#Gamedev quicktip. Scene organisation plug ins are worth the money for most editors.
Being able to color code game objects in the browsers, organise them into folders (that remove their transforms on load to save overhead), group and tag assets and make collections is gold.
Sometimes scenes can include a huge number of assets to scroll through. Organising these as children of game objects seems like a great idea, but it means each object has to be transformed by its parents. This slows things down considerably.
A simple solve is to create a script that sits on a parent and dumps the children to the scene root when you start the game, before batching of static objects occurs.

Plug ins exist that do this. So have a look around.
Parenting objects is a very important technique for level building. Making all the objects on a table follow the table when it moves makes sense. As does parenting modular parts of a level, such as a shop fronts (windows doorframes, items in window).
If it takes you a while to select little parts, it discourages you from moving things around. Parenting or grouping helps.

But yes, remember the cost of extra transforms.
On that note, organising your gameplay objects, levels and units into seperate folders makes finding them easy.

Be kind to everyone when you name and spawn things. Call player 1, "player1" not something like unit_actor_04.
Games are complex, requiring a lot of cognitive load. Anything you can do to make navigating your scenes effortless is worth the time and money.
Adding scripted schortcuts to your editor like "player on selected" that either finds the player character and moves it to the point you select, or adds one to the scene if it is missing, save grind. Trawl for as little as possible.
As a noob, you may think time spent on such things is wasted on your little project. It isn't. Seconds shaved off a minute add up.

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More from @delaneykingrox

19 May
Pride March is not a tourist event, it is a protest. It is not something to slap your corporate logo on or sanitise to sell tickets.
It is a protest.
It will be until we are included completely, indivisible and equal.
The police are not welcome as they are part of what we are protesting against.

Pride started as a riot, that was triggered because of a violent, dehumanising police raid.

The police cannot be part of pride until all that stops.
Seeing businesses support us as we march is fantastic. But it is not about them. It is about us.

They either support us year round, or they don't deserve to advertise there.
Read 18 tweets
18 May
So here is the solve I was talking about for jaggies when baking a rounded model to a chonky one. (A tutorial thread)...

#gamdev #gameart #techart
Here is the problem. You have to bake the left mesh to the middle mesh. As you can see, they dont overlap well.

I got ya fam.
Step one. Unwrap your low. Then add some guiding edges to the model- DO NOT smooth your uv out- leave it as is.
Step two, move the guide edges so that they wrap around the model snugly.
Read 13 tweets
17 May
Say you have a round tube as your high poly (black), and a chunky hexagonal tube as your low res (blue with green interior) your ray casts will miss at the corners (red). Image
You can see this here Image
You get wonky lines and little dark dents where the rays hit unevenly Image
Read 9 tweets
17 May
So far Mass Effect redux seems to be using higher resolution textures and injected shaders, but I am seeing a lot of the little uv bake errors (we all did at the time as the techniques where new), so perhaps the team didn't get to remaster them.
I would have loved to see the team do things like layering tiled trims on the piping and collars so that the clothes are super crisp in close ups.

Uprezzing the textures hasn't been able to achieve that, because ultimately they are smaller than our HD screens.
But this isn't a criticism of the work, rather I just wanna chat about what I see, what I would have liked to have seen and tochat about techniques.
Read 24 tweets
17 May
So Valheim was a great experience, but I would strongly disagree with anyone saying the game is finely balanced... or balanced at all.
Progression comes more from item purchase than skill, and enemies either are hopelessly easy or one shot you.
Don't get me wrong, it is fun on so many fronts and I give it two thumbs up. But balanced? I can't say that.

A lot of the shades of growth and variety needed to feel progress just aren't there yet, and the values often seem arbitrary.
I look forward to seeing it grow and develop, but watching my fam hit the constant walls of new biome death loops and get put off adventuring saddens me. There is so much here that is great.

Fingers crossed the devs get a handle on it over the coming year.
Read 16 tweets
17 May
My optometrist says I need bifocals. Which is nice because I spend most of my time looking at a bi woman.
I am worried bifocals won't sit on my face properly.
Read 4 tweets

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