In Return to Omega, some levels are too large to fit in a single frame. We still need to maintain that sense of scale while keeping players informed of critical events happening across the environment. A dynamic split screen was the solution. When Alpha triggers distant mechanisms or environmental reactions, the screen will automatically split to show both the player's immediate action and its consequences elsewhere in the level. This gives players a direct window into what Alpha can see and experience exactly when it’s needed. Making these transitions feel natural was important: as players move toward the area shown in the split view, both screens seamlessly merge back into one. #indiegame #indiedev #unity3d #unity #gamedev #blockout #leveldesign
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Lighting and camera positioning play very important roles in signalling points of interest and establishing the size of RTO’s environment. But that also creates a problem: how do you maintain that imposing sense of scale in these larger levels without zooming so far out that you actually start diminishing the feeling of the space? The split screen idea we landed on here is a little unusual, but I'm quite happy with how it turned out!
In Return to Omega, some levels are too large to fit in a single frame. We still need to maintain that sense of scale while keeping players informed of critical events happening across the environment. A dynamic split screen was the solution. When Alpha triggers distant mechanisms or environmental reactions, the screen will automatically split to show both the player's immediate action and its consequences elsewhere in the level. This gives players a direct window into what Alpha can see and experience exactly when it’s needed. Making these transitions feel natural was important: as players move toward the area shown in the split view, both screens seamlessly merge back into one. #indiegame #indiedev #unity3d #unity #gamedev #blockout #leveldesign
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Sharing a gameplay clip from a Unity 3D endless bike game project. The game uses a pooled path system to create an endless environment with optimized performance. Player movement is controlled through tap input for forward motion and drag gestures for left/right steering. The main gameplay loop focuses on picking up an object (egg) and delivering it to a target point. This project emphasizes input handling, performance optimization, and scalable endless-level design. #UnityDeveloper #Unity3D #GameDevelopment #MobileGameDevelopment #EndlessRunner #ObjectPooling #GameProgramming #IndieDev
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Built an Object Placement System for PC gameplay. Players can drag, rotate, and delete objects in real time, focusing on precision, responsiveness, and clean interaction design. Systems like these form the foundation of sandbox and simulation style experiences. #GameDev #Unity3D #GameplayProgramming #GameSystems #InteractionDesign #IndieGameDev #PCGameDev #SandboxGameplay #GameDevelopment #DevShowcase
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🎮 New Unity Gameplay Prototype – Sound Is Dangerous I just finished a 3D FPS prototype built in Unity where sound is the core gameplay mechanic. In this game: • The environment is dark • Visibility is limited • Every action creates sound waves • Enemies react to sound, not sight The project focuses on: • Audio-driven gameplay • Stealth mechanics • System-based design (not visuals) This prototype was built as part of my game development portfolio. 🎥 Gameplay video below #Unity #GameDev #IndieDev #GameplayProgramming #Prototype
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I built an AR-based fruit slicing game using Unity and AR Foundation, inspired by Fruit Ninja. Functionality: The game allows users to scan the real-world floor and place the game arena with a single tap, after which gameplay begins. The project focuses on touch-based slicing mechanics, optimized fruit cutting using pre-sliced object activation, and smooth game state control including scoring and bomb mechanics. Technologies: Unity (C#), AR Foundation, ARCore, Mobile Game Physics This project helped me improve my skills in AR interaction, mobile game development, and performance optimization. . . . #GameDevelopment #IndieGameDev #UnityGameDev #ARGame #AugmentedReality #ARFoundation #ARCore #MobileGameDev
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50,000 animated NPCs running on a mid-range PC (i5 / 3050ti). I’ve been testing the limits of Unity DOTS on a mid-range setup. Managed to reach 50k units with a solid frame rate by focusing on logic optimization: Custom Avoidance: Handling 50k units navigating around each other, static obstacles, and the player. Attack Logics: Distinct patterns for each unit. Projectiles: High-volume logic without using heavy collisions. Since official DOTS animation docs are still pretty thin, I used a third-party GPU skinning library for the visuals. Good to see this scale is possible on modest hardware. Happy New Year! Unity 80 Level Hitmarker | Gaming Jobs #Unity3D #DOTS #GameDev #ECS #Optimization #MadeWithUnity
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🎮Games feel immersive not because of magic — but because of math working in real time. Behind every jump, collision, and ragdoll moment is a physics engine calculating forces, velocity, constraints, and responses frame by frame. The real challenge isn’t just realism — it’s tuning physics to feel right for players. This is the kind of detail that separates good games from great ones. If you’re building a game and care about how it feels to play, that’s where the right development partner makes the difference. #GameDevelopment #GamePhysics #GameDesign #Unity #UnrealEngine #ChicMicStudios
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Hey everyone! 👋 Excited to share an update on my Tower Defence game 🎮🏢. The project is almost complete, with just a few minor bugs left to polish 🛠️. 🌊 The game focuses on defending your base by surviving increasing enemy waves. 🚀 What I’ve implemented in this game: • 🧱 Building system using Unity Grid System • 💾 Save system for both player progress and placed buildings • 🛒 Shop system for purchasing turrets and upgrades • 🤖 Turret & tower auto-defence mechanics • 👾 Enemy system with wave-based spawning (object pooling) • 🖥️ UI implementation for gameplay interaction This project helped me understand how different systems come together in a complete game loop. Still working on polishing, balancing, and fixing a few edge cases 😅 Would love to hear your feedback or suggestions! 🙌 #GameDevelopment #Unity #IndieGameDev #TowerDefense #LearningByDoing #GameDevJourney
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🚪🏃♂️ I recreated the iconic "Door Dash" level from Fall Guys in Unity! This project was a fun challenge to replicate the chaotic physics and mechanics of the original game. I programmed the gameplay mechanics and physics from scratch, including: • Physics-based destructible doors (using Rigidbody mechanics and custom scripts). • Custom Shaders to handle video overlays and green screen removal for the finish line. • UI & Scene Management for a seamless game loop from menu to replay. It’s amazing to see how much logic goes into a seemingly simple "run and break stuff" mechanic. Check out the gameplay below! 👇 Character Model done by Athul Prasad Orginal game FALL GUYS by Mediatonic Games #Unity3D #GameDev #FallGuys #LevelDesign #CSharp #IndieDev #Portfolio
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