I really hope you guys can get some funding or pass this project on to get it finished. I'd pay a kickstarter to make sure this game happened. Just my opinion though. I've gotten everyone to play it and I really like the concept
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For the stations since I think that's the coolest part of this whole thing. What kinds of games are you looking for? Like what kind of session times do you want? What kinds of people would be playing? (Are they game literate is my main question).
Just curious since that's what you want to use the jam games for.
Nice, can you also maybe update the page with more details. I mean, frag fest implies a multiplayer shooter type game (which I could probably knock out for a jam) but would like to see more participants.
I too would like to have this feature. For collaboration with other Devs. Like at the end of a jam, reach out to a fellow dev and ask to collab on a full version of a game.
(Necro, I know but its the first result on google so *shrugs*)
Ha! I honestly couldn't tell you but I'll do some digging and as long as they are creative commons I could send them to you if you like
Edit: Got them as part of a sound pack I bought years ago. (Like, 10 years ago) so they aren't available anymore and I don't have license to distribute either.
THIS GAME... Is basically nothing. I spent too much time on the camera and generating system and I HAD way less time than I anticipated. Wanted it included and will build a post-jam update that addes the rest of the functionality and overhauls the graphics (lack of lighting is a crime, but rules are rules)
Yeah, I was leaning towards doing something about that too. I may add some sort of light to the conductive blocks themselves. I just didn't have a lot of flexibility since the entire game was modeled in unity (using probuilder). I'll look at that if I end up expanding on the idea with additional levels etc.
It's not so much the dynamic lighting, probably what's killing performance is the SSAO (Corner shading) and SSR (the reflections). The web version will have those stripped out since they run like garbage in WebGL no matter how fast your computer is. Web version should be up in ~15 min. Again appreciate the feedback, hopefully you'll be able to play the web version without issue.
Thank you for putting up with the performance issues and getting far enough to give some good feedback. I really appreciate it. I plan on making a web build as well that has post fx stripped out to make the game more accessible and less of a hassle to download and play.
Another method that would look sharper would be a pixel filter on the camera. There are some on the asset store for cheap or you could write your own relatively easily. Here's one I found. https://www.assetstore.unity3d.com/en/#!/content/85326. Not what I did mind you but it would make things easier for some.