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Playeroth

@playeroth.bsky.social
150 followers 52 following 283 posts

Learning game development. Currently on another job

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Playeroth @playeroth.bsky.social · 21/03/2025
Todays Devlog: Made the inventory work ingame; can pick, drop and it will talk pretty well with others script. want to add proper animation on open/close inv, select item, eventually fix general lighting. All have rto work in multiplayer.. #gamedev #unity3d
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Playeroth @playeroth.bsky.social · 18/03/2025
Todays Devlog: Added item swap, it can only swap if both item uses the same block. this grid inventory is complicated yet easiest system i can do for now. I also added an outline, (free package) and then scripting to switch colors based on conditions. next is smooth position #gamedev #unity3d
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Playeroth @playeroth.bsky.social · 17/03/2025
it works by using tilemaps and spawning game objects with script for the colors, but otherwise useless for now until i add proper variables to set type of a snapped tile. I need triggers on them so item and manager can check.
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Playeroth @playeroth.bsky.social · 17/03/2025
Got the Grid Inventory working, i only need to add proper checks for switching item position with another, and drop of inventory. Im not a big fan of the hard offset, the item not being centered to mouse but atleast it works. #gamedev #unity3d
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Playeroth @playeroth.bsky.social · 14/03/2025
Can anyone help with this? i need to get the best approach for a Grid Inventory System with specific things: 3D Objects, Not UI. The grid object is rotated (x, 90, -75) which increases the difficult to script. Im using triggers and not vectors more detail in replies #unity3d #gamedev
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Playeroth @playeroth.bsky.social · 10/03/2025
the keycard system is very simple as just selecting its type and receiving its data. I love ScriptableObjects now
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Playeroth @playeroth.bsky.social · 10/03/2025
Todays Devlog: added Button Keycard, permissisons for button, Item in hand view and this is all very scalable and uses a lot of SO and less dependent code. Keycard scale for showscase. Need to add cursor, probably hand be in item pos and so on
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Playeroth @playeroth.bsky.social · 06/03/2025
Making audios, made a very nice Dictionary that holds a custom struct 'AudioDatas' and it works very well. #gamedev #Unity3d
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Playeroth @playeroth.bsky.social · 04/03/2025
Unity | Question Is it possible to in the same dictionary, use one Key value that will get another different Value depending on Key? #Unity3D #gamedev
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Playeroth @playeroth.bsky.social · 01/03/2025
Hello! it's been a while. Few months passed by since i took a break, now i'm back with Game Development. Today news since last update; Made some signficant changes, such as Pickups component, Door interaction, class switch and others all working in multiplayer. Still a lot to work on
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Playeroth @playeroth.bsky.social · 18/12/2024
cant add prefabs asset to a searched object, is there any other way to do this for all of them at once or while searched? going through one by one is time consuming. i can use a package to get this if exists #gamedev
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Playeroth @playeroth.bsky.social · 17/12/2024
UI with more updates! its been fun to work with UI. with the mention that @miguelherrero.bsky.social made, i discovered the beauty of shaders and im now able to make the background UI not repeat nor stretch! they look so cool. * cinematic background is WIP #gamedev #indiedev #unity3d #SCP
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Playeroth @playeroth.bsky.social · 16/12/2024
Thank you! was able to do it that way, and honestly i dont know what i was thinking to manually set values. Looks much cooler this way. i encountered an issue which the texture was stretched, but after a lot of searching i was able to find someone that was able to fix that, now works nicely! 😁
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Playeroth @playeroth.bsky.social · 14/12/2024
Unity #gamedev
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Playeroth @playeroth.bsky.social · 14/12/2024
i suspect its one big image in the background which the buttons are masked into it but how was it scaled without showing its pixels the background
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Playeroth @playeroth.bsky.social · 14/12/2024
need help understanding this: how can i approach this in Unity? here it shows multiple buttons, the background is different for each button. the background is also always in same size, not stretched or multiple tiled how do i implement this non stretched image that has multiple variations?
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Playeroth @playeroth.bsky.social · 14/12/2024
Updating the Main Menu UI + Lobby working! still many things to update and change but its looking cleaner than before. Background need more updates and im not entirely sure if i will go for a dynamic background #gamedev #indiedev #unity3d
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Playeroth @playeroth.bsky.social · 12/12/2024
doing "= new()" without the need to rewrite the Type is simply satisfying #gamedev
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Playeroth @playeroth.bsky.social · 10/12/2024
this is how the old one was looking like, i didnt like it much because it was only a simple rotation
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Playeroth @playeroth.bsky.social · 10/12/2024
working a bit more on the main menu Background so it can look more with the idea i have. Learning Splines and a bit more of cinemachine components. Spline used for the movement and rotation is a cinemachine rotation composer. Not final version but its a start #gamedev #indiedev #unity3d
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Playeroth @playeroth.bsky.social · 04/12/2024
switching characters added, each character contains a Scriptable Object that have datas i can edit, such animations datas, move speed datas, name and so on. Basically they dont depend on specific data, each has their own! #gamedev #indiedev #SCP #Unity3D
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Playeroth @playeroth.bsky.social · 04/12/2024
i know this sounds like override but that defeats the idea my best guess is events on base? sounds weird, unsure if thats correct approa all objects will have input check (player) so instead of rewriting code for each time, i want to just do a common check with bases that childs receives their own
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Playeroth @playeroth.bsky.social · 28/11/2024
i officially got both guard and "prisioner" rigs to match each other, unity does the job of retargetting them for me. it was surprisingly easy to fix, they had bones named very weirdly. I took 3/4 days to learn how to do it properly yet i only had to match bone names to modern names. #gamedev
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Playeroth @playeroth.bsky.social · 27/11/2024
bones differences
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Playeroth @playeroth.bsky.social · 27/11/2024
i think the biggest achievement yet was making the original skeleton type be a humanoid works on any software that has auto rig this was very simple but i had a LOT of trouble because i was doing wrong ways Simple: change the bones names to modern naming and it fixes all. Next step is Guard model
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Playeroth @playeroth.bsky.social · 25/11/2024
i got this far, sure i can make it look better but it breaks the original animations.. hmm there has to be a way to be able to use 'both worlds'
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Playeroth @playeroth.bsky.social · 25/11/2024
so i need help on how to approach this. Im 'remaking' gameplay of a old game (CCSA3.0) Problem is that the characters models 'Prisioner' and 'Guard' bones and skeleton is very different. I have two options: dont try to merge animations / try to merge them details on reply, due to limit #gamedev
guard on the left. Prisioner on the Right. both are on pose mode but Prisioner is a non T Pose armature.
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Playeroth @playeroth.bsky.social · 21/11/2024
Indirect lighting! might attempt post processing or other things to have a more atmospheric look #Unity3D #gamedev #SCP
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Playeroth @playeroth.bsky.social · 21/11/2024
is there someone equivalent of Stein in terms of godot angel but unity? cant find similar unity feeds for indies
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Playeroth @playeroth.bsky.social · 21/11/2024
"entity" because there will be other classes such as Monster. In the interface, it has StartObject and UpdateObject because i plan to use them in both when starting a new object, but also on Update() method, consecutively. The idea is a main controller that can switch data, playing differently
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Playeroth @playeroth.bsky.social · 21/11/2024
i create a SO for each role type, then will make different methods, actions and variables in them (its something i have to see if its viable) (second img) roles inherits from a root base entity SO, it contains basic common values. These values are used in my controller to get the role data
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Playeroth @playeroth.bsky.social · 21/11/2024
few things i want to point out differences: im using SO to get a SO reference i use dictionaries to save a data in SO of dict i have to use a generic class that the data inherits (first lines) i explicit cast to Interface in the get method because of SO and dict more ddetails in second 'tweet'
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Playeroth @playeroth.bsky.social · 21/11/2024
Hello, thank you so much for the alt text, conscise script and simple to understand. I appreciate a lot ! Its crazy with Interface i can cast or decast a class. Its so powerfull!
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Playeroth @playeroth.bsky.social · 20/11/2024
any tips to do this in better way? or is it fine? Im wondering if its normal to repeat this code, i normally dont like repeating code, specifically the decasting that will be on each case. Feels weird #gamedev
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Playeroth @playeroth.bsky.social · 20/11/2024
added interaction #gamedev #SCP #unity
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Playeroth @playeroth.bsky.social · 19/11/2024
post processing can make really interesting effects #gamedev #SCP #unity6
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Playeroth @playeroth.bsky.social · 19/11/2024
i hate
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Playeroth @playeroth.bsky.social · 19/11/2024
i made these type of iron doors open going upwards instead of commonly sideways, differenly from original game. I think it just fits with the type of door [the video is a bit laggy because it was a gif so it seems not a smooth animation] #gamedev #SCP
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Playeroth @playeroth.bsky.social · 18/11/2024
actually, i noticed the walls would be different because that one in the right looks to be more completed. So i just copied the vertices and pasted on other sides
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Playeroth @playeroth.bsky.social · 18/11/2024
difference on doing this? this model has original walls that has this loop cut by default, im fixing walls on other sides so i have to manually add vertices, i have the choice to do this loop cut
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Playeroth @playeroth.bsky.social · 18/11/2024
doors have been added to the room. I had to reassamble the scaling and make the door fit perfectly in the frames on Blender. the workflow is pretty fun because the original game assets are weird in terms of sometimes being separate, Its fun to reassamble #gamedev #scp
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Playeroth @playeroth.bsky.social · 17/11/2024
speaking of which, i got one animation of the original game extracted. i almost went to depths of hell using blender 2.6 but wasnt needed, then i used milkshape3d but also wasnt needed, until i discovered could use the same program but extract as.. half life file.. its crazy but it works. #gamedev
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Playeroth @playeroth.bsky.social · 17/11/2024
discovered the original game has source code available, just messing around on how to get the animations found this, lol
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Playeroth @playeroth.bsky.social · 17/11/2024
got door up, the original game uses frame and door separately, which i also needed to scale. quite interesting how the works. i might use that iron door from original game instead of this in the class d room #gamedev #scp
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Playeroth @playeroth.bsky.social · 16/11/2024
i got the original SCP CB class d room! (extracted area from the original game!) it was merged with the 173 area, i had to separate and then it had only one cell, which i linked + dupe to fill the areas. i also made sure they are positioned perfectly. It has no door but will be added later
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Playeroth @playeroth.bsky.social · 15/11/2024
adding more rooms! so i managed to get the models directly from the game, however they arent extracted with textures, making me reassamble them in blender (fragmotion, rmesh plugin > export as b3d, import in blender as b3d, reassamble textures to materials)
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Playeroth @playeroth.bsky.social · 15/11/2024
also at it (another account, personal account.)
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Playeroth @playeroth.bsky.social · 15/11/2024
Few more info about the new SCP i'm making: (screenshot)
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Playeroth @playeroth.bsky.social · 15/11/2024
importing models to blender and them being super huge is no joke
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Playeroth @playeroth.bsky.social · 14/11/2024
had a idea for the main menu background view. Will work for a very simple scene
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