#archived-game-design

1 messages Β· Page 50 of 1

old halo
rocky sail
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Hey guys, ive had a nice idea for a game, and a bit of experience to make it. However i want to design it easy to upgrade, so im wondering what should i start with? My first thought was:
Base of game saving system -> Base for menu->base for tech tree progression -> basic in game behaviors

heavy osprey
rocky sail
heavy osprey
rocky sail
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welp i want to have a starting pooint i can build my levels on, s osi dont have to backtrack later and make huge changes

glass flax
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How do you plan/measure the amount of content?

  1. What is the metric you use to measure an amount of content? Is it the size compared to the speed of the player? or perhaps just the amount of time it takes the player to past along it (e.g. including obstacles) ? Does that include optional objectives (achievements), or just the main ones?
  2. Even when you have defined metrics (e.g. amount of time it takes the player to move, including obstacles, only main story) - how much is enough? is it 1m? 5m? 30m? is there a standard/average/anything ?
toxic plover
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I need some general advice on how to organize my dialogue trees

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I genuinely just don't know how I'm going to be able to keep track of all the branching paths

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So I'm asking if anyone here has experience with managing that and how they did it

ripe merlin
lilac plinth
lilac plinth
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especially the later levels are pure RNG, either you get cut off by cats or not, and sometimes you just don't get enough tiles to get to the end. so i think the number of rolls left limit is a bad idea, you should always have infinite rolls, so that you can walk around more cats if you get cut off

old halo
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Fog of war now.. completely changed the feel of the game

lilac plinth
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πŸ‘

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still don't like the rolls left mechanic

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just feels bad when you are short like 1 roll because of a bad spawn

old halo
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Hm.. Any thoughts on .. how to make it a little challenging, otherwise?

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I did make it so your progress is "saved" - ie, you can replay the level as many times as you want

lilac plinth
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yeah, but it's still very rng dependent when you die you feel like you die because you are unlucky

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all the difficulty currently in the game is just RNG based f you over. A little bit like that is fine, but there needs to be more strategy involved

old halo
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heh

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fair - i also just started with this

lilac plinth
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i think some way to remove a cat could be ok

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yes i had it several times where i started completely surrounded or the cheese started completely surrounded

old halo
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hm... we toyed with the idea of a "dog/broom/water squirter/bath" icon that you could use to zap a cat

lilac plinth
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one idea would be you smell the cheese and also the item

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so you can see the cheese by start and can also see items

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so there is strategy to go for the cat killing item or not maybe

old halo
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like as a dice roll?

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or always

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(smelling the cheese)

lilac plinth
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always see it

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or maybe you see the layout before start of the game and have to remember it and then there is fog of war

old halo
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i mean.. if you can always see it then having the fog sort of.. I dunno, feels useless..?

lilac plinth
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well you can't see the cats

old halo
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like.. there's not much texture to the board under the fog.. i feel like the primary goal is to find the cheese? i hear what you're saying though

lilac plinth
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i'm not sure, just thinking about ideas how to make the game more strategy focused

old halo
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i'm not great at game design tbh πŸ™‚

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i'm publishing a build right now

lilac plinth
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well i do have an idea, but that would involve a lot more work

old halo
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with this little time left, I think all I'm going to be doing is polish and juicing and small changes.. but.. I dunno, i can always check in this build and revert if things aren't working

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what's your idea?

lilac plinth
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yeah, the idea is more if you want to work on it after the game jam

old halo
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probably not πŸ™‚ it was a fun little side project but the code is a serious hacked mess πŸ˜›

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I mostly wanted to see if I could submit something that was .. I dunno, playable by a 5 year old πŸ™‚

lilac plinth
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the idea would be making it a rogue like experience. so no reseting of levels and having one life or a few lives at most and after every level you can choose 1 out of three upgrades, something like start with an item to kill a cat once a level, see the cheese at the beginning of the level, push cats around like boxes in a puzzle game, start with a cross piece etc etc

old halo
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hm... that's interesting

lilac plinth
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that would add strategy

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still very much rng dependent but would give it much more replayability

old halo
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you're right, substantially more work but.. not impossible.. I could put little "mouse life" icons along the top, allowing you to restart, and perhaps each level you get a choice of 1 of 3 things.. like.. +1 turns, -1 cats, +5% chance at random fog of war uncovers, etc

lilac plinth
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so the items you thought about like a dog could be updrages after an level and such

old halo
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and while the game would still get harder from level to level - you're also getting stronger

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super interesting idea...

lilac plinth
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yeah exactly

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this would make it feel more like a game

old halo
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i don't think i can commit to that, though, sadly.. my graphics designer is already a bit swamped and feeling like .. behind

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background, logo, hero, etc

lilac plinth
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yeah for a game jam that might be too much now

old halo
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(her art is pretty stinkin good though imho! everything you see is custom)

lilac plinth
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unless you think of only very limited effects

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could just make the upgrades basically stuff already in the code, changing numbers

old halo
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i'm not too worried about the code.. i'm more worried that i'm at 5% gas right now and probably going to sleep for 12hrs now πŸ™‚

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deadline in 13 :p

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but that is a stinkin good idea - where were you in my stream at the launch? πŸ˜›

lilac plinth
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probably asleep πŸ˜„

old halo
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i think what i built was actually pretty close to the original mocks πŸ™‚

lilac plinth
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yeah it's a good concept

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your itch.io not fullscreen version is the wrong resolution

old halo
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yeah i ... have to do some canvas fiddling

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my least favorite part about this all.. making it all rescale/resize properly without breaking all my drag and drop, tweens, etc

lilac plinth
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sounds like a pain to work on shortly before sleep

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@bitter fulcrum this is the game-design section

bitter fulcrum
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Oops didn't notice sorry

lilac plinth
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@old halo i'm heading to the gym now, good luck with your project. Looking good already and definitely playable.

old halo
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Thanks for the feedback my man!

sudden pendant
summer talon
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Ok

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Sorry

near vector
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Greetings, anyone here familiar with Gaunlet Legends or Dark Legacy?

carmine nova
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My idea is that you play as an upgradable drone that needs to deliver a package before its batteries run out. it also has a gun which can be used to defend against the security thick is trying to stop you delivering the package. How does my idea sound?

late vapor
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sounds fine

carmine nova
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lol ok

late vapor
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ideas are cheap

grim prism
carmine nova
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No idea

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Was thinking it could be a switch game, but it would need to probably be expanded for that

grim prism
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To me it could be a highly detailed 16 or a 12+ game depending on the art style and execution

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Sounds fun though

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The idea itself seems fun to play

carmine nova
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Ok thanks πŸ™‚

cinder hamlet
carmine nova
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I'm also not sure exactly how drone physics work

cinder hamlet
carmine nova
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So I have a simple thing with AddForceAtPosition with multiple propellors, but when I move forwards (and therefore boost the force on the back 2 propellors) it doesn't move the drone forwards

cinder hamlet
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one force locally up from each propeller and one globally down because gravity + optionally air resistance opposite of moving direction

cinder hamlet
carmine nova
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I have a new controlling way now, and it works, although its not as controllable as a real drone

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I will experiment with controls at some point after I've got the core gameloop

cinder hamlet
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Well you gotta check the docs then, perhaps theres an axis parameter

carmine nova
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oki

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Make any small existing game, and when you get stuck then look up your problem

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Brackeys and Code Monkey are good channels to watch

broken dirge
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The best way is probably a paid course. I would recomend you get one on Udemy when they are on sale for like 15-20€.

fiery dawn
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In what way can a game force/encourage players to stay close together so they run away and drag on the match less?

cinder hamlet
cinder hamlet
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If fight lasts long enough, it activates and whoever captures it wins

chilly oriole
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How is this for a tutorial pop up?

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there is gonna be text under the video

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the black image is where the video will be

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how does this look?

sudden pendant
wheat hinge
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ah ok sorry about that

sudden pendant
chilly oriole
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ok

tiny marsh
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hm,mmmm

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top or bottom ui nicer

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top down roguelike

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status effect squares only pop up when you have an effect

gloomy grove
# tiny marsh top or bottom ui nicer

For me, I prefer top one. Because if it on the bottom it seems blocking my view (even it's not much)
But I think you can use bottom one if you make the bar smaller

desert pond
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bottom but idk why

sonic mango
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at first glance same as Habuu but thinking of it the health and mana bars are very big on the first one, and generally speaking there is more stuff happening in the middle of the screen than the top left

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the second one might go very well with a vignette for focus if the gameplay can bear it

tiny marsh
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i was thinking health right in the center was best, since i play games where you have to constantly look at the health bar (like path of exile)

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but on second thought this games more binding of isaac like, where you arent constantly getting hit by things
so maybe putting it in the corner is okay πŸ€”

sonic mango
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Perhaps it can nudge or something when it starts to get too low

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So you're aware your health isn't amazing but it still doesn't get in your way

remote verge
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What do you think about a cylindrical force field made out of 100 colliders? This makes it possible for each side of the force field to be broken individually rather than break the whole entire thing.

clear dew
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is this good for a main character

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(i am a noob)

tiny marsh
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i tried making a map edge in illustrator photoshop and importing it to unity

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but in unity the sprite renderer seems to scale it down and make it blurry
any idea how to fix

cold onyx
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I heard there is

tiny marsh
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h,mmm
i wonder if this is even the best way of doing it

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since this is supposed to be the start of a roguelike with instance based rooms like binding of isaac
i was thinking i'd draw and make a base area which is just the room
and then make all the prefabs like walls and objects seperately

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and then just build each room using the base

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but maybe thats not the best way to do it πŸ€” idk

late vapor
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and make sure it's not getting compressed either

tiny marsh
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is that in the sprite renderer itself or somewhere else?

sonic mango
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Select it from your assets file and have the file inspector (not the game object one) and it shows a bunch of options regarding the import specs. By default bilinear filtering is enabled (in case you have photos or stuff like that), there is a drop down menu and pick None. Also choose color space RGB with no compression since unity does convert color space by default too

kind locust
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hello i need opinion or advice, Is there a best way for my player not to know there is an animation in the script?
At first I thought using a Scriptable object to tell the animation state now using the CharacterManager, this CharacterManager will save the Enum. and give it to CharacterData then it will be played in this animation script

I want to implement MVC and FSM model system. is this flow enough?

uncut hollow
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So I haven't implemented bosses yet but I just wanted to ask if this sounds like a good mechanic for a second-level prestige

cold onyx
trail cipher
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can anyone help me. my code isn't working. I'm a beginner.

obtuse cipher
# trail cipher

Open the file and check that the class name (before :Monobehaviour) has exactly the same spelling as your file. As it suggests in the error message πŸ™‚

carmine nova
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I'm making a drone delivery game and need help on a decision on the layout of the game. Either:
1 - You recieve orders and have to go around the map delivering packages
2 - Its a level based game where you deliver 1 package per level

peak hatch
carmine nova
alpine beacon
final mauve
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I need opinions on this endless runner coin I've made