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Nilay Savant

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A member registered Sep 21, 2022 · View creator page →

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Thanks for the feedback, duly noted!

Thanks for the feedback! I agree, lots of gameplay and immersive elements I wanted to add, couldn’t make it for the jam. Will try to take it forward and improve on those after the jam!

Amazing concept and fab execution! Cannot praise enough! Has a bit of a learning curve. Not sure if there’s any objectives in the game, but playing around with the simulation parameters was fun. Has potential to be the next Game of Life with a cult following!

Uploaded the Native Builds for Win/Linux/Mac. You should now be able to download and play!

Uploaded Native Builds for Win/Linux/Mac for platforms with poor WebGPU support.

In the spirit of the jam and its rules, I recommend rating the game based on the WebGPU build (submitted before the deadline). Although there’s no difference between the native and WebGPU version.

Otherwise feel free to give me any feedback for the native builds as they should provide a better experience out of the box.

Damn! Will try to get native builds up ASAP!

Thanks for playing! I was aiming for an immersive Portal like experience with lots of elements suited for 3D. Those would have made the minimap secondary, but had to cut them out for the jam!

Thanks for playing! Glad you liked it!

Thanks, Glad you liked it!

Will surely consider making more variations!

Hey, thanks for checking out my game!

Yes, its using rapier for physics. You can create a vehicle controller using the individual rigid bodies as shown in the example. It might not be the dedicated controller you’re expecting, but for this use case I would want to construct one from the rigid bodies like I did.

Glad you found my game relatable!

Hey, thanks for checking out my game!

Noted, I’ll work on improving it!

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Hey, thanks for checking out my game!

Initially the movement was indeed smoother, it using a “acceleration based” model (rapier.rs). But then I found it was getting really hard to get the Ruumba in a desired position, it very often accelerated out of control. Switching to a “force based” model made it have low momentum and turn in a jerky way, but it was much easier to get it in place. I found this model more realistic in my experience with Robots. But then again I understand that there may more more tuning needed to get it right, for eg, the rotation can be a bit too sensitive at times and so on. Yes with keyboard you may never get the smooth movement and an analog stick controller is the way to go, as it is the case for real world robots.

A first person and a font-locked follow camera would be a useful addition!

The containers and friction is a problem that I think can be solved a lot better. I just could not try it out in time for the Jam and went with a more hacky solution. Its on my todo.

Thanks for your feedback!

Hey, thanks for your feedback!

Yes, I agree I need to improve the experience teaching the controls.

Regarding the flying build, I did try to improve it using the Bevy Grid gizmos. But was running into some bugs, may raise an issue. Also had added a plane underneath to improve visibility but this too was making things buggy.

Glad that you enjoyed it! Will work on the short comings

Love the imminent of the Sun expanding and engulfing planets turned into a really addicting yet super simple game! The audio fills in very well!

I know my reflexes, but I feel there’s some input lag of sorts, maybe on the web? Not so sure.

I really wanted to be able to plan and execute multiple jumps (like more than 2), but I couldn’t. It would be really satisfying if this is possible!

Glad it works for you! I have also seen other people mention that Bevy games have some issues on Firefox for when things are pushed far. So that’s one thing to keep in mind.

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Hey, thanks for checking out my game!

I just tested on Firefox on my Linux(PopOS) system:

  • Full Screen works fine! (Although it does throw ambiguous an error in console).

Edit: I increased the size of the embed window, its playable in embed now!

  • Shift + RMB also works but also shows the rick-click menu on Firefox (doesn’t seem to be the case for Chrome).

It would be great if you can mention your OS and some details on your system. Could be likely an issue with Bevy/WGPU/WINIT ?

Yes the inputs are slightly more complex, but thats the part of building a sandbox, surely you could bind them in the settings (temporary). But I wish I could build a better experience in the Jam time frame!

Thanks again for your feedback!

Woa! The idea of the game is super similar to mine :P Amazing and aesthetically pleasing for a first game! The sound effects are on point and the loading screens are cool!

Via the browser, it should!

Simple. Like the bloom and other visual effects. Could be made really good looking with some polish!

Fits the theme well! Probably the only city sim game in the jam ig? Lots of scope for improvement like it would be great to have things spawn where I place my cursor.

Nice work on the art, could be a fun game with a compelling story!

Trying to get on top can get frustrating really fast (“Getting over it” vibes XD). The art is super cute also the music is far too calming to the point that it feels like mockery (when it slows down and you fall down) Haha!

Hey fellow 3D game jammer! This was good for your first attempt at making an FPS. The rotate using keys was quite funky. Beacons look nice! Better enemies and more gameplay and movement could make this a really nice game!

Loved the HUD indicators. Does have a learning curve but once you get a hang of it, it feels very intuitive. Could be a really fun game with some sound effects and polish!

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Various settings aren’t available when using the “main menu settings button.” They only show up from the “game over settings button.” I only knew to go looking for this after seeing it in the screenshots.

Yes, I know about this. Its basically directly referencing resources. I’ll be creating an abstraction to allow settings in the main menu as well.

This might be the only Bevy Jam game I’ve seen with a keybindings menu. Unfortunately it didn’t seem to work. Changing keybindings or sensitivity had no effect.

Hmm, that’s super weird. I have tested this, it does work. Maybe the sensitivity range is a bit too small for you. Or maybe you need to click on the resume button (for pointer lock). This can create some issues. Key binds working fine on my end as well. I’m also running this on an M2 Mac. Although I might add the settings don’t persist across games and it resets. This should be fixed with the above as well.

Combat seemed a little unsatisfying. In the screenshots, it seems like you’re doing tricks and dodging and stuff, but when I played, the turrets locked on very quickly and shot very quickly. I felt like my only option was shorts peeks from cover. I later discovered after being pushed out of range by enemy bullets that my gun has a longer range than theirs and it become a trivial thing.

I did spend a while trying to work out the combat. But since this was only one level, I made it quite difficult. I’ll definitely consider making some improvements to this to make it satisfying!

I was quite confused about mining at first. It wasn’t obvious that the mining laser had a very short range. Visually, it seemed like I must be hitting the blocks, but nothing was happening.

Hmm. I’ll be adding audio and sound effects. That should help with some feedback to the player when mining beam is actually affecting the asteroids.

Thanks a ton for spending your time playing and giving me such insightful feedback!

I thought of the exact same idea for the jam XD. Thought it would be too much to cover. Glad you made this!

Very hard to control the craft. Otherwise could be really fun!

Super fun!