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Title of Gamedev: "Game Development Stack Exchange"

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I need some input on balancing my game's economy. My game is a top down 2D wave survival shooter. I am using Unity 2022 LTS for my game engine.

The core gameplay loop is fighting through waves of enemies, with the difficulty of each wave becoming harder over time via spawning more enemies.

Each enemy has a static amount of HP and score/reward value.

This ...


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I would like to render with any camera at any given time for a Portal clone project.

There's a USceneCaptureComponent2D but it renders the whole scene to a texture.

I don't need to render the entire scene. I would like to setup stencils to avoid unnecessary rendering. I don't think this component supports this.

Additionally, I would like to render directl...


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Experimenting with my 1st Unity project. It's about a top down swimmer. By toggling the swimmer's collider, he can swim under boats:

if (Input.GetKeyDown(KeyCode.A)) swimmerCircleCollider.enabled = !swimmerCircleCollider.enabled;

At the same time I don't want him to be able to swim under the wharf, which is like an uncrossable barrier/border/wall or simply the end of ...


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How can I procedurally generate terrain (in voxel) like the one shown in the image? What would be a good approach?

I’ve been trying to recreate this type of terrain using Perlin noise for the past week, but it’s been quite difficult. So far, my approach has been to firs...


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I am trying to prototype an advanced third-person controller in Godot for humanoid characters. Currently, the controller uses two concurrent state machines: one for locomotion states and one for posture. I also plan to add an "Ability System" that will control all character actions (attack, reload, etc.).

I have already implemented basic states:

LocomotionSM:


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