
Lead Developer @SamUni_PS1 | Game Development Beyond the Basics: https://teapawt.org/t.co/bsVUED1qGT
Sandy, UT
Joined January 2015
- Tweets2.2K
- Following796
- Followers723
- Likes261K
Replying to @PolyDepression
The old 2002 gamasutra article on Max Payne's level design is still a good resource for third person level design: web.archive.org/web/20080227…
Replying to @thomasbrushdev
If you clear the language filter it will show up already. Congrats!
Implemented Steam's Timeline API to help markup clips for events like killing the assassination target and dying and showing phases like when the player is in a menu vs playing the game. Very easy to implement with Steamworks .NET.
#gamedev #screenshotsaturday
Replying to @SmoothBrainDev
Yeah, the closest thing I got to getting that working was writing a mesh 27-slicer (like 9 slice but for 3D) and used Poseidon CSG to do the carving. It worked well but I wanted to build it out to have procedurally generated walls and be easier to use.
assetstore.unity.com/package…
Replying to @codevsdev
The amount of hours I put into this as a child...
Replying to @TylerGlaiel
One of Dark Souls' inspirations was Berserk. Guts from Berserk was inspired by the main character of Flesh+Blood. So technically this is the Dark Souls of movies I guess? Cool movie too, directed by Paul Verhoeven (RoboCop, Starship Troopers, Total Recall, etc)
Replying to @sainimatic
The last frame reminds me of RE Revelations.
Replying to @UnityCodeMonkey
Next step is to realize enemies don't need to use Unity's Update() method at all. Create an EnemyManager that calls a Tick() method for your enemies every frame and you'll get even more performance. Unity's built in Update() method has a lot of overhead. youtube.com/watch?v=NAVbI1HI…
Replying to @SeverusChud
I know nobody reads books anymore, but Between Two Fires fits this and is a great read.
Replying to @undertbleacherz @kiyasu
Effect was done with a matte painting so there wasn't actually a large dropoff.


















