#archived-game-design

1 messages · Page 1 of 1 (latest)

sudden pendant
young raptor
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Sorry

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Thanks

granite arrow
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Need help! Dose anybody have any good currency [NAMES] for a jrpg? 🤔 It's pretty high fantasy kind of like Final fantasy so something around that type of scope @ me if you have any ideas

grave quest
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how do you guys get game ideas?

cinder hamlet
calm juniper
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the second concept sounds more like a mobile game, first one would work really well in open world

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just imagine flying around a neighborhood, trying not to get taken down by things like rain or hawks

carmine nova
carmine nova
carmine nova
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as well as outskirts with stuff like rain birds and stuff

calm juniper
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make it so power lines are all over the place and will shock you

carmine nova
calm juniper
calm juniper
hard fog
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@cold onyx Don't post off-topic

tough harbor
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the game im developing is going to have a sort of drag and drop inv system if you dropped an item on top of where another item is, would you rather they switch places or the item you where dragging return to it original position

calm juniper
viral latch
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what is is called when you try to melee an enemy and the game pushes you closer and makes you look at them to make the attack connect?

calm juniper
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pretty sure it’s just called targeting

viral latch
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I cant seem to find any documentation on it, and I'm not sure if I'm just not searching the right things

humble briar
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Auto aim

viral latch
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Since I have a pretty good Idea of what I need to do, I think I might be able to handle it by myself. Thanks for the help

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No need for tutorials I suppose

astral knot
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Hey can anyone give me some tip to give this scene a bit more feel ?

empty zealot
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hey can someone help me with something

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something isnt working

cinder hamlet
empty zealot
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thank you

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ok so when i load up my project nothing is showing us in scene

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up not us

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and i checked layers its not that

cinder hamlet
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Are the objects there in the hierarchy?

empty zealot
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how do i check that

cinder hamlet
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with your eyes

empty zealot
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sorry im kinda new

cinder hamlet
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hierarchy is the window with list of objects

empty zealot
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yes everything is there

cinder hamlet
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can you send a screenshot here

empty zealot
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and when i click on one it shows me where it is but i cant see it

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yeah sure hold on

cinder hamlet
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are you sure youre not just zoomed out too far?

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click on one of the Obstacle objects in hierarchy, then click on scene window and press F

sudden pendant
empty zealot
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sorry

cinder hamlet
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its up to you

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yw

weary harbor
# astral knot

In my humble opinion you need to add some gradients to your scene

cinder hamlet
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That does give it some paper vibe

latent pebble
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how can i think of something fun and original?

buoyant sapphire
ocean compass
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bit of a specific question but I have a 2d game (platformer), and I want a piece of terrain that was once lit up to stay lit up, I also want a sort of "Sunbeam" effect to come from a 2d object
so i have the player that is a light source, and a block that isn't lit up. the player walks next to the block and the parts of the block that are lit up, stay lit up to that level while the center stays dark
any ideas on how i can accomplish this effect?

rapid egret
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im working on a game but i dont know how to add movement

cold onyx
cinder hamlet
rapid egret
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im in his server

cinder hamlet
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on youtube

rapid egret
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ok

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what do you use to make 3d models

cold onyx
rapid egret
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ok

pallid trellis
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Hi,
Is there a way to create asset bundles without using the unity editor?

old moon
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but you can automate it if you want

pallid trellis
lofty grotto
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Should the first jump or second jump in a platformer have more height?

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And should falling off platforms use a jump? (E..g you only get one jump when free falling , not two)

remote glacier
ocean compass
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is it better to have one scene which loads an entire map on initialization or multiple scenes(one for each level)

polar anchor
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Wrong channel my bad

storm robin
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hello

old moon
ocean compass
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seems to work fine for now, though a bit more initial setup

ashen vapor
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hey

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i want o ask something'

sudden pendant
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@ashen vapor So ask your question

ashen vapor
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i had rasterize it as style

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just solid

sudden pendant
astral knot
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Any tips
?

sudden pendant
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Someone already suggested gradients, and gave an example. Did you not agree? Because it definitely made it better.

astral knot
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so i can not agree

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bc idk what's the suggestion

sudden pendant
cold onyx
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How did he convert the original image lit to the gradient image?

scarlet briar
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i think they edited it in a program like photoshop

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but i agree the gradients do look nice

cold onyx
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Yeah I like them

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Brings life to the scene

cinder hamlet
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they mess with the depth perception a bit in this case

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because it made rectangles look like paper

harsh thicket
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does anyone have any ideas for horror games using tend/befriend mechanics instead of fight or flight

hard fog
inland crescent
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Im trying to go for a style… the arch gate from the first screenshot is more like the style I want, but when making the tilemaps I ended up making it look more blocky and inorganic than I liked. Can I use tilemaps to make it look like the second picture or should I use another method?…

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Better yet are there any example I can follow to achieve the intended artstyle?

cinder hamlet
inland crescent
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Ahh good idea

rich oracle
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Do you guys think something like this can be created using Unity?

cinder hamlet
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I mean you'd have to make the map in an external program but it can absolutely be used in unity

rich oracle
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Are you talking about Blender?

cinder hamlet
cold onyx
rich oracle
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The terrain is what I'm concerned about the most

sudden pendant
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The only limitation here is your artistic abilities.

unique prawn
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kind of a weird question for you guys lol, but I'm having a brain failure at the moment: if someone suffering from a debuff is a victim, someone benefiting from a buff is a ____?

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recipient feels weird because it doesn't imply "benefit" in the same way that "victim" implies an element of suffering

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beneficiary is awkward, i think

sudden pendant
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The terms buff and debuff are already self describing who the "receiver" is. So you could probably just use a global term "target" of the buff or debuff

unique prawn
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that was the next go to, using "outcome agnostic" language rather than victim at all

sudden pendant
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Yeah. You're never a victim of a buff and always a victim of a debuff. It's redundant

unique prawn
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well you need some language to describe the nature of the person receiving the effect. and it feels awkward to mouse over a thing on your own bar that says "the target has X", i think

sudden pendant
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But if it's for flair, I suppose Ally receives the buff

unique prawn
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ally also doesn't feel right, because it's possible to have a skill that applies a buff to the enemy as a downside of the intended effect

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(like the skill in dota that does damage but then heals the target for more than the damage dealt)

sudden pendant
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On my freelance, we simply refer to them as characters (good) and enemies (bad).

unique prawn
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hmm... i think the big thing is that i'm trying to use language the refers to the recipient's relationship with the effect, and not anything else, because then i can be really flexible about where the effects come from

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i appreciate your input at any rate, target may just be the ticket

cold onyx
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Wrong channel

sudden pendant
half mantle
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could someone tell me which guns would be better for the character?

sudden pendant
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Maybe put them on the character?

late vapor
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probably the right column of weapons

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since they have outlines like the character

waxen hamlet
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i would say the left column is better for a character more simplistic; the right one fits the artstyle of the character

graceful vine
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How can i achieve something like this electrified lightning bolt effect on this tunnel?

old moon
# graceful vine

probably just a shader with some noise function / texture and then round / clip the values

old moon
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@graceful vine

sharp bay
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I see some potentially related discussion here recently:
#archived-game-design message
Generally, is making environments in external programs the best way to do it? I've been trying to do it all within Unity using ProBuilder and PolyBrush and it has felt very unstable.

graceful vine
forest wagon
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hello, anyone has any advice on game title screens

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like how to design them?

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which background should i use etc

cinder hamlet
forest wagon
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are there any import general design rules?

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like for any type of game's title screen

cinder hamlet
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It's hard to tell without specifying a genre of game

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Make sure to playtest your game and ask others for feedback while developing so you can apply design changes

forest wagon
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it's 3d, a puzzle thing maybe idk the name of the genre

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yea ill do that

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by puzzle i mean you move around stuff and change numbers to press a button

cinder hamlet
# forest wagon it's 3d, a puzzle thing maybe idk the name of the genre

Puzzles can be one of the most complex things in game design. In this video, I break down some great conundrums from favourite games, and share some knowledge from sharp puzzle designers, to find out what makes a good puzzle.

Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit

Have Mark talk at your studio, univ...

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forest wagon
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thanks, ill check it out

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but still, anything about title screens?

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and, again it's a 3d puzzle game

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about physics

cinder hamlet
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take a look at various videogames' title screens and get inspired

forest wagon
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thanks for the advice

kind locust
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I don't know if this the right channel to talk.. but
What is usually a "Game Manager" do in games? like what this thing do to video games what the purpose of Game Manager? is it just Managing our games for Obstacle and moving different scene or Save and Load player data?

cinder hamlet
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it's up to you what you put there

strange moss
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It’s generally managing the state of the game, checks wether the game is game over, won, eventually orders a spawn or scene change etc

astral knot
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hey how can i make the camera match the tilemap size ?

sudden pendant
steady oyster
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Not 100% sure if this is the right channel to ask in but I was wondering if anyone had any good resources on making a tight feeling movement system using Rigidbody2D?

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I want my player input to be tight when moving around but I plan on having projectiles which will send the players when struck

late vapor
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it shouldn't be too tough to make one yourself

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I would think that you need the get the horizontal and vertical axes, properties for acceleration, deceleration, and max speed

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lerp the velocity to the value of the h/v axes, with acceleration affecting the lerp time

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when there are no detected inputs, decelerate.

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if you want external forces applied to the player, have a vector2 that stores the sum of the force vectors, and have it lerp towards 0

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that's it

oak wind
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Generally, do you show and list players with score 0 in daily leaderboard or not? (game design)
Suppose players are sorted based on the score and then xp
Leaderboard: 100 top players + player rank/score
Is it crazy to show players with score 0 in 100 top players?

quiet crater
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Hi, I've drawn a diagram:
X and Y and coordinates
P is player
a = 0,1
b = 1,0

I need a formula to work out what c° is.

Thanks for any help!

night shoal
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not a game design question though

old moon
oak wind
sudden pendant
slim drift
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well i am trying to make a 2d game. is there any good software out there for making 2d sprites?

eternal quail
slim drift
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thank you

minor lynx
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Does anyone know how you can create an object/npc that's simply an image?

slim drift
eternal quail
# slim drift are there any tutorial u recommend for making 2d sprites for gimp?

In this step-by-step overview, learn how to use GIMP. We start with how to download and install GIMP. We then explore the interface, including the toolbox, tool options, color selection, docks / tabs, and the menu system. Next, we look at all the options to customize the experience, from resizing docks, to turning on or off single window mode, t...

▶ Play video
slim drift
vale crypt
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It has been some time since I complain about a designer here, sooo...
How do you guys proof your workflow against designers breaking the code? 🙂
The situation is this... At first I coded the obvious way, exposing game object links so things could be easily linked and referenced in code...
And then the changes to the assets ended up many times breaking these links...
Some people suggested I coded with FindComponent and similar to simply not have problems with that.
I have been doing this for some time now, but the designer always finds a way...
Now sometimes he just removes this or that from the scene breaking the code. I know I could add some "if (a == null)" and all, but that would only hide the exception without solving the problem that something was actually needed, so the exception is actually good in the sense of knowing things broke... And when he notices the exception he never knows how he triggered it...

Personally I wanted 3D assets to only be added and coded on after they are 100% done, but he is "learning" so things are changing forever... Any tips?

tl;dr: sorry for the big text, need for context, so no real tl;dr

digital aurora
# vale crypt It has been some time since I complain about a designer here, sooo... How do you...

This just sounds like a lack of communication issue tbh. If something needs to be there that needs to be communicated and if something is removed then that also needs to be communicated. My suggestion if you want to potentially cutdown on it would be a placeholder asset that its tied to for the coding portion to always have a reliavle object until the real asset is done. Then once the actual asset is finished it can just be subbed into the placeholder spot. code can be slightly adjusted for the finished asset and then its all done

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In my case i do all the assets and scene work and my friend does all the behind the scene coding. He lets me know what assets rely on what or have to be assigned to work so if i substitute a room type per say, i know that i need to assign the rooms doors so that it will function properly when spawned in

vale crypt
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And I am not talking just about things that are not obvious that I should have said something... I am talking about like, let's say there is an NPC in the scene (just an extreme example), he deletes the NPC for one reason or another to see how things look if he do this or that without the NPC, and then 10 hours later he doesn't remember there was an NPC to begin with.

digital aurora
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Ah, if thats the case than ya either there should be better communication and direction of ideas or you need a new designer ¯_(ツ)_/¯

vale crypt
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He is kinda supposed to be the director of the project. And that is kinda making me lose my head.

cinder hamlet
digital aurora
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Do you guys have a planning board for everything with written down ideas and plans in an area/place that everyone on the team can add and edit them such as a shared google drive folder?

vale crypt
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But right now I am just venting out... I am more looking for tips on workflow. I do still want to complete this project anyway.

digital aurora
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I do not mean this in a rude way but i do not care if you are a solo dev on a video game running all the ideas, a game needs its ideas and plans on paper. They will change if not put somewhere and the game will likely end in art or system hell

vale crypt
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Oh, my mistake, we do have a list of tasks to be done in each step. So we kinda have this organized to some degree.

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But no schedule on that, I did try to follow one, but he kinda ignored the idea of making a schedule for himself.

digital aurora
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Ah ok

vale crypt
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The problem isn't knowing what needs to be done, is having rules on how it needs to be done.

digital aurora
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This is just a project between the couple of you right and not like an actual business or anything right?

vale crypt
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For now yes. I might as well start doing a second game on the side if this drags on much longer.

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I do have a ton of non-game-related code to do, but that is besides the point.

digital aurora
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Ok, then ya just talking to them and discussing your issues and coming up with some form of compromise between the team will be the best bet. Because it is more of a passion project even if there is intentions to monitize at some point its difficult to timeline it. Work and life will typically come first and the project would be better seen as a hobby so you dont stress yourself about time

vale crypt
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Oh I think I understood wrong, it is supposed to sell, not some passion project in art-limbo. Still, while I do have other things going, for him I guess this is his main thing, so there is an irony in him not finishing his part of the thing. D=

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like the problem isn't him doing his part, he is actually working a lot more hours than me on this, the problem is that he always comes back to what is done and changes

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anyway, kinda lost the point... thanks for your tips @digital aurora

digital aurora
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Its all good, your welcome for the tips, sorry if it wasnt quite the stuff you were looking for

vale crypt
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no problem, at least I can learn to not repeat these mistakes in the next thing. you can be damn sure with me in charge there will be rules for everything in the workflow xD

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will probably move to git, kinda hate the lack of options of the unity's integrated thing

digital aurora
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Ive heard lots of people hate the built in workshare, hard to say but it might even be contributing to most of the issues. We use git/github and it makes everything so easy

vale crypt
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Yeah, I wanted to used the workshare just because it is built in, it is supposed to be easy. But git has branchs, git wins... xDDD

digital aurora
vale crypt
broken dirge
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@vale crypt Sounds like your code is easy to break.
Generally when this keeps happening it indicates that you are using way too many hard links and your code is tightly coupled.

Care to give us examples? From your NPC story I can totally see how a missing NPC breaks a quest but that should be about the maximum effect it has.

If you are seeing consequences of for example him deleting a door in your combat system then something is very wrong.
Look into using events, interfaces, generics and catching exceptions and logging the errors.

vale crypt
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Probably would do everything different if I started from scratch now, but also wouldn't code on anything not 100% finished.

broken dirge
vale crypt
# broken dirge Yeah. For example coding a character without the animations being set-up can be ...

The problem is that I cannot not rely on linking to stuff... The situation is that let's say, some doors open in some situations, some don't, therefore I need the doors added to the game, no way to circumvent that. The only thing I would change is that I would simply not mess with some objects that aren't that necessary, things like trying to optimize removing stuff from scene when not used.

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Oh and by the way, I do have a code structure, tons of classes with polymorphism. But I cannot prevent breaking when some necessary classes are removed, or when a class changes a mesh, but the mesh is removed for some reason, or when the lights turn off, but they simply are not there anymore.
It is not about removing stuff that should be removed, it is about removing stuff that someone will have to add later anyway, because it was needed there.

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"small mistakes" that can easily be solved, but are a headache when code is involved in them

broken dirge
# vale crypt The problem is that I cannot not rely on linking to stuff... The situation is th...

But those doors can be linked and opened/closed with an event. You do not need a reference to specific doors. They can handle opening and closing on their own.
Same with tons of other examples.

There should be a very minimal amount of "required" classes.

Every reference to a external component such as a mesh should be atleast checked in OnValidate/Awake or use a static analysis tool from Odin (paid)

If your designer is commiting scenes into git that cannot be played than I don't know what to tell you. That's not an employee that's a saboteur!

vale crypt
# broken dirge But those doors can be linked and opened/closed with an event. You do not need a...

Yeah, I understand your view, but I decided to center the logic about stuff closing/opening in a scene manager class, as it is linear so I have a made it a state machine...
When in this state this group of doors is closed... How do I know which doors and where they are? I have a parent class for doors, which has things like locking, but children classes for each specific situation. So I know that if now the PubDoor is open I just call its open function inherited from the door class. But then there are doors that are multiples so I just have to iterate in that specific class's array to open/close them all. It is way more organized than it sounds.
Each scene has its own class which is a child of state manager and just has to list all assets relevant to each state, quite easy to implement.
As it is clear when things are in one state or other this approach SHOULDN'T be problematic.

And about the saboteur thing, yeah, I live to fix what was already working or explain why it broke when the world around it changed.

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The only problem I felt on my approach was that I created a ton of classes just to be referenced, so I would probably do a little different next time, maybe add a label attribute instead of so many children.

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Oh, but I will check this event thing you said, probably not worth changing my whole thing right now, but still... Maybe change my approach next time.

broken dirge
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Oh yeah. For sure. What you described sound like an absolute nightmare to any coder.

vale crypt
broken dirge
# vale crypt At least my approach makes any sense to you right? I am new to coding games but ...

Not really to be honest 😅
I see no reason for a SceneManager to know anything about doors.
A door manager is... acceptable I guess. But still I would have much preffered a global signal/event and the doors themselves manage the state.

Also unless a class fundamentally extends the behavior of its parent it should not exist.
From what I understand you have Door class and from that RedDoor class and BlueDoor class inherit.
This is probably wrong and could be easily replaced with just exposing variables in the inspector.

This reminds me on Unreals Blueprints. Have you perhaps learned this habbit there? It's very much NOT the way to go about things in Unity.

vale crypt
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oh no, it isn't just doors...

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the sceneManager plays with doors, lights, disappears with assets, make some appear, make screens turn on and off, blocks the elevator, makes the elevator work again, blocks some buttons of the elevator, turns on and off sounds

broken dirge
vale crypt
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I could go on and on xDDD

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but fair enough, I am still learning the unity standards

rare gorge
# vale crypt It has been some time since I complain about a designer here, sooo... How do you...

If it’s just components, adding https://docs.unity3d.com/ScriptReference/RequireComponent.html basically forces it to be on the game object. For other things, you could create your own error messages Debug.LogError that tell them where and how to fix it and run your own checks during awake or https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnValidate.html. This thread also sort of talks about it: https://forum.unity.com/threads/best-practice-for-required-references.400067/. It doesn’t 100% help with preventing them from breaking the game but it could help them fix it themselves

vale crypt
cold onyx
#

Does anyone know or have a good idea on how to spawn a variety of this list, I'm using a points system and randomly summoning these, but I just want your opinions on this

Basically the animals here will be randomly chosen out of x points, meaning if the points is currently 30, only a dog, cat, or fly can spawn

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My original thought was to bias the more dangerous animals

willow halo
# cold onyx Does anyone know or have a good idea on how to spawn a variety of this list, I'm...

If I remember correctly, you will need to create a few lists for each point range of the animals that will spawn from said list. Place each list in a variable, so that you can call that list up, when the points are reached to call them up. You will need to create an --> If() statement for it, along with a Random call. I covered something similar to your question in the 'Junior Programmer Pathway.' Good luck!

quick bobcat
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i installed input manager and even after restarting unity input actions is not available as something to add

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what do i do

bronze chasm
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Is it better to show that feature can be unlocked for example a button that clearly displays that this feature will be available later
OR
Hide the feature until the feature is actually unlock therefore actually not giving any signs that this feature can be unlocked or even exists until unlock?
Does anyone have any source on this ?

cinder hamlet
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it depends on context and what you want the game to feel like

bronze chasm
cinder hamlet
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or do you want to hide it so the ux is less cluttered

bronze chasm
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i was thinking that after player discovers all the buttons with 'lock' he might feel like he completed the game, im not sure if this feeling would be more present in other way around

bronze chasm
cinder hamlet
bronze chasm
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Yes its like this both ways Isn't it ? I can't really find any source of information if they can drop the game on one way or other. Like is this more likely that they will drop on one choice or one way matters more than other

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Not sure even how to type if , if this kind of information exists

cinder hamlet
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think from player's perspective, get some friends or random people to test your game

bronze chasm
cinder hamlet
bronze chasm
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Ye that would probably help with trying to understand if the feature is interesting but i doubt it would provide a reliable answer to should I hide feature before unlock or not. Even if they would answer 'I like when i unlock new features I Didn't knew existed' it still woulnt be really reliable because he would think similar to us right now

cinder hamlet
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I think you're overthinking it

bronze chasm
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maybe

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🤔

bronze chasm
# pine sleet who is your audience?

Are you asking about game type or asking what age group do i think will be playing the game or asking traits of a gamer that i think players will have that play it ?

pine sleet
bronze chasm
# pine sleet hmm, i think maybe the answer is the audience is you, so which would you persona...

but thats then the literally the same answer as i said above. Just because i think that i prefer one doesnt make it more reliable way of information about which is the better way. I cannot live same moment twice and especially i cannot play the game as an outsider as someone who creates the game. Sure if I dont have information and source of info about this this is the only think I can do but if there would be, why not take the better way

pine sleet
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you can decide which outsiders matter to you

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and try to get inside their heads

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i can talk about which outsiders matter to me, that i think are universal for everyone? i would say that's "people who try new things"

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sometimes called "early adopters" but "people who try new things" i think avoids stereotypes of geeks and nerds and is free of demographic baggage

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who thrives at trying new things?

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they don't like being tutorialized on stuff they've seen before

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and they've played a lot of games, by definition

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sometimes you are making a game that is X+, for people who really like X

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in which case you should replicate X exactly, because rarely does rethinking the UI give you that "+"

bronze chasm
# pine sleet and try to get inside their heads

this which comes down to " Just because i think that i prefer one doesnt make it more reliable way of information" and which comes down to the same answer
IF you are referring to outsiders as in general all players that will play my game then 'people who try new things' makes no difference in the Locking Or hiding both way persons likes 'trying new things'.
Saying that its mostly decided on stereotype that would get more discouraged if one or the other i think its a very far reach so im not so sure about that

pine sleet
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like magic the gathering arena is for people who really like magic the gathering. hearthstone was for people who try new things

bronze chasm
# bronze chasm yes

but the game that im trying to target on market are mostly linear hard to even get refernce for this, while mine feels like its splitting mid way

pine sleet
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one thing you should learn on this journey is to not be limp about your opinions

bronze chasm
pine sleet
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and to not seek scientific answers where there aren't any

pine sleet
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and sought people who may have never played any strategy card games before, but were interested in something deeper than a word game

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i don't know. ultimately you are not giving me your opinion

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are you asking for mine? i don't know what your game is

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or what this button concretely is

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or who your audience is

bronze chasm
pine sleet
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"take this blue pill, and continue to believe that it's just a matter of testing all the ideas and measuring things and you will find the answers..."

bronze chasm
pine sleet
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anyway, do you want to talk about your question or no? what is the game and the feature? all i can say is how i would do it

bronze chasm
bronze chasm
bronze chasm
pine sleet
bronze chasm
pine sleet
#

what game is it?

#

i think a lot of people get stuck in the same expanding brain meme level you are at right now

bronze chasm
pine sleet
#

this belief system in analytics... listen, none of the people who pull the analytics levers make games. they only come in at the end, for stuff that is already successful

#

why are we even talking about that perspective

#

i am just trying to find out what game it is that you're making

#

then i can give you a well reasoned opinion

#

i can show you how i think about it

#

and what the concrete UI is that you're thinking about

#

i spend a lot of time thinking about UI

#

i care a lot about the "tries new things" audience

#

and also the "X+" audience

bronze chasm
pine sleet
#

ugh man tell me the game!

#

lol

pine sleet
bronze chasm
pine sleet
#

95% of problems like these can be solved with a deadline @vale crypt

bronze chasm
#

but than you for the convo ❤️

vale crypt
#

I mean, I did create deadlines for myself, I do even when nobody is looking... xDDD

pine sleet
#

you can manifest a deadline somehow

#

and then manifest another one if you need

vale crypt
#

yeah, I know... no engine can fix professional problems... personally my solution to not meeting deadlines is that eventually I will be so far ahead that I will start another project by myself, so extra time isn't bad

azure crane
#

hello, is this the right channel to ask questions about map making? :o

pine sleet
azure crane
dusty summit
#

i was thinking of a game that teaches you about bargaining

you know, like, make a deal before buying / sell

#

in which the aim of the game is, well, make a deal, make an offer, and successfully make it

analog gazelle
# vale crypt yeah, I know... no engine can fix professional problems... personally my solutio...

It sounds like the design is not solidified yet. Mark Cerny had a talk at DICE about splitting a project’s life cycle into two halves; first a chaotic half where everything is changing and most of your work is thrown out, and then a stable half which uses what was learned in the first half to develop out the rest of the game.

You can find his talk on YouTube. I believe it was DICE 2002.

#

In addition to that, Ryan Hipple had an excellent talk at Unite Austin 2017 about game architecture in Unity and using Scriptable Objects. We have been using this architecture for a couple years, and it solved a lot of the problems you mentioned. His talk is available on YouTube as well.

vale crypt
#

will add both to a tab to watch later 🙂

#

I actually am already changing my approach to coding after some tips here, no more god class

barren dune
#

Guys, any idea how can i make good inventory without using too much models/images for each item

#

and make it readable, so player can understand what is this item

#

Using text only sounds as a bad idea

analog gazelle
# vale crypt will add both to a tab to watch later 🙂

You mentioned that you are learning what the standards and common architectures are in game development. It is, unfortunately, not easy to find this information. There is a lot of information on best practices out there from people who have not actually done much game development, and are just repeating what they have heard.

The previous two videos are from industry professionals. I would also recommend watching Unity’s livestreams (available on YouTube) where they interviewed successful Unity game developer teams. They show their projects. In addition to what they say, pause the video and analyze how they have their project and scenes configured.

Good luck!

vale crypt
# analog gazelle You mentioned that you are learning what the standards and common architectures ...

Yeah, I had a hard time finding some standards because I might not be the best in coding for games, but sometimes I feel that a lot of game coders aren't even good coders in itself. Like tons of tutorials of this or that that I watch and I end up coding a totally different thing because as I watch I see tons of obviously wrong stuff like "why does this guy is retrieving data that doesn't change ever in the Update function".

#

The tutorial ends up not teaching good practices, just the sintax.

analog gazelle
vale crypt
#

And the game engines doing most of the heavy lifting also contributes to that obviously.

analog gazelle
vale crypt
#

Probably, many big tech companies in general have messy code. Still, we are losing topic here. Thanks for the tips, will watch everything at a later date.

proud sluice
barren dune
nova crane
#

Anybody here made a Horror game?

#

Give me some hints

vernal bolt
#

Make it actually scary. Not just jumpscares

barren dune
# nova crane Give me some hints

Its quite funny to make one.
Make player feel unsafe when he is literally in safe.
Play with his mind, trick him.
Use sound ambiance right.
You can make something like:
Make the player find the shotgun, play the cool ass cutscene of him loading the shells (to make player feel, like he can fight back the scary creature), but when he turns around, monster attacks him from the corner

#

Do not make things predictable

#

Or do to trick the player

#

For example

#

When he reaches some place, play the loud music to make him feel like monster is nearby

#

But actually nothing happens

#

And then music ends, scare him

#

Also, another example i played before.
Make the monster look at you, and when you look out, make the monster change his position

#

And so on

pine sleet
cinder hamlet
dusty summit
pine sleet
#

texas hold'em is essentially the game you are talking about

dusty summit
dusty summit
pine sleet
#

there's the part of this that is "narrative simulation of the experience of being business"

#

and the gameplay

#

it sounds like you should do texas hold'em for the gameplay

#

and figure out how to turn your narrative pieces metaphorically into the parts of that game

#

how does that sound? @dusty summit

#

it is already a superset of everything interesting about negotiation in an abstract sense, and then includes all the other pieces you need to make a thing worth playing again

#

everything else that isn't abstract - meaning your narrative stuff - you know, theme texas hold em appropriately

#

it's a good place to start

#

i see the gears are turning in your head

arctic sierra
#

How do i fix rounds not going wide and keeping round, not oval on scaling?

#

or margins not making from 1 pixel to 2 pixels when making the sprite twice bigger

inner stream
#

What woulf be a sane game design reason to add a CHARACTER customizer but dlc lock the option to change skin tone asking for a foe

blazing moon
#

i guess this is what you are looking for?

#

there wasn't much context in your question so i assume you talk about UI sprites

arctic sierra
#

exactly what i needed

#

thanks so much

#

but it's cocos

#

..

kind locust
#

Hello i need advice about my design, is there a way that i could improve this? or is there something wrong with this design? i lack the experience for something like this, so i hope you guys could make a opnion or recomendation what should i do or change. Thank you.

final hamlet
#

hey i need help with jumping in vr i've done everything and when i press the button nothing happens

#

just ping or dm me if you can help

neon sail
#

Silly question... Is making a game for VR (in general, though if it makes a difference I only have an oculus 2 for all my testing and such) the same thing as just any other game made in 3D?

dawn dawn
#

Which logo looks better?

neon sail
#

I say the second.... The cord doesn't sit right

cinder hamlet
#

you sure you're allowed to use the flappy bird sprite though?

#

because copyright

#

2nd logo better though

neon sail
#

I don't want to be rude but either logo could maybe do with starting back at the drawing board... They're very simplistic which can be super awesome, but the flappy bird copyrights are a big issue and it makes it feel much much more like you simply took a screen shot then stamped a bare bones "controller" placeholder in the corner

#

Maybe take the controller, on it's own, and use the cord to form a border around it? The border could be a plain circle or whatever.... Or you could extend the cord into the company name

barren lion
#

Hey guys, I have a game design question for you. I need help in brainstorming a hybrid genre for my game.
Here is my thought-process, (excuse the numbers, that's just my view):

#

Decision Brainstorming
In Auto Chess (or Teamfight Tactics), game is 40% skill & 60% luck.

  • Luck is in drawing the desirable cards, and desirable weapons
  • Skill is in the combining/discarding the right cards and positioning right

In Clash Royale, game is 60% skill & 40% luck.

  • Luck in what cards shows up at the bottom deck
  • Skill in deciding which card to use, and at a timely manner, reacting to your opponent, and positioning right

In Tactics Arena, game is skill, and no luck

  • Skill in making the right movement and attack step after enemy's movement and step (chess).

#

My question is, given what I have said above, can you think of a game idea that is about 80% skill, and only 20% luck, but the genre is similar to the ones above (aka, deck of character cards).

broken dirge
# barren lion ----- **Decision Brainstorming** In __Auto Chess (or Teamfight Tactics)__, game ...

I think if you have a "luck based" system that affects every player in the same way you might get what you want.
I am thinking about leagues map as it changes when you kill a dragon. Some champions benefit more from certain maps. But you cannot know that. But it does not win/lose the game automatically.
Ring positions in battle royal games.
Things like whole maps in shooters (hero shooters specifically as some heroes are just better at some maps/modes)
There is a ton of examples in board games especially.

barren lion
#

So you're saying a good way to add more luck to the game is by randomizing environment factors that help give adv. to certain heroes. I love that.

#

But I also want to reduce luck so that my genre has only around 10-15% luck, and rest all skill.

cinder hamlet
# barren lion So you're saying a good way to add more luck to the game is by randomizing envir...

From critical hits to random encounters, and from loot boxes to procedural generation, video games are stuffed to bursting with randomness. In this episode, I look at the way randomness is used in games - and why some forms are more contentious than others.

Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit

Hav...

▶ Play video
#

you might want to check this out

barren lion
#

Just watched it, it's exactly why I want luck to be in the game, cause it adds replay value, and variety every time you play, so you don't feel "grindy" doing the same map or battle every time.

#

But I'd like ideas on a game that has around very minimal luck, just enough to make each round fun and exciting, but not heavily impact the winner too much.

small terrace
#

For a 2D Platformer, would you guys put all the levels on the same Scene, or make 1 scene per level?

wary halo
small terrace
small terrace
# wary halo Look at Unity Docs

Yup I will! For now I'm reading a very long document about input systems so it'll come later, when I'll start working on scenes management! But I wrote it down in my design sheet so I'll eventually come to it 😄

strange moss
# barren lion ----- **Decision Brainstorming** In __Auto Chess (or Teamfight Tactics)__, game ...

Might not be what you want to hear but imo tft/auto chess (especially ranked) is hardly any luck involved. There are so many random events that during the course of the game (/ multiple games) it’s almost entirely skill based.
(I could expand on that if u want to..)

But as your looking for 80% skill 20% luck game, that really depends on what you wanna do, I feel like Auto chess is pretty much 80/20

I’m trying to do a tower Defense game with a procedurally generated map and a predefined set of towers/perks which is kinda your deck in this example… so I can kinda switch the amount of randomness in the map generation, the bigger the inpact of said generation the more random the outcome will be.. however lots of random events kinda flatten the outcome

plain mulch
#

Hey kinda unrelated but do you think a game where you can be first person and in third person would even be a good idea at all kind I am kinda between both I don't know what I could use with the third person feature of it no I don't know if I should not use the third person feature of it if you could give me feedback would be great.

cinder hamlet
#

each feature should have its purpose

pale rapids
#

Hey,
I don`t know if this channel is the right one but I am looking for some help or some directions on how I should start on my project.
About the Project:
I would like to make a DnD inspired game and I got a big part already prepared but I have difficulties to know how to start and on which base I should build up a prototype.
I am a more or less Unity Newby but I made already a few tutorials and I have basic knowledge of c#.

#

If somebody would be willing to give me somepointers it would be greatly appreciated

cinder hamlet
pale rapids
#

Thx for the advice
i prepared the whole game construct in powerpoint (With minimal graphical efford).
From a expierienced Gamedev i Think such game could be done in a day 😄
My problem is i am not sure how i should build it up? via UI Design or using the normal 2D engine to build it up.

Majority of the game consist of a scenen which should be scrollable and some text fields and menu buttons to navigate your actions

#

Based on your choice in the backround some calcuations will be done which determins if you fail or succeed and based on this the results will be shown and the next action can be chosen

The principle would repeat over and over again in various variaton but the core function would always react the same

glossy pagoda
#

Could someone help me make a call of duty black ops 2 style of multiplayer menu

pine sleet
pine sleet
#

try to search for its genre

pine sleet
pine sleet
#

i don't know if you're acquainted with TFT players, but they are very much playing a slot machine game - which is part of why it's so popular

#

and if you knew what it originally copied, pokemon TD (2011) and lotto defense (2013) it would be obvious

pine sleet
#

RNG v skill in PvP means something to the broader player community. it is a social construct. the matchmaker could of course put you up against people who have bad card collections or who play randomly, and you would always win, and seemingly you'd think you're very skilled... but what would you call that?

late vapor
#

besides that, the perspectives are technically interchangable

#

but like you said, people have different expectations of the two

small terrace
#

What about a 2D Puzzle Platformer where the character has pre-determined actions and you have to move the level so the character ends the stage?
Does it exist? Would it be something cool?

pine sleet
#

if you're imagining the character moves and you have to move a tiled world under it... it's going to feel like super monkey ball with a weird camera angle

small terrace
jagged plover
#

does anybody have a quick Mechanic Idea for a 3d platformer where the main character is a paperclip? I'm making the game to test my limits, not to release.

small terrace
cinder hamlet
#

what kind of paperclip

jagged plover
cinder hamlet
jagged plover
#

I just drank a coffee plus concerta and I'm pumped

jagged plover
cinder hamlet
limpid owl
#

Feedback/constructive criticism wanted!
We are making an exergame for motivating people to be more physically active. We are trying to decide upon a resource system, so the question is more to do with game design.
We made a short polling form, all necessary info is in here: https://forms.gle/HTXCd2kXVbGtMSER8
All feedback would be highly appreciated, thank you for all who dare to respond!

sudden pendant
slender saffron
#

not recruiting, just looking for people to talk to

winged prairie
#

Does anyone know a 2d pixel art software? I'm trying to make text and buttons.

sudden pendant
#

If you want to discuss general game design, you can do so here. If you're looking for people, use the forums.

sudden pendant
winged prairie
#

Its like the sketchy website ones

#

And the photoshop

#

Which I don't have

sudden pendant
#

Right ...

#

Anyway, Aesprite is a very popular one

cinder hamlet
#

or aseprite

winged prairie
#

Oh thanks

cinder hamlet
#

just keep in mind that paint net's download website is not paint.net

#

@winged prairie

winged prairie
#

Ok

#

Can you send the link to download it? I can't find it.

cinder hamlet
# winged prairie Can you send the link to download it? I can't find it.

Do you want to get one of the best free alternatives to adobe photoshop! I want to show you paint net! It's great! It's all 100% free! This is an open source photo editor that allows you to make amazing youtube thumbnails or edit your favorite photos! Also, with the hundreds of different plugins for paint net the amount of new tools you can add ...

▶ Play video
winged prairie
#

Thank you

gentle fossil
#

aseprite

#

is better

cinder hamlet
#

yeah though it's a bit more bothering to get it started

analog gazelle
#

Pyxel Edit is another good pixel art tool

jade plover
#

hello i modelled something in blender and export that as a .fbx file to unity but it look lie 2nd photo how can I fix it can you explain to me ? I am beginner for all this programes

quasi hinge
#

I'm new to Unity, and I have a game idea, just no idea what I should search up for the right tutorial. DM for more info on it

cinder hamlet
#

keep in mind that your first project should be a very small and simple one

quasi hinge
cinder hamlet
#

no

#

do it here

#

my DMs are closed

quasi hinge
#

i am just worried about the idea being stolen

cinder hamlet
#

relax, nobody's out there stealing beginners' ideas

#

everyone has multiple ideas, not just you

quasi hinge
#

ok

#

so the idea is theres a moving basketball hoop (or hoop in general) moving in a cycle left and right, and there is a basketball in the same place top middle. You gotta click at the right time to drop the basketball in the hoop

#

its simple enough

#

probably already been done, but its just practice for me

cinder hamlet
#

yeah sounds like a good start

#

so like, how much unity knowledge do you have already?

quasi hinge
#

tbh, none. But I know people in the family that code, etc. I could also follow tutorials. The problem is i cant just find the right one that easily.

cinder hamlet
#

but that's good, you'll learn more that way

cinder hamlet
#

however, you should start with something that has some tutorials made for it

#

like a platformer

#

so you learn the basics of input, collisions, sprites, etc

quasi hinge
#

so if i were to learn a platformer, i could probably do that game idea better?

cinder hamlet
#

then when you feel ready start making your game

cinder hamlet
#

before you can use them

quasi hinge
#

alright, what should i use?

#

as a tutorial

cinder hamlet
#

have you done programming before?

quasi hinge
#

Some, but it was years ago so I forget all of it lol

cinder hamlet
#

well, do you know for example what if does?

quasi hinge
#

ah god

#

I did know that

#

but quick answer: no

cinder hamlet
#

well if you don't yet have basic coding skills then you'll have to learn those too so expect your start to be a bit tough

#

I'd advise you to start not by learning Unity but by learning normal C#

quasi hinge
cinder hamlet
quasi hinge
#

Yeah alright

cinder hamlet
#

anyway for now I suggest you start by learning basics of C# outside of unity

quasi hinge
#

what should i use? Brackeys? Youtube in general? W3Schools? (people have told me about w3, never used it though)

cinder hamlet
#

honestly I don't know, just take a look at youtube tutorials and pick one you like

quasi hinge
#

Alright

cold onyx
#

Do you guys use Neutral tonemapping? to me it just makes things worse

obtuse cipher
pearl token
#

I'm trying to think of how to design a grid/tile based movement system for my first real game project that I intend to finish and i'm struggling with how I wish to design it. Anyone have some advice/tips/suggestions. ❤️

chilly relic
vast cipher
#

how to enable grid snapping?

dreamy sparrow
#

What kind of inventory UI do you guys like the best? I'm working on mine right now and I can't decide if I'd rather have pop up menus for every item like in dark souls or if that's too cumbersome and I'd rather give everything a keyboard shortcut like in Witcher 3

#

What's the best designed UI for inventory/maps/crafting you have found?

dapper minnow
#

Yeah I think it’s cool.

lost topaz
#

Question for you guys... (I know the question doesn't really fit "game design" but I can't find another channel it would fit into better)

As game developers how do you decide what game info to hide/share with the public pre-release?

We're working on our first game. We've been mulling over this question for a little while now, figured I'd try and get some opinions from others. We want to answer questions and post content, but don't want to give too much away. Thoughts?

cold onyx
#

I was trying to add water to my map for game and i saw that you add it by going to Assets<import package<terrain. but i dont se such thing there its just import custom package option. what am i missing? please

pine kite
#

We don't have collab posting on the server. Unity forum has a section for collabs and jobs.

forest wagon
#

anybody knows any game with a 3d level editor?

#

i might make one in the future but dont know how its supposed to look

#

2d is easy, just use mouse to go through level

#

but 3d is kind of weird

cinder hamlet
#

I suppose a 3d level editor will depend on how your game's maps are structured

#

if you want the player to have full access to all 3 dimensions then you should give them free camera movement like unity's editor

halcyon remnant
#

can someone pls help me

#

idk how to flip my hand model for my vr game

#

and i have only made 1 hand

dapper minnow
#

Use blender.

halcyon remnant
#

i have made 1 hand in blender but i cant be bothered to perfectly recreate it again in blender

cinder hamlet
#

google "blender how to flip a model"

glacial thunder
desert oar
#

Hello friends 🙂

#

Good afternoon/evening.

#

Quick question

#

Is this the best way to make a "list" of items?

#

It works fine, used buttons.

#

But if I want a scrollable list of names from a db

#

this fine? or need to use text?

#

Also the "Text" from db needs to be clickable/selectable via gamepad

#

so I guess that will be a button?

late vapor
#

judging by your name, it's in vr?

#

if so, I've got nothing to test it on

next sparrow
dapper minnow
quasi hinge
small terrace
#

I need your opinion guys, what do you think about the scaling? I feel like the character is too small, but it might be because the environment is empty and there's no animation on the character yet

#

Cause with a decorated environment, it looks better

#

But maybe still too small, I don't know, I need external opinions haha

waxen barn
#

Hey Guys. I Struggle a little with my Lighting, and how to make the game readability better.
I think its a mix of the textures and the dim light which brings everything in the same tint.
I want to keep the atmosphere gloomy and a little creepy, but readable 😄
Do you have some hints how i can pimp it up?

small terrace
lofty walrus
spare smelt
#

For real 😳😳

spare smelt
#

U should resize the trees bigger

small terrace
#

But I'm pretty proud of what I've done with his tileset haha

small terrace
spare smelt
#

In my opinion u should do like this

small terrace
#

Hm yeah that's quite bigger haha

#

I'll try tomorrow, thanks!

spare smelt
#

No problem 👏😀

small terrace
spare smelt
#

Aaah yeaaah i agree with it

spare smelt
small terrace
queen nebula
#

I'm gonna try to make a boss rush like game with at least pretty cool melee combat, and some ranged later on in the game to help with things like combos on the bosses.

past ruin
#

Hello everyone, i downloaded some gun model with cool glowing lights but when i imported it in unity the lights werent there. help

late vapor
#

depending on what those "lights" are, you may need to add post processing effects or place some lights on it in unity

#

being more specific will help others help you

rugged silo
#

I'm trying to make a spot the difference kind of game on unity
two 2D images are there, and if you click on the wrong spot, you lose a life.

so regarding the design,
can I create it using buttons ?
like one big button on the image that loses a life when clicked while the correct positions have separate buttons overlapping the big button

dapper minnow
#

You could but it would be an unnecessary way of doing it.

dapper minnow
#

It’s a similar idea but a slightly different way of doing it that will make it more polished.

rugged silo
dapper minnow
#

Yeah

#

@rugged silo I think it might make it feel a bit more polished and easier to use.

rugged silo
#

thanks
will try out that way

barren dune
#

Planning to have items stored with Id's, how can i make more comfortable to use.
how can i group them?
So i wouldnt have situation like
1 - Stick (Material)
2 - Rock (Material)
3 - Axe (Weapon)
4 - Sand (Material)

cinder hamlet
barren dune
#

makes sense

inner veldt
#

Hello. I'm looking for suggestions, please. Not code or anything, just a path to research. I'm working on a fighting game and what I have so far is working, but its very clunky, the controllers not very responsive, it doesn't feel like its running very smooth. What are some things I can look into?

#

Think I had it in the wrong channel a moment ago.

wary halo
elfin flame
#

hey is there anyone i can ask for help if i need it in unity?

night shoal
rapid quiver
#

Hey my scene view just went out don't understand what happened

broken thicket
#

Hi can someone help? I made an ragdoll but after it hits the ground its still a bit buggy and sometimes his head or arm(s) are still moving..

cold onyx
hoary flame
#

Do people think an Ai-generated background and character point-and-click adventure game is a good idea?

night shoal
#

It's not going to look as good or consistent as human-made art, and it still has a very distinctive look that makes it obvious that it's AI created. It's also very hard to modify the pictures and trying to get the AI to generate exactly what you need can be difficult. You wouldn't get the kind of variations that are typical in the games (same picture but door open/closed and so on) and items placed in the environment would stick out from the background. And I don't think you can get it to generate characters that would have the same kind of animations (walking around etc) that typical adventure game characters have.

hoary flame
#

Thanks

#

I kind of like the dream like ai generated background tho

#

Due to uncanny valley

cold onyx
#

How do I make a picture become a border?

#

I mean a wall as a border in 2d

#

Idk if this is the right channel sorry!

hoary flame
#

It depends?

#

On what you want to achieve

cold onyx
hoary flame
#

What is an among us?

#

you can try using collision boxes if your character has collision

hoary flame
cold onyx
#

Thanks!

cold onyx
hoary flame
#

it should be the same as well?

#

you have different collision layers for different channels

cold onyx
#

True

thick star
#

hey guys, would it be feasible to have like a large open world RTS game?
think like a grand strategy map but with rts gameplay
or simply starcraft but 16x the map size

hoary flame
#

yes?

late vapor
#

yea

#

but it would require much more work to fill that giant map with interesting things

cinder hamlet
#

Hey guys I need some ideas for fire-related magic powers for a fighting game (that are not just an attack, they can be an attack but need some non-combat functionality)

cinder hamlet
#

a survival horror where main mechanic is trying to stay in light

#

the monster can only move in darkness

late vapor
#

if multiplayer, an ability that temporarily blinds is a terrible idea

cinder hamlet
late vapor
#

ig you can add some sort of attack that stuns the opponent if it hits the head?

#

having a precise hitbox for it to have a magnified effect might be too difficult to be consistent

#

a dot effect sounds cheesy, unless it's an ability that requires space/skill/a lot of resources to balance out

sudden pendant
#

@crisp umbra We don't allow discussions about decompiling and asset ripping on this discord.

urban marten
#

Are there any rhythm games that use keyboard and mouse at the same time ?

#

Just looking for some examples

late vapor
#

idk

#

osu?

urban marten
#

Maybe osu yeah, more the kind of , you know, press the keys while you're doing something else with the mouse, moving something or idk

hoary flame
#

Any 2d top down slingshot ball game recommendations for game mechanics study?

plucky brook
#

What mythical character or ancient historical character had an affliction of the eyes? Can anyone recall?

#

Other acceptable criteria: lived in a dark cave/underground; discovered forbidden knowledge; was brought before a god to be punished for lying

late vapor
#

the 3 greek witch thingies that shared 1 eye

cinder hamlet
#

forgot his name

chilly oriole
#

how could i make this look more realistic?

#

it looks to artificial, or ai

#

i want it to look more like a painting or drawing

#

on a wall

long flame
#

you need some normal maps, textures

drowsy sundial
#

Hey! I am making my first game, could anyone try my small demo and help me figure out the "purpose" or main objective of the game? you can DM me and I will send the demo

hoary flame
#

maybe it helps if you take a few screenshots of your games first

small terrace
#

I just accidentally made a game where you can bully a never dying leather-masked BDSM slave, what do we think about that? I think it's great

sweet robin
#

I am completely new to unity, I just i bought it yesterday and I would like someone who is clear about it to teach me from the most basic to the most difficult, I would appreciate it

small terrace
small terrace
#

For a 2D platformer with enemies to attack and a dash, what would be the dash and attack input on a controller in your opinion?
Cause I like the light attack on West button, but I also like dash on this button think3d

#

I thought attack on East and dash on West would be the best, or dash on East and attack on a trigger, but I'm not a big fan using the trigger to attack personally, but I know some games use it

light glen
#

do you need the south button for jump or something? because light attack on south feels fine

#

if not, what about using a trigger for the dash?

small terrace
#

Hm yeah trigger to dash would have a Dark Souls vibe but why not! Didn't think of it, thanks!

cinder hamlet
#

not sure if your game requires the player to use right stick

small terrace
cinder hamlet
#

without right stick being used for aiming, the XYAB buttons seem to be fine for basic things like attacks or dashes

#

for example in games like Witcher 3 or Ace Combat series

near inlet
#

Hey guys, what do u think of this idea: online mazes and speedrunning them

#

The players of the game can make mazes and can speedrun them from each other

cinder hamlet
#

most people probably consider that boring

near inlet
#

yeah but theres going to be a lot of customization like parcour elements and also doors and keys and traps and chests...

near inlet
cinder hamlet
#

that sounds more interesting

near inlet
#

yeah

hasty vapor
#

hey there

#

I'm having some trouble trying to design my buttons

#

and the sprite buttons

#

could u all help me?

#

so this is my attempt to make it look like its pressed

#

but as you can see it's not working

#

heres my normal button

#

any idea of how can i make it look pressed?

#

or if you have some nice buttons spritw for me to use it as inspiration, it would help me lots!

sudden pendant
#

Always look up references.

hasty vapor
#

i tried to look for some, but none where like- pressed and pixelart, so i did the best i could but i still think it looks kinda of weird. so i was hoping someone that knows about this stuff could get me something more solid to work on

sudden pendant
#

I mean, vector art is just a lot of pixels. There's no reason you can't use that and recreate it.

#

Seems like you're more interested in someone doing it for you though?

hearty hawk
sudden pendant
#

Yep

hasty vapor
#

with all due respect, your point is stupid

hasty vapor
hasty vapor
#

if you take a pic of yourself it is a bunch of pixels too

hearty hawk
#

ye

#

legit everything u seen on a digital screen is pixels

hasty vapor
#

fr

#

anyway, i am NOT talking about just pixels. im talking about pixel art, and i'm having some trouble to figure out how it works, so if someone could help me out, i would be very thankful

hearty hawk
#

theres gotta be a website u can easily use or smt

sudden pendant
#

I understand you're talking about pixel art. I also understand that you can do the same effect in pixel art, because the perspective and everything can be matched.

A quick google will give you results.

hasty vapor
#

my brother in christ, dont you see i've tried and i'm still trying and still it looks weird even tho i've studied pixel art over and over again? my problem is: i can't figure out why my button looks weird. i've tried more ways to do it and that's the best i could do. i need someone who understands it and who can tell me "hey, if you add this thing it will look better"

sudden pendant
#

What are you hoping for though, someone to say "add this black line three pixels in and it'll look good"? Why not just study examples, and recreate them as practice?

#

These square buttons are what, 16x16 pixels? You can practice making one in a few minutes.

#

Anyway, if you're hoping to find help, this isn't really the place. Try an art discord or something.

hasty vapor
#

im struggling to find the right palette, and yes, that's exactly what im looking for, since i dont have much experience in pixel art. but youre right, thank you for the idea of joining an art discord.

sudden pendant
#

For palettes, there's some websites to help:
https://lospec.com/palette-list

charred badge
hasty vapor
gentle fossil
cold onyx
#

I should definitely try to find new fonts

#

I think that has a massive impact on UI

cinder hamlet
#

yep

late lark
#

Vic, if you are still looking for advice on that button I think I have an idea. First, remove the shadow on top of the pressed button. It shouldn't have any perception of depth at all. That will give it the feel of being fully depressed into the surface.
Second, remove the side shadow from the unpressed button unless there is a perceived light source from the side. Take that orange line of pixels and extend it by at least one, maybe two rows. That will give the illusion of height to the button. I actually don't think you need the gray pixel shadows at all. The orange gives the illusion of it being yellow like the rest of the button, but in shadow because of the height. I hope that makes sense. I'm really not a UI guy, but it's what I immediately thought of.

small terrace
#

In a 2D Platformer, what's a good coyote time duration?

#

0.2 looks a bit too long, but 0.1 looks a bit too short, I think it's somewhere between those values, but I thought maybe there was a common used value I didn't know about?

cinder hamlet
#

it depends on some factors

reef forge
#

I could use some idea help, for my game I have a local RTS. I need each player to have its own pointer (to be controlled with a gamepad). So I can't use the cursor, any ideas where to start?

cinder hamlet
reef forge
#

Just an empty game object on the level? Would that be seen by other players as well?

cinder hamlet
#

or shared screen

#

or what

reef forge
#

Split screen

cinder hamlet
#

then why don't you want it to be seen by other players

#

they will be able to see it anyway because it's all on same screen

#

oh you mean only one camera being able to see it?

reef forge
#

Yes

cinder hamlet
#

you can use layers for that ig

reef forge
#

Oh cool. Thanks a ton

thick robin
#

Yo, can anybody help me with something? I'm making an fps, and I was wondering, in fps games, does the sound come from the gun or the camera?

gentle fossil
thick robin
cinder hamlet
#

I'd personally prefer having it centered

cold onyx
#

My dream game is an rts with 3 factions one with a traditional focus tree one with no focus tree and one with a reversed focus tree what do you think?

thick robin
cinder hamlet
spiral drift
#

I don't know if this is the right area for this but I am making a game atm and was wondering how to add a timer to stop a drowning script from running for a 5 seconds. What is the best way to do so? if you have any suggestions that would be very helpful

rare sequoia
#

do you like the style?

spare smelt
#

Yes🗿

sudden pendant
#

@tiny basalt You've been told before there are no recruitment postings on this discord. You can use the forums.

glacial wind
#

Hey, I dont know how to make a chase exciting and wondered if anyone could help me.
First, the player should chase the enemy on foot until the enemy jumps into a car and you take one too.
The problem is: How can I give the player the feeling that the chase is interactive and how can I make it exciting and fun?

stray hill
#

Hi, I'm looking for some advice on how I could speed up turn based combat
example, my player has one character, but the enemy has about 10
When in combat, if I want to show the actions of all 10 enemy characters, the pace feels really slow for my player

Example of what I mean:
https://youtu.be/3kqCzCACtkw?t=358

Here it's the AI's (red) turn, which takes quite long (1min and 5 seconds, I want to tone it down to about 15 seconds)

I've been breaking my head on how I could speed up the process

I'm thinking:

  • speed up the combat animations
  • don't display combat on enemy turns? (though that might take away from the feeling of the game, and I'm not feeling good about this solution)
  • move multiple characters at the same time?
inland crescent
#

Hey guys, I'm back

I'm trying to make an RPG game, I would say similar in style to games like Omori, Oneshot, basically your average indie rpg with a silly little story to it.
I'm not really sure how to start though. I'm mainly stuck on how progression works, like how it goes from one event to another and keeps track of everything going on.

If anybody has tips or can point me to explanation videos, that would be appreciated

#

I have most things planned out, I just need to learn how to actually do it now..

tranquil fox
#

when I place my sprite it ends up diffrent

#

heres the large one

junior adder
#

How do you correctly setup a Unity Project with GitHub?
I have a Project and have synced all .meta Files with it.
But still some things like Sorting Layers are not working, and if you rename any Asset GitHub thinks it got deleted.
So... how do I set this up correctly?

P.S.
I work with JetBrains Rider

astral knot
#

hey i want to make a house interior for a horror game

#

but i don't know how to do the right thing

#

and how the house to be

#

how can i design a house with 2 floors and what should i keep in mind ?

sudden pendant
#

Have you been inside a house before?

astral knot
astral knot
cold onyx
warm spade
#

hello!

#

so the corners of my room look a bit like this

#

very sharpen (idk how to explain it)

#

sharp

#

is there any way to fix that? is it like that in every game?

near inlet
#

Hey Guys, I am making a rage game called Pill Game. It's about a pill that has to reach the finish. I am still not sure about some things with this game: for example, can the pill die during the level, or should it be like the impossible mode in Stick With it, where u can't die, but u just fall to a previous position? What do u guys think?

polar root
versed bough
#

Does anyone know a group or comunity just focused on deving openworlds?

gusty bay
#

what makes a survival casual fun ?

versed bough
#

I was thinking in creating a group just focused in openworld dev

#

Like to Exchange tips and research in creating terrains landscapes,optmization for AAA concepts etc

#

Trying to deliver some nice visuals trought art etc

heavy osprey
#

should player be allowed to Rotate camera for isometric ?

versed bough
#

Its a option

#

But i think that games like topdown and plataform(fixed camera) has a oportunity of framing scenes

pine sleet
pine sleet
pine sleet
errant phoenix
#

Hey people, can anyone think of a video game that has a really bad health system?

heavy osprey
wind mist
#

does anyone know why my map looks like this?

#

or how can i fix it? i need to add something to the canvas for it to show the quiz game without opening new scenes, but if i add it obviously i wont be able to see it

#

and im using cinemachine to follow the character around so its kind of complicated

gusty bay
dusky musk
#

hi

cold onyx
rough geyser
cinder hamlet
#

so the player doesnt have to grind too long to get something new

#

also base building

gusty bay
cold onyx
#

when i import pixel art into unity (2d), it's not correct (pixels are off and it is smaller), how do i fix this?

dense edge
dense edge
# cold onyx ah no, i'll try that

I recommend focusing on changing the pixels per unit, filter mode, and compression to start with. If you have any questions about what those should be lmk and i can help you figure that out, but definitely try experimenting

cold onyx
#

fixed, just set it to high quality. thanks!

lethal pawn
#

kike

#

like*

#

really hard

modest hatch
#

why are trees placed down using the brush white

#

but trees placed down manually have color

cold onyx
spark merlin
#

Hi guys, I got an error after installing the universal render pipeline package

#

I installed it via package manager and its version is 10.9.0

#

I know that this is not the verified version but I got the same errors when I tried the 10.8.1 (verified version) and 10.10.0 .

#

Unity version is 2020.3.29f1

toxic socket
#

How to make a player unable to get outside the terrain?

cold onyx
#

Does anyone know how to make an ignition system for a vehicle in unity

cold onyx
toxic socket
cold onyx
#

Oh i see

#

Um let me think rq

#

Send a photo of what your trying to do

toxic socket
cold onyx
#

Oh u mean to make it to where they cant leave the “map”

toxic socket
cold onyx
#

Ohh ok

#

What i would do is drag a wall around the outside and make it taller than the highest point on those mountains things

#

And make it invisible

#

You see the orange line

#

Make the invisible wall behind that

toxic socket
cold onyx
#

Ah

#

Is there a way connect them to the map?

#

Like blender has vertices

toxic socket
#

I don't know

cold onyx
#

Hm

chilly nexus
#

Ok so I gotta ask, how do you make things go in a sequence for a story?

#

As in, instead of the arcade game esque play it’s more a structured sequence of events and all that

#

Sorry if this sounds stupid and any of you cringe to death

formal wind
chilly nexus
#

Trying to make a story focused metroidvania if that helps

formal wind
#

Would your quest line requirement need to turn in quests to certain npc's ? Kind of like an MMO or would it be like per/scene driven?

#

Would it also have rewards for completing them ?

chilly nexus
#

Story ones would be more scene and location driven, but npc side quests would award items and reputation and the such

#

But story ones were what I had in mind

formal wind
#

Do you have any experience with databases or json ? Serialization ?

chilly nexus
#

I sadly do not

#

I assume it’s required?

formal wind
#

Well there are a massive amount of ways to implement a questing system. My approach would be to create a Quest class that you could Deserialize from a json file. You would need to create a schema.

chilly nexus
#

Ok

#

Is that all I need?

formal wind
#

Off the top of my head as a starting point, I would define a schema like this: (I usually create a little application where I can create levels for my games. I create my databases using expressJs and mongoDB - which exports to JSON) Then I would create a Class to match it in the game resources. It really depends on how involved you want to be and how many quests are in your game. Going this route may be too much for you, if its much simpler. But the file can be stored in resources and you and read and write from it. I use newtonsoft.Json package for Deserialization on my Classes

{
    npcOwnerId: {type: String},
    npcTurnInId: {type: String},
    questName: {type: String},
    questDescription: {type: String},
    questShortDescription: {type: String},
    questZoneName: {type: String},
    questCompletionStatus: {type: String}
    rewards: [
        {
            rewardItemId: {type: String},
            quantity: {type: Number}
        }
    ]
    //so on so forth....
}
chilly nexus
#

Alr

#

Tysm 🙏

formal wind
# chilly nexus Alr

An example of something I've used in a game:

public static List<GameLevel> GetAllLevels()
{
    var asset = Resources.Load<TextAsset>("Levels.json".Replace(".json", ""));
    return JsonConvert.DeserializeObject<List<GameLevel>>(asset.text);
}

I use Newtonsoft.Json for Deserialization, but Unity has a built in api you can use. I find Newtonsoft easier to implement.

chilly nexus
#

I see

#

Thanks for your help

formal wind
# chilly nexus Thanks for your help

NP, Maybe do some more searching on the internet/youtube. There are bound to be a lot of information out there that could be simpler than what I posted and just right for your needs.

chilly nexus
#

Alr

#

Much appreciated

hardy pond
#

Hello friends your opinions are needed - I have to get data for some school work - so will pop this here too
A)Could I ask Which online game would you miss without your friends?

B)A game environment you and your team were sad to leave?

C) Was there a game environment you disliked leaving? (that you would wish to return to)

thanks a lot! (im studying game design) my current prototype - your answers help!!
https://www.youtube.com/shorts/aNkCmzaRe8I

quick bobcat
#

i have had this problem for weeks now, i gave up for a while, put i would really like to make this game. the issue is that even though i have installed the new input system (first ss) i cannot use it as input actions does not show up as something i can add (second ss). as mentioned earlier, i would really like to start making this game, but as of now im an incapable of doing so. i have asked in multiple forums and done extensive research, but i have found nothing helpful. if anyone can possibly provide me with a solution then i will be very grateful.

toxic socket
#

But somehow starter assets inputs work fine

sudden pendant
astral knot
sudden pendant
#

Right, carry on here then sure

#

Or, you moved already. It's all good.

dapper totem
#

When you see Spiderman PC price...

modest hatch
cold onyx
#

anyone ever do mounted combat in their game? I dunno where to start

dense edge
#

I keep getting a symbolic link warning whenever i put things like my scenes or tilemaps in folders. Can someone help me understand if doing this puts my project at risk or what I can do to fix this / not make this happen? I swear i already asked about this but maybe i deleted it without realizing

late vapor
urban mountain
#

sorry if this seems like a basic question but i cant seem to find an answer for it. How are finite maps made for games, like for example if i wanted to make a house or a spaceship my character can explore. probuilder seems to only work for grid based maps but thats not really what i want.

late vapor
#

or you could even use ms paint if you want

urban mountain
#

thafs what i was gonna end up doing is just making it in blender i just didnt know if there was a better way

dense jungle
#

would you guys recommend creating the level in blender of unity for your actual game

heavy osprey
#

my process usually

heavy osprey
urban mountain
#

oh okay ill look more into it then

heavy osprey
dense jungle
heavy osprey
dense jungle
dense jungle
heavy osprey
heavy osprey
#

Flip Normals if thats what you mean.

#

Face selection mode you can select any face and hit delete to delete it

dense jungle
#

thanks

dense jungle
heavy osprey
dense jungle
#

and only that area

heavy osprey
thorny saffron
formal wind
empty trail
#

But typically story-focused game (e.g. visual novel) implements own scripting system

chilly nexus
#

I see

#

Tyy

cold onyx
#

hey amm,any one knows why this happens? this obj (a child) doesn't rotate propetly

stray hill
#

Hey, I'm building a game but because I'm alone, making the combat turnbased would greatly reduce the required art resources... problem is that the game feels much slower because of this.

I'm looking for advice on how to make turnbased combat feel less slow

cold onyx
#

@late vapornah, in ummorpg you can have horses but I want to be able to attack on the horse!

late vapor
#

I would think that all that changes is the player movement

#

and maybe you'd have to clamp the pitch and yaw of the camera so you can't look 180 degrees behind you while you're on the horse

wise saffron
#

what do you guys think about using a player systems script? I prefer to use one script to handle the players health, points, equipped items, etc. but im new to game design so would it be better to use separate scripts for each?

steady kite
#

Hey guys. Does anyone have any ideas on how to achieve a very performant//very basic fog that works in URP?

empty trail
obtuse cipher
# wise saffron what do you guys think about using a player systems script? I prefer to use one ...

Unity is built with a component-based approach in mind, so you can have separate scripts to manage different aspects of your game. It makes it easier to manage your code if you can encapsulate, say your health and equipped items in different scripts. They'll be small and have a specific function.

If you have everything in one script, it could get get difficult to maintain as you add more and more features.

late vapor
dapper furnace
#

Good morning-- Uhh, which channel do I go to for help with something involving the files of a project?

late vapor
#

when creating a game prototype, is it better to make a demo-style vertical slice or focus more on a certain aspect such as gameplay or art?

cold onyx
#

does anyone know how to upload a game so i could send it as a link?
i was having some trouble building with WebGL

obtuse cipher
steady kite
cold onyx
cold onyx
hot trellis
#

Dont know if this is the right channel, but i need some cristicism on the character i made

#

Not very skilled in digital art ( or any art really) so i could use some advice ❤

obtuse cipher
obtuse cipher
cold onyx
viral rivet
#

hello hello

maiden stag
#

I'm just wondering what can I do about my car going through the road?

#

If I drive into a mesh collidable object with no rigid body component, my player car goes through the bottom of the road and falls away

sudden pendant
rugged flame
#

oh thanks

green salmon
#

what type games do u guys
0 for survival
1 for pvp/pve
2 for horror
3 for Sandbox
4 for fps
5 for rts
6 for rpgmmo
7 for rpg
8 for moba
9 for Action-adventure
A for VR
B for non vr
C for mobile allowed
D for consoles

coral adder
#

how do you balance a game where you're fighting enemies in a locked space? Enemies deal damage when they're close to you. if you make enemies too fast, player can never outrun them, if you make them too slow, the game is too easy

narrow belfry
#

maybe make them fast enough to catch up to you but they need to spend time charging up their attack before they hit you (i.e. pull back an axe before swinging)

narrow belfry
#

yeah engages the player in combat constantly throughout the fight but allows them to have time to react to the next attack was the thought process

sudden pendant
sage tangle
#

Oh thx mb

tardy abyss
#

I would like so much to develop some nice fishing game, but i dont have much expiriance 😄

white thicket
#

shove or push enemies away

#

use a certain item to repel

#

grappling hook, multi-jumps, air dashing, wall jumping, wall running, sliding, all depends how you want your movement and combat to flow

white thicket
#

you can also add considerable recovery to an enemy's attacks so when they miss, you can punish them safely

swift patrol
#

Kind of a math question, but what sort of scaling do you all tend to like for experience based leveling systems? e^mx seems to give me good results for early levels, but it pretty quickly gets out of hand

narrow belfry
#

really depends on the game

narrow belfry
#

some games are meant to be really grindy, otherwise id just use a basic linear increase or sum

white thicket
#

Add items that decrease stats or otherwise penalize you for bonus xp

#

I believe CrossCode has an xp multiplier for chain kills if you wanted an example

swift patrol
white thicket
#

yeee

full wraith
#

I'd love to see some improvements like punishments for downtime on offensive action, and lenience for traversal between combat zones. ( Like, let the player move freely for a bit, but disable healing while doing so )

cold onyx
#

Hey, does Unity engine have something like source engine? Those "NoDraw Textures", it's a feature of source engine that you can mark face of some meshes not to be rendered, for example when you build a wall to border your level but you want only one face of that mesh to be rendered as a player can only one see that one mesh.
My reason is that i want to target a larger playerbase to my games, not only high-end users but low-end too so saving performance and optimization is my no. 1 priority

cinder hamlet
narrow belfry
cold onyx
elfin palm
# swift patrol Kind of a math question, but what sort of scaling do you all tend to like for ex...

I wonder if rather than use an algorithm for leveling you are better off with a lookup table that is tailored to the experience. Probably depends on if it's rogue like / procedural or linear. Generally speaking I like games that have a nice steady drip. What does that mean? Not exactly sure honestly.. it probably equates to some sort of logarithmic xp gains, but in such a way that you tend to get upgrades at a reasonably even rate even if you are numerically more successful in terms of xp / minute. Also depends on the game. A rogue like I want to be really tailored, that's all about the drip. Something like elder scrolls? The discovery and loot provides dopamine, so I can go longer without rewards.

elfin palm
#

The advantage of a lookup table is you can say okay, around level 20 in this particular part of the game things get out of hand, so I'm going to set that next level value to 10490 instead of the algorithm that would have assigned 14000. Open to criticism, just idle thoughts.

#

Could also do a hybrid, up to level 50 is statically typed, beyond that just use some sort of algo. I haven't done any of this though, so take all of that as food for thought and not law of the land

elfin palm
# coral adder how do you balance a game where you're fighting enemies in a locked space? Enemi...

In most games, I think the player is almost always faster so running is always a viable option. Which I always found a bit odd, some monsters would be able to run you down. But I think it's a 'break' in the loop of say gunfighting where you might run out of ammo. If you can't outrun them, you likely need some other sort of escape, unless the design goal is you're just fucked by your previously bad decisions. At which point hopefully the player doesn't lose too much progress.

elfin palm
#

To put it another way, if I have a shooter, it's much more important that you can playtest shooting the other guy (simple AI or player) in a sparse environment than say having 50 guns and a beautiful environment but no opponent. In that case, two guns and some placeholder simple environment would do.

chilly oriole
#

Hey, so my game is about being kidnapped and forced to do a series of tests that will later lead into the player having to do some big type of mission. The main character was originally a office worker, that is just used to a office environment, and is now out of his comfort zone, and is doing tests while being watched at all times. I'm currently working on a scene about decision making, and being able to make fast choices. What mechanics should i add. Anything specific that would be fun and unique?

full wraith
# cold onyx And does it actually improve performance? I tried to google as much as i could b...

Yes, if you're cutting out an amount of faces, significant enough to lower performance. I doubt you'll won't see a difference unless you're cutting out a few thousand faces though. This will definitely give you better performance on a large scale, where the excess geometry is lagging your game. For example, professional designers often delete parts of a character's body, that are hidden under clothing, to save on performance and make the rigging process easier.

sudden pendant
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@gleaming night We don't allow discussions of asset ripping here.

bright cave
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me and some others are making a undertail styled game any ideas on a name

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the basics are good guy is trapped and has to make there way through a maze to escape ware its a tutorial good guy beets tutorial and meets mentor whow brings them to the king the king wonders how good guy is still alive when he fights them but the only way to win is to run so now good guy is wanted and forms a resistance witch you use by alocating them to places and then you kill the king only for you to become the king [that is the rundown]

spare quail
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hello there - I come for ideas for an idle steam game
I wanna make one where you have an inventory and can do stuff with items (even if it's that they're used in to create other items idley
But need a decent idea, like what the game is about etc

chilly oriole
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What would be a good environment/level design for a level about decision making and making fast decisions. What are some good ideas for level designing and game mechanics i can use. The game is based in a Office environment.

chilly oriole
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The whole basis of the scene, is decision making, its a decision making text, that tests how fast you can make decisions.