u/One_Introduction3722
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I'm making a space combat game where hundreds of ships fight in massive fleet battles! (v.redd.it) [Promotion]
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Does comment karma earned in one subreddit count toward requirements in another? (self.NewToReddit) [ANSWERED]
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One_Introduction3722
One_Introduction3722
It keeps fighting. Your warship switches to AI control while you're piloting the fighter, so it won't just sit there waiting for you. You can also issue tactical orders to your escorts while flying, so you're still part of the bigger battle even when you're busy dogfighting.
I'm also planning to expand the command system so you can coordinate your own warship and fighters more directly in the future.
One_Introduction3722
Good point! This game actually has a modular ship-building system that lets you place weapons anywhere around your ship, so you're not limited to forward-facing guns! I'm also planning to make fighters more customizable in the future, including weapons that can fire in different directions.
I'll be sharing more gameplay videos as development progresses. Hopefully, you'll like what you see!
One_Introduction3722
Thank you! When you switch to piloting a fighter, your warship goes into autopilot mode, and vice versa! You can also give your escorts direct orders to perform tactical maneuvers!
One_Introduction3722
Yes, roughly. AI makes a rough prototype cheap, but polish still takes time, and most clone makers won’t put that in. They also pay Steam’s $100 fee plus AI costs, and a clone that earns nothing loses money, so I’d expect many of them to stop. The games that stand out will still be the polished ones.
One_Introduction3722
Fair, getting buried is the real risk. But hiding the game doesn’t fix that. Steam has always had clones and shovelware, and AI just made them cheaper to produce. What gets through is a game people already know about, so showing it early helps more than it hurts.
One_Introduction3722
At present, most games generated or assisted by LLMs still carry an obvious “AI feel,” or even a sense of cheapness. As indie developers, we generally have a more systematic understanding of game engine features, rendering pipelines, programming, and so on. This is our advantage. It means that in actual development we will still have a certain edge; even if there are competitors who use AI to copy others, they cannot copy the key algorithms and optimizations in our games.
One_Introduction3722
I think you can use Unity’s post-processing, together with a shader and a suitable mask, to achieve this dark-vision effect. In the shader, you can sample the camera’s depth texture, calculate the distance from the scene point corresponding to each screen pixel to the camera, and then use that distance to create the dark-vision effect you want.
One_Introduction3722
Thank you for your answering!
One_Introduction3722
Thanks for clearing that up! I'm trying to build enough karma to participate in another subreddit, so this is really helpful.
One_Introduction3722
At one workplace, we weren't allowed to talk to colleagues while carrying our bags on the way out.
Why? Because apparently, it was considered "disrespectful." Having your bag with you supposedly made the other person feel like they were holding you up from going home.
So, somehow, having a perfectly normal conversation became a workplace etiquette violation just because you were holding a bag.
One_Introduction3722
It depends. The Unity engine is generally fairly easy to use. For beginners, it is easy to learn some basic operations and to build a demo. However, if you need to make engine-level changes—such as deeply optimizing certain rendering pipelines or the related control and management of the CPU, GPU, or memory—it becomes quite troublesome, because you do not have the source code (of course, you can purchase it from Unity). Unreal Engine is open-source, which means you can customize the engine based on your interests/needs, but doing so requires more specialized knowledge of the engine itself.
One_Introduction3722
I’m shocked to see that people can use AI tools to make a game in just one or two days that is “almost” comparable to games that used to take months or even years to create—even though some of these games only “look” great.
Guilty as charged, I’m a big fan of Star Wars! The dogfight style is on purpose, because I wanted it to feel like the opening space battle of Revenge of the Sith.