Working on some upgrades for the "Comets"-ability.
My posts keep getting removed on this subreddit and I don't really understand why.
As the title says, every time I post something about my Unity game here, the post gets removed. The posts in question feature my game "Ignitement".
I often share snippets or new additions to the project. The reason given for the removal is always:
"Why?
Please include details about how the project was built in Unity, challenges faced, or techniques used.
This is a forum for discussion, not a bulletin board."
I'm a little confused because I do try to include some technical context in my posts, such as the Unity components, systems, or approaches I used to achieve the result I'm showing. I also make an effort to answer questions in the comments and share additional technical details when people ask.
I've also noticed other posts on the subreddit that seem to be similar in format. for example, posts that showcase a shader or feature with little explanation, so I'm wondering if there's something specific I'm missing, or if my posts are being caught by an automated moderation rule.
My posts also tend to receive a fair amount of upvotes and comments while they're active, which makes me think that people are interested in discussing the content. Because of that, I'd really like to better understand what is expected so I can make sure my future posts fit the subreddit guidelines.
At this point, I'm not sure whether there's a requirement that I'm overlooking. If a moderator sees this, could you please clarify what kind of technical detail or discussion is expected in these posts?
I wasn't sure of the best way to contact the moderation team directly, so I decided to ask here. Thanks for any clarification.
Working on this new death-ray ability!
One year of developing my indie game
Made this minotaur enemy. Super fun to see him throwing around the other enemies xD
Made a new enemy type! Can you spot it in the first 3 seconds?
This stone golem uses Unitys animation system (Animator + AnimationController) to go from its defensive form (looking like a rock) to its aggressive form (warlking and attacking). I use my own state-machine for the enemy logic and to trigger animation transitions.
The model and animations are made in blender.
When the enemy is in its defensive form, it blocks the flow of the fire simulation and takes highly reduced damage. This might also block the fire for other enemies behind the stone golem, which I think is a cool mechanic.
What do you think about this design?