Search results for "363588417b3bf5dbb4fbe657b67e316a" in md5 (8)

/v/ - Thread 719663170
Anonymous No.719673228
>>719672994
what I lack in all kinds of skills I compensate with goblins
/v/ - Itt designs you think are neat
Anonymous No.718957216
>>718955145
/v/ - Thread 717630780
Anonymous No.717632283
>>717631846
sorry but no, she couldn't handle it
/v/ - Gamedev
Anonymous No.717376836
>>717376648
>I'm a programmer
same here friend
>can't draw for shit
me neither
>can't model
me neither but you can learn, it's easier than drawing
>can't do animations
see above
>can't do sounds
just buy some, or record yourself hitting steaks with a hammer or some shit
>I really gonna have AI do all the graphics and sounds for me, I don't think it will work
it sure won't. It's better to something shitty and noob-like like picrel than having all your assets being AI generated. That way your game will feel consistent and like it has a style, instead of a mishmash of AI stuff.
/v/ - GameDev
Anonymous No.717122341
>>717121378
>>717121493
thanks anons, glad you like it!
>>717122036
the basics are setting up a navigation mesh for your enemies to traverse, and assigning a navigation agent node to each of them so they can interact with the mesh. I got started with this video:
https://www.youtube.com/watch?v=-juhGgA076E
Thing is, the end result will be kinda shit. You'll notice how all the enemies pile together and form a beeline when following you. To make things more interesting, I recommend looking into boids and flock behaviors, so they can move like an unit, but respecting each other's distance. Good luck!
/v/ - Thread 716226283
Anonymous No.716228035
>>716226283
the belligerent kind
/v/ - gamedev thread
Anonymous No.713753749
>>713753402
love seeing you posting in each and every thread, always with a bunch of updates and good progress. It's cool to see someone so motivated, you are an example for everyone here.
/v/ - GameDev Thread
Anonymous No.713202549
>>713202234
it's a wegh-like