kingmakeress
Commodore
Yes, thought so. That detail just got my eye, otherwise the character looks great!I am painting and cutting pieces together in photoshop for this test
Yes, thought so. That detail just got my eye, otherwise the character looks great!I am painting and cutting pieces together in photoshop for this test
Well I'm a game dev, I created the mini map to look this way very intentionally because I thought it was a nice way to experience and interact with the data in 3D space. (the nav points do have actual 3D positioning in WC1) In other words AI did not come up with the interface design or 3D map in some way, it's this design because I've spent many weeks tweaking the interface and behavior of the pieces to try and make it as smooth as possible to use and pleasant to look at. But yeah it would have been easier to just make it a 2D map.How much of that is vibe-coded I wonder 🤔 ?
For instance, all the map data was essentially 2D in WC1, yes? So why not just have a rectangle?
Or is the gameplay significantly different in this Unity version and locations have full X,Y,Z coordinates?
that sounds amazing. testing a mission is always important.Yeah I am using AI to help where it makes sense, but this is built in the Unity engine so it isn't really analogous to vibe coding a purely code based web app you might have seen one shot examples where the AI can essentially generate an entire application with a single prompt. Which... maybe dumb to make this part of the Unity game instead of it's own stand alone tool I guess. It does make it easy to straight away test a mission you are working on.
That sounds amazing. Testing a mission is always important, especially when something looks fine on paper but behaves differently once people actually start playing it. A proper test usually catches the awkward bits, like unclear objectives, pacing problems or mechanics that don’t trigger when expected. Tropical Casino https://tropical-casino.com/ is similar in that sense, because a slot bonus or live table feature can seem straightforward until you actually see how the rules and controls behave in a real session. Better to find those rough edges early than let them become part of the final experience.
Very true!“this looks fine on paper” can turn into “the player spends two minutes flying through empty space”
Is the Wing Com Reloaded channel yours? And the build that Damsonn is playing your build? If so, what is up with the screens and displays? The seem jittery and muddy in comparison with everything else?Yeah I am using AI to help where it makes sense, but this is built in the Unity engine so it isn't really analogous to vibe coding a purely code based web app you might have seen one shot examples where the AI can essentially generate an entire application with a single prompt. Which... maybe dumb to make this part of the Unity game instead of it's own stand alone tool I guess. It does make it easy to straight away test a mission you are working on.