, and completely visible if you are looking directly at it.
change the bullet image on the scarecrow to three bullets so it doesnt look like a lock
The rings appear because the grass on the terrain is too dense. Go to terrain settings and increase the detail slider(forgot the proper name but it's near the terrain size) it's the low value one with a value of 128/64/etc. It also controls how blocky your terrain is.
mate you gotta change the colour palette for the grass, make it way more green and blue
I think would be cool if you could implement an upgrade feature for the scare crows. So like the range, damage, etc could increase.
Wow, the game has improved so much this episode. I can’t wait to see what is next in store.
The video is good (but its still short af 😑), the urp problem is the thing i may be learned from this video (thanks man), and do u use any material to the grass (or its just codes ?), If its material then its easy fix, and i think u should change the scarecrow a lil bit. The bullet contains 2 things (that i dont even remember their name) (call it "the tip" and the "shell" sorry), u shoot the tip, the gun will throw the shell out, yeah just do it to the scarecrow (sorry for my english)
Later game it would be cool to automate things like farming with robotic functions.
I agree
You should add a dead face to the scarecrow that indicates when the scarecrow has died. It could be a skull or x eyes or something
If you want more performance try to add Occlusion.
Waiting for a demo to try 😉
Will there be dialogue in your new game and if so may we submit voiceover demos to you for future consideration?
u should add a minimap it would be cool
Looks cool! It may be just me but isnt it a bit darker with URP i really did like the bright atmosphere, it may be just me
Yeah it does look darker now. I'm sure I'm going to continue tweaking it a ton
This shadow ring error with the terrain
i actually had this exact same thing about a month ago when converting my terrain shader to urp as well
i havent found a fix for it but it you do find a fix would you please give us some helpful tips or include how you did when you do? (if you ever do)
thanks :)
go to da universal pipeline thingy and click add renderer feature or smth like that then click the second option i tink it will look better
Interesting I'll have to try it out
@@overphildev you could also add post processing in manager or smth by searching "Volume" on the components tab & make sure its global and u have it enabled in camera
I feel like your game needs to be a tad brighter. Other than that, it looks great!
i really think you should get rid of the red hitbox thingy when you punch something. it just looks out of place
Yeah it's just a debugging thing for now, I'm not going to keep it like that
Can you make a tutorial on how to add a punching animation to unity third person controller starter assets cus im stuck and no one made a tutorial
Well from my experience using urp in android(from template) make my game more laggy,so i still using legacy Pipeline,is there any tweaks for urp in mobile?
Nice
Carrot looks like a corndog
1:52 the amount of time bgolus saved my ass, I was really happy to see him here
He saved me on this one for sure. It was funny seeing him on every thread I went to
Hey, I've been following your devlog series since ep 1 and IIRC you used Sebastian Lague's random terrain generator tutorial right? If so you can fix that terrain blending issue you mentioned at 4:51 by blending between two textures by following this tutorial (ua-cam.com/video/uJSxqr3a0cA/v-deo.html) or at least it was the one I used since I used URP while following that series as well. Also like other people motioned I highly recommend using billboards instead of deleting the trees from view completely at a certain distance. Hope this helps!
I gave up momentarily of doing games on unity because I couldn't code an inventory system
Yeah inventory systems are rough
Garden reminds me of ThinMatrix's farming game, maybe you can learn something useful there (if not already haha)
What tool did you use to place the grass? I've tried a few but I can't seem to tune them to the density I liked
I used raycasts to randomly generate them across the terrain with an input for the number of objects to spawn
@@overphildev Ahhh, thanks for the tip. I'll probably have to do something similar to get it just how I want. Nothing I tried gets it just quiiiiite the way I envision it
Hello, I remember a video of yours where you mentioned your full time job is programming. Well I would love to learn more about the professional practice, convention, and workflow in this field, and would love an opportunity to pay for it in work done for you; tedious refactoring, debugging, etc. Thank you in advance!
grass was such a rabbit hole for me
What is your estimated time of release? You could drown in an infinite "features"-loop
You should add a ridable tractor, and if you want add some storage or weapons on it.
Surprising to see I have the same problems with someone. My grass also has that transparency weirdness where you can see silhouette of objects through it. Did you find out what's causing it?
It's something to do with the order things are rendered in the default renderer. Switching to urp fixed it for me. The forum post I showed at 1:48 has a few other solutions if you didn't want to do that though.
@@overphildev Well I am not gonna switch to urp just to fix a minor issue. If the other solution is easier I am gonna do that otherwise I'll just ignore it no one will probably notice this anyway.
Also this video is very relatable. Writing shaders is very complicated in urp and there's basically no documentation to help. It's like they want us to use shader graph only and I had the same shader as you do (the Sebastian Lague terrain shader) and I couldn't get it working because no arrays in shader graph. I really wanna use urp cause it has cool features like vfx graph for example and it looks better overall but this one thing along with few other things keep me from using it. I prefer writing shaders more
the carrot looks like a pepper in the garden, and do u use LOD???(Level Of Detail)
Yeah I have lod set up for the trees and rocks right now. Should probably do it for more things too
@@overphildev good Idea