#archived-game-design
1 messages · Page 1 of 1 (latest)
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
how do you guys get game ideas?
my ideas usually come from taking things I like from multiple games that fit together
the second concept sounds more like a mobile game, first one would work really well in open world
just imagine flying around a neighborhood, trying not to get taken down by things like rain or hawks
Thanks - it is a PC game so I think 2nd one best (the person I'm making this with said exactly the same as you)
yeah, there is planned a city centre with anti drone guns and boss too
that escalated
as well as outskirts with stuff like rain birds and stuff
make it so power lines are all over the place and will shock you
yeah the idea is as you upgrade your drone you delivering closer to the center of the map
haha yeah
What kind are you looking for? Do you want it to be like a gem, or a coin, or something entirely made up?
I’ll be playing a game and then think “oh I can do this better” (I can’t do it better)
@cold onyx Don't post off-topic
lmao
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
swap places, more utility that way (or even better, make it a setting)
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?
pretty sure it’s just called targeting
I cant seem to find any documentation on it, and I'm not sure if I'm just not searching the right things
aligning maybe?
Auto aim
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
No need for tutorials I suppose
something needs to be fixed then
thank you
ok so when i load up my project nothing is showing us in scene
up not us
and i checked layers its not that
Are the objects there in the hierarchy?
how do i check that
with your eyes
sorry im kinda new
hierarchy is the window with list of objects
yes everything is there
can you send a screenshot here
and when i click on one it shows me where it is but i cant see it
yeah sure hold on
are you sure youre not just zoomed out too far?
click on one of the Obstacle objects in hierarchy, then click on scene window and press F
This isn't a game design topic, you can move the conversation to #💻┃unity-talk
sorry
In my humble opinion you need to add some gradients to your scene
That does give it some paper vibe
how can i think of something fun and original?
Know everything that exists and get bored by it
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?
im working on a game but i dont know how to add movement
dm i wikll help
check out brackeys tutorials
on youtube
blender
ok
Hi,
Is there a way to create asset bundles without using the unity editor?
no
but you can automate it if you want
Aah that might do the trick, thank you
Should the first jump or second jump in a platformer have more height?
And should falling off platforms use a jump? (E..g you only get one jump when free falling , not two)
first jump, falling should use jump
is it better to have one scene which loads an entire map on initialization or multiple scenes(one for each level)
Wrong channel my bad
hello
the question i if the target Hardware can handle all data loaded at once
if yes its easier to load it all if not load it in chunks
the game is a simple 2d platformer, so in theory the answer is yes, but i've went down the route of dynamic generation, swapping out a few things per level and keeping the controlling scripts and objects
seems to work fine for now, though a bit more initial setup
@ashen vapor So ask your question
i have a effect on photoshop, but when i import it into the unity, its become solid why?
i had rasterize it as style
just solid
This question belongs in #🔀┃art-asset-workflow. Probably need to change the alpha of the sprite colour in Unity.
Any tips
?
Someone already suggested gradients, and gave an example. Did you not agree? Because it definitely made it better.
i did not read the suggestion
so i can not agree
bc idk what's the suggestion
It was a direct reply to your last time asking
i don't really like it\
How did he convert the original image lit to the gradient image?
i think they edited it in a program like photoshop
but i agree the gradients do look nice
they mess with the depth perception a bit in this case
because it made rectangles look like paper
does anyone have any ideas for horror games using tend/befriend mechanics instead of fight or flight
@delicate gulch #📖┃code-of-conduct For forum links where to post collab/job requests
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?…
Better yet are there any example I can follow to achieve the intended artstyle?
A solution I can think of is making several different sprites for the treetops and then putting them around the area
Ahh good idea
Do you guys think something like this can be created using Unity?
yes
I mean you'd have to make the map in an external program but it can absolutely be used in unity
Are you talking about Blender?
Blender is one of the options yeah
You can make whatever you want in Unity
The terrain is what I'm concerned about the most
The only limitation here is your artistic abilities.
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 ____?
recipient feels weird because it doesn't imply "benefit" in the same way that "victim" implies an element of suffering
beneficiary is awkward, i think
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
that was the next go to, using "outcome agnostic" language rather than victim at all
Yeah. You're never a victim of a buff and always a victim of a debuff. It's redundant
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
But if it's for flair, I suppose Ally receives the buff
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
(like the skill in dota that does damage but then heals the target for more than the damage dealt)
On my freelance, we simply refer to them as characters (good) and enemies (bad).
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
i appreciate your input at any rate, target may just be the ticket
Wrong channel
@cold onyx Jobs and collaboration posts go on the forums, not here. #📖┃code-of-conduct has links.
could someone tell me which guns would be better for the character?
Maybe put them on the character?
i would say the left column is better for a character more simplistic; the right one fits the artstyle of the character
How can i achieve something like this electrified lightning bolt effect on this tunnel?
probably just a shader with some noise function / texture and then round / clip the values
If anyone could spare some time, I'm looking for advice on the best workflow to use when making a tile-based 3D isometric environment. I made a thread on the Unity subreddit: https://old.reddit.com/r/Unity3D/comments/warld3/looking_for_advice_for_making_an_isometric_3d/?
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.
hello, anyone has any advice on game title screens
like how to design them?
which background should i use etc
That depends entirely on the game you're making
are there any import general design rules?
like for any type of game's title screen
It's hard to tell without specifying a genre of game
Make sure to playtest your game and ask others for feedback while developing so you can apply design changes
it's 3d, a puzzle thing maybe idk the name of the genre
yea ill do that
by puzzle i mean you move around stuff and change numbers to press a button
check this out https://www.youtube.com/watch?v=zsjC6fa_YBg
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...
thanks, ill check it out
but still, anything about title screens?
and, again it's a 3d puzzle game
about physics
I'd say this one is mostly trial and error
take a look at various videogames' title screens and get inspired
thanks for the advice
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?
Handles things like scenes and general gameplay loop usually
it's up to you what you put there
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
hey how can i make the camera match the tilemap size ?
Not a game design question.
This article and video covers how to scale an orthographic camera to fit contents
https://pressstart.vip/tutorials/2018/06/14/37/understanding-orthographic-size.html
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?
I want my player input to be tight when moving around but I plan on having projectiles which will send the players when struck
it shouldn't be too tough to make one yourself
I would think that you need the get the horizontal and vertical axes, properties for acceleration, deceleration, and max speed
lerp the velocity to the value of the h/v axes, with acceleration affecting the lerp time
when there are no detected inputs, decelerate.
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
that's it
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?
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!
The question is is a score of 0 useful score to show
Normaly i would assume a score would have to be bigger then the default value to show
Yes but suppose we sort it by xp as well if they are equal
@trail cipher Recruitment posts go on the forums. #📖┃code-of-conduct has the links.
well i am trying to make a 2d game. is there any good software out there for making 2d sprites?
You can use Gimp for sprites and if your making pixel art you can use this website : www.pixilart.com/draw
aseprites pretty good too
thank you
Does anyone know how you can create an object/npc that's simply an image?
are there any tutorial u recommend for making 2d sprites for gimp?
Would this help? https://www.youtube.com/watch?v=LX-S1CX1HUI
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...
ty! i'll check it out!
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
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
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
I did use placeholders, the problem is that we are past that, he adds the things, I add the code to the things, then the things change... I fix, they change, I fix, they change.
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.
Ah, if thats the case than ya either there should be better communication and direction of ideas or you need a new designer ¯_(ツ)_/¯
He is kinda supposed to be the director of the project. And that is kinda making me lose my head.
If you want to work with someone who will repeatedly break your work...
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?
Nope, the planning was just the GDD. I mean, I do know exactly how everything will work, I do have that vision, but he is too inexperienced and for me it feels like he threats the game as any art piece, like if things can be changed as much as he feels like, not like we have to ship a product eventually and time isn't forever.
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.
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
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.
But no schedule on that, I did try to follow one, but he kinda ignored the idea of making a schedule for himself.
Ah ok
The problem isn't knowing what needs to be done, is having rules on how it needs to be done.
This is just a project between the couple of you right and not like an actual business or anything right?
For now yes. I might as well start doing a second game on the side if this drags on much longer.
I do have a ton of non-game-related code to do, but that is besides the point.
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
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=
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
anyway, kinda lost the point... thanks for your tips @digital aurora
Its all good, your welcome for the tips, sorry if it wasnt quite the stuff you were looking for
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
will probably move to git, kinda hate the lack of options of the unity's integrated thing
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
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
If i were a betting man id go all in on not having branches being the main cause of your headaches 😂
oh no, of course not... but if I have branches, I can deny a merge that will break things 🙂
@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.
Yeah, I know that is a bad code design, but the code turned to this mess while trying to prevent the designer breaking things. xD
Probably would do everything different if I started from scratch now, but also wouldn't code on anything not 100% finished.
Yeah. For example coding a character without the animations being set-up can be very hard/impossible.
Still I think you are suffering heavily from tightly coupled spaghetti code if it breaks that often.
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.
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.
"small mistakes" that can easily be solved, but are a headache when code is involved in them
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!
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.
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.
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.
Oh yeah. For sure. What you described sound like an absolute nightmare to any coder.
At least my approach makes any sense to you right? I am new to coding games but not new to coding in itself, so I am still learning what is different and what common practices are worth using here.
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.
oh no, it isn't just doors...
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
We are getting very offtopic here. Write your response to #💻┃unity-talk I guess.
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
Yeah, I actually was considering adding a ton of if (a == null) Debug.LogError(); and all... I might actually add those, still, I will try the events like @broken dirge mentioned, that should simplify part of the code and make some of the errors more obvious
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
My original thought was to bias the more dangerous animals
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!
i installed input manager and even after restarting unity input actions is not available as something to add
what do i do
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 ?
There isn't a single right answer to this
it depends on context and what you want the game to feel like
Do you mean something specific by feel like?
like do you want to use that to keep the player invested in the game
or do you want to hide it so the ux is less cluttered
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
but wouldnt hiding and after players sees that 'Oh so you can unlock new features ' wouldnt it be same as actually those who at start see the buttons to unlock
Player will not be sure whether or not they'll get something and that can be both good or annoying
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
Not sure even how to type if , if this kind of information exists
You have to figure it out yourself
think from player's perspective, get some friends or random people to test your game
I feel like to get reliable information's on this i would literally had to have a game with implemented analytics. See where they are dropping the game and then change only this one thing and check the differences . My friends would probably complete the whole game even just to appreciate the effort 🤷
My friends would probably complete the whole game even just to appreciate the effort
ask them in which parts of the game they were motivated and which were boring
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
I think you're overthinking it
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 ?
hmm, i think maybe the answer is the audience is you, so which would you personally prefer?
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
i cannot play the game as an outsider
well that's how you get the big bucks
you can decide which outsiders matter to you
and try to get inside their heads
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"
sometimes called "early adopters" but "people who try new things" i think avoids stereotypes of geeks and nerds and is free of demographic baggage
who thrives at trying new things?
they don't like being tutorialized on stuff they've seen before
and they've played a lot of games, by definition
sometimes you are making a game that is X+, for people who really like X
in which case you should replicate X exactly, because rarely does rethinking the UI give you that "+"
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
yes
like magic the gathering arena is for people who really like magic the gathering. hearthstone was for people who try new things
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
Just because i think that i prefer one doesnt make it more reliable way of information
you're looking for a scientific approach that does not exist
think its a very far reach so im not so sure about that
you might not be sure, but experienced people? they don't test anything. they just do exactly what they think is best
one thing you should learn on this journey is to not be limp about your opinions
hearthstone was for ppl that try new things how
and to not seek scientific answers where there aren't any
hearthstone is such a colossal success because it explicitly did not seek to make MTG+
and sought people who may have never played any strategy card games before, but were interested in something deeper than a word game
i don't know. ultimately you are not giving me your opinion
are you asking for mine? i don't know what your game is
or what this button concretely is
or who your audience is
I think it exists and is possible to check if there are multiple games with analytics with the method above
ah, i see you've taken the blue pill
"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..."
'right' is subjective ,if i clearly see that something is better way to design im not gonna do it differently
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
gotta think at some point at least a little if i cant figure it out sure
thats why im asking because its possible they exist maybe i just cant find it
this yes i agree , but its a little different for me than 'did not seek mtg+'
my suggestion is that you put code on one object, that the designer does not touch, and have the designer touch everything else. then reference the objects you need that the designer places in your "code object" (i.e. a game manager)
specifying the game doesnt make sense because u are telling me that this doesnt exist in general therefore specifying the game wouldnt make much difference
yes, i can only give you an opinion
what game is it?
i think a lot of people get stuck in the same expanding brain meme level you are at right now
Would you put my little pony in hearthstone no? Would you put monetization in fee to play ? Yes . What im saying that some things are clearly tested as something what works. Thats why they are replicated. , I am not saying i will devour my entire week on searching for this if i cant find this after few minutes then i move on thats fine
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
maybe well, its fine for me if i just ask ,sometimes with one question goldmine can be found 🤷
I do still want to complete this project anyway.
actually i think the best thing you can do is to put a deadline on your collaborator's work and once that deadline is met, he is done working and you can wire it all up
yes and some things are way more successful just because something was discovered through analytics
95% of problems like these can be solved with a deadline @vale crypt
but it wouldnt make a difference though, i m looking for a something proven not really an opinion, i asked because i though i didnt stubmle upon this
but than you for the convo ❤️
that would be ideal scenario... when the stakeholders are the devs and no one is hungry, it is kinda hard to force people to work on deadlines...
I mean, I did create deadlines for myself, I do even when nobody is looking... xDDD
unfortunately unity the editor can't work around people just mucking things up. ultimately it is your best bet
you can manifest a deadline somehow
and then manifest another one if you need
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
hello, is this the right channel to ask questions about map making? :o
go ahead and ask... is it about design of maps?
yes, sadly I am going to bed soon, Ill ask tomorrow :)
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
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.
that makes sense I guess, but I suppose that when the team is out of sync in what page people are, stuff simply shouldn't be mixed
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
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
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!
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.
Yeah, we need more educational materials from industry professionals… But I suspect the reason we don’t is they are all working too much to teach, and/or are under NDA.
Fair enough.
Also there is the point that nowadays machines are just that powerful, that unless you do something REALLY big heavy and badly implemented, it is quite hard for sloppy code to not run at all. There must be a ton of indie titles even from famous successful people that are a mess inside, but if it works, anyone will believe they know how to do a good code.
And the game engines doing most of the heavy lifting also contributes to that obviously.
I suspect most of the internal workings for successful games are messy; if it runs and gets you through development, that is probably all that matters. Jake Birkett and Pascal (Orange Pixel) have talked about this in the past, and I believe Maddy Thorson has also talked about this.
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.
You could use one image for each type of item. For example, all helmet icons might look the same, but be named different things and have different stats. They could be colored by their rarity as well. I would say that it is usually nice to have unique icons for each item though, so this would be a compromise.
Yeah, i was thinking about that
Make it actually scary. Not just jumpscares
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
Thanks so much🤝
is there something at stake that would give people the thrill of getting more for less? usually that's already in the game, like the factory-building in most strategy games
if you're looking to hire someone, there's links in #📖┃code-of-conduct
decision / choice making i suppose
one misstep (e.g. making wrong choice) literally will make the progression much harder (like reduce the likelihood to successfully make a deal)
does there need to be progression?
texas hold'em is essentially the game you are talking about
so all they have to do is to think like a businessman / businesswoman
most probably story progression
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
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
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
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
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.
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
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?
Which logo looks better?
I say the second.... The cord doesn't sit right
you sure you're allowed to use the flappy bird sprite though?
because copyright
2nd logo better though
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
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).
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.
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.
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...
you might want to check this out
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.
For a 2D Platformer, would you guys put all the levels on the same Scene, or make 1 scene per level?
1 scene per level, with a separate scene to control them all. Use additive loading for your level scenes
Oh okay well I don't know how to do that (control scene and additive loading) but I write that down and I'll search for it, thanks!
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 😄
good luck
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
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.
If you can't think of any good purpose for it, don't add it
each feature should have its purpose
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
Two important things:
- Since this is your first project, make it small
- Aim to get a working prototype done as soon as possible, leave all the art and details for later
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
Could someone help me make a call of duty black ops 2 style of multiplayer menu
it's not clear what the gameplay is here. maybe add a 1 sentence summary of what the game is
you can start with a unity asset store asset that is similar to your game
try to search for its genre
usually no, because the player expects "FPS games" and "third person games" to have different details in how the camera, aiming and such behaves
TFT is a very RNG driven game, this is a surprising take
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
the matchmaker in these games are designed to maximize engagement, so they skew an individual player's perception of the significance of their choices in the game. how do you characterize the matchmaker? if you are paired with a player who is guaranteed to lose against you, is that luck? you're looking at this in a very narrow way
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?
I know of a couple of shooter that allow swapping between a 1st and 3rd person camera, such as arma1. the benefit is that it gives the player the option to get an edge in enemy encounters by looking past walls, etc
besides that, the perspectives are technically interchangable
but like you said, people have different expectations of the two
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?
sounds nice
go for it
sort of, there are a lot of games with variations on this. chu chu rocket and blast corps come to mind
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
Nah it would be more like a puzzle, where you can pre-input actions that will execute at real-time after you confirmed (or it can be all runtime, but if would feel weird I think)
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.
What do you want like a move mechanic, attack, etc?
what kind of paperclip
literally anything
maybe being able to fold into different shapes?
I just drank a coffee plus concerta and I'm pumped
that seems cool
or grabbing paper pieces of various colors for buffs or to solve puzzles
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!
We are developing a location based exergame for mobile platforms. The player is motivated to be physically active and try out new kinds of activities by taking care of a virtual pet. PAWS is a unique mix between fitness tracker and a digital pet app. Take care of your cute creature by going outside to exercise in order to keep your pet healthy a...
@slender saffron Recruitment posts belong on the forums. #📖┃code-of-conduct
not recruiting, just looking for people to talk to
Does anyone know a 2d pixel art software? I'm trying to make text and buttons.
If you want to discuss general game design, you can do so here. If you're looking for people, use the forums.
Nothing showed up on Google search?
paint net is a good start
or aseprite
Oh thanks
just keep in mind that paint net's download website is not paint.net
@winged prairie
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 ...
Thank you
yeah though it's a bit more bothering to get it started
Pyxel Edit is another good pixel art tool
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
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
what's your idea
keep in mind that your first project should be a very small and simple one
its small and simple, dw ill dm
i am just worried about the idea being stolen
relax, nobody's out there stealing beginners' ideas
everyone has multiple ideas, not just you
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
yeah sounds like a good start
so like, how much unity knowledge do you have already?
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.
well you shouldn't expect a personalized tutorial either
but that's good, you'll learn more that way
I don't.
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
so if i were to learn a platformer, i could probably do that game idea better?
then when you feel ready start making your game
yep because you need some way to learn the fundamentals
before you can use them
have you done programming before?
Some, but it was years ago so I forget all of it lol
well, do you know for example what if does?
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#
I have people in the family that know coding in general, no one specializes in C# though
that can help if you can ask them for advice
Yeah alright
anyway for now I suggest you start by learning basics of C# outside of unity
what should i use? Brackeys? Youtube in general? W3Schools? (people have told me about w3, never used it though)
honestly I don't know, just take a look at youtube tutorials and pick one you like
Alright
Do you guys use Neutral tonemapping? to me it just makes things worse
I use ACES to give my scene a bit of contrast. But which one to use all depends on your games aesthetic really.
I use that for Horrow games
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. ❤️
Probably the easiest way would be to have a wall tile, and to move you check that the next tile the player will be in is not a wall tile. If you want thin walls though, the player needs to be able to tell what direction the wall is facing and use scripts to allow movement side to side but not through it
how to enable grid snapping?
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?
Yeah I think it’s cool.
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?
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
We don't have collab posting on the server. Unity forum has a section for collabs and jobs.
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
minecraft (assuming it counts as level editor)
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
can someone pls help me
idk how to flip my hand model for my vr game
and i have only made 1 hand
Use blender.
i have made 1 hand in blender but i cant be bothered to perfectly recreate it again in blender
copy and paste it ?
google "blender how to flip a model"
I personally think brackeys is ok... but he is wrong about some of the basics
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?
Right, u need change the text on button game object from ur db.
Ik this post is from ages ago but I can probably help you out: w3 schools is good for learning the fundamentals of c# but has no unity content, brackeys is great- if you are new use his starter tutorial series it has loads of great content, I would also recommend the game dev field guide podcast by Zack Avelli for interesting insights into the world of game dev.
Thanks, I'll try to check out all of them!
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
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?
on what device?
PC
holy Sh*, you're pixel art game is ++++++++++++++
For real 😳😳
I think the background is too small, for example the trees
U should resize the trees bigger
Not mine, it's Penusbmic! https://penusbmic.itch.io/
That guy's sick
But I'm pretty proud of what I've done with his tileset haha
Ok thanks! But the character size is fine to you?
In my opinion u should do like this
No problem 👏😀
But if character is too small and trees too, I'd fix it easier zooming the camera a bit haha
Aaah yeaaah i agree with it
If u fix it , can u show me the result pls ?
Sure! Will be tomorrow, cause zooming the camera means half my scene is fckd up and I have to remake the composition haha, and it's almost 5AM, gotta sleep
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.
Hello everyone, i downloaded some gun model with cool glowing lights but when i imported it in unity the lights werent there. help
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
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
You could but it would be an unnecessary way of doing it.
You could attach a script to the main image with a void OnMouseDown which calls a game over script. And over the correct area you could have another invisible 2D sprite with a similar script for that calls a win script.
It’s a similar idea but a slightly different way of doing it that will make it more polished.
so basically, instead of a button, you can directly click on the image ?
Yeah
@rugged silo I think it might make it feel a bit more polished and easier to use.
thanks
will try out that way
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)
you can split the id into several parts, like first two numbers are category, last two numbers are item
oh well, why not ig
makes sense
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.
You need to look at the Unity Profiler which, hopefully, will point you in the right direction
hey is there anyone i can ask for help if i need it in unity?
Not in this channel. #🔎┃find-a-channel
Hey my scene view just went out don't understand what happened
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..
Should ask in #💻┃unity-talk @rapid quiver @broken thicket
Do people think an Ai-generated background and character point-and-click adventure game is a good idea?
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.
Thanks
I kind of like the dream like ai generated background tho
Due to uncanny valley
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!
Well I want to make an among us sort of map but solo
What is an among us?
you can try using collision boxes if your character has collision
hope it helps
Thanks!
I mean as 2d
it should be the same as well?
you have different collision layers for different channels
True
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
yes?
yea
but it would require much more work to fill that giant map with interesting things
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)
a survival horror where main mechanic is trying to stay in light
the monster can only move in darkness
is it single or multiplayer?
if multiplayer, an ability that temporarily blinds is a terrible idea
single
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
@crisp umbra We don't allow discussions about decompiling and asset ripping on this discord.
ive sent you a pm message
Are there any rhythm games that use keyboard and mouse at the same time ?
Just looking for some examples
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
Any 2d top down slingshot ball game recommendations for game mechanics study?
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
the 3 greek witch thingies that shared 1 eye
the guy rolling a large boulder up the mountain except it rolls back down all the time
forgot his name
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
you need some normal maps, textures
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
maybe it helps if you take a few screenshots of your games first
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
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
You bought it? What do you mean?
http://learn.unity.com
Best way to start, Unity Essentials pathway first, then Junior Programmer
wdym bought
it's free
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 
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
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?
Yup south button will jump! Can't think of another button to jump tbh haha
Hm yeah trigger to dash would have a Dark Souls vibe but why not! Didn't think of it, thanks!
afaik triggers are mostly used for things you need to be able to do while using both sticks
not sure if your game requires the player to use right stick
No idea yet, I'm implementing things one by one haha, but I think right stick won't be used
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
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
I'm not sure if going through mazes would be fun enough to make that any popular
most people probably consider that boring
yeah but theres going to be a lot of customization like parcour elements and also doors and keys and traps and chests...
maybe
so basically a roguelike?
that sounds more interesting
yeah
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!
Always look up references.
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
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?
every digital art is just a lot of pixels?
Yep
but you cant just get a realistic super detailed art and pixel it. pixel art is a style, and it has its own tricks and shit
with all due respect, your point is stupid
also, this person right here is right
pixel art hits hard i cl
if you take a pic of yourself it is a bunch of pixels too
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
i do pixel art on excel but that probs wont work
theres gotta be a website u can easily use or smt
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.
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"
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.
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.
For palettes, there's some websites to help:
https://lospec.com/palette-list
thanks bro
To me it looks weird bc u added the shadow to the top
alr, lemme try
yep
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.
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?
just test it and find one that's comfortable
it depends on some factors
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?
make an object that functions like a cursor and can be spawned multiple times
Just an empty game object on the level? Would that be seen by other players as well?
so you're doing online?
or shared screen
or what
Split screen
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?
Yes
you can use layers for that ig
Oh cool. Thanks a ton
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?
Like cs:go
the camera acts as Listener usually. Emit the sound from the gun but no need for 3D spatial sound
Does it matter where I put it if 3d spatial sound is turned off?
nope
making it come from the gun would make right ear a lot louder than left which can be uncomfortable
I'd personally prefer having it centered
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?
ok
I think such approach could make some factions more interesting than others
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
Yes🗿
@tiny basalt You've been told before there are no recruitment postings on this discord. You can use the forums.
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?
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?
Master of Monsters gameplay for the Sega Genesis / Mega Drive
Twitter: https://twitter.com/TENmin_Gameplay
Facebook: https://www.facebook.com/10minGameplay
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..
making the same crap
when I place my sprite it ends up diffrent
heres the large one
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
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 ?
Have you been inside a house before?
no, i live on the streets
i live in an apartment
Look at some good house 3D models and copy some features from there
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?
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?
usually theres some wooden elements, like a frame around the roof
Does anyone know a group or comunity just focused on deving openworlds?
what makes a survival casual fun ?
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
should player be allowed to Rotate camera for isometric ?
Its a option
But i think that games like topdown and plataform(fixed camera) has a oportunity of framing scenes
the nvidia omniverse community, vr chat, terraria modders all have similar energy
getting your friends together and going on a mission
it makes it harder to layout the world aesthetically
Hey people, can anyone think of a video game that has a really bad health system?
wdym. so keep it at one angle only?
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
hah What about single player? it's for a quick jam
hi
I’d honestly say yes
It makes the player feel more free
Also you should make it smooth, you were probably planning to do that though
ambient occlusion might help
I'd say a constant sense of progression, a positive feedback loop
so the player doesnt have to grind too long to get something new
also base building
thanks! those are some good tips
when i import pixel art into unity (2d), it's not correct (pixels are off and it is smaller), how do i fix this?
Did you edit the import settings of your asset? There should be stuff that pops up in the inspector if you click on your actual image asset in the project window
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
fixed, just set it to high quality. thanks!
making it open world, making different worlds/dimensions "this is not always fun unless its performed well"
and in my opinion making the game hard
kike
like*
really hard
why are trees placed down using the brush white
but trees placed down manually have color
u put the correct prefab in the brush?
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
How to make a player unable to get outside the terrain?
Does anyone know how to make an ignition system for a vehicle in unity
Add a tree wall or invisible barrier
Surrounding a terrain after scuplture is hard coz borders of the terrain aren't all at the same surface
Oh u mean to make it to where they cant leave the “map”
Exactly
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
I know how to make it invisible but not sure about how to make it float in space
I don't know
Hm
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
Do you mean a sequential quest line?
Yeah, Ig so 😅
Trying to make a story focused metroidvania if that helps
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 ?
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
Do you have any experience with databases or json ? Serialization ?
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.
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....
}
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.
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.
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
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.
I got the same problem 🥲
Telling me that i changed something about input handling system
But somehow starter assets inputs work fine
@astral knot #archived-works-in-progress make a thread for feedback
sorry i did not formulate the question, i am trying to make the scene not look flat
When you see Spiderman PC price...
apperantly i didn't LMAOOOO
anyone ever do mounted combat in their game? I dunno where to start
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
mounted as in stationary? like a turret?
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.
you will likely have to use 3d modeling software
or you could even use ms paint if you want
thafs what i was gonna end up doing is just making it in blender i just didnt know if there was a better way
would you guys recommend creating the level in blender of unity for your actual game
start with probuilder prototyping , export to blender make adjustments , finalize it and export to unity
my process usually
how so ? it works as full blown modeling program
oh okay ill look more into it then
you can turn off snapping / grid modes when you want. if you use ProGrids you just hold the D button while adjusting it toggles grid snap
probuilder proto? ive heard of probuilder but not probuilder proto
i just meant Prototyping for short , no such program
ok thanks
do you know how to remove the inside of a cube in probuilder i tried a tutorial but it didnt work
the inside of a cube ? you mean flip a cube into a room
Flip Normals if thats what you mean.
Face selection mode you can select any face and hit delete to delete it
thanks
hey null could you vc by any chance i have a couple more questions to ask and i feel like a vc would be easier with screenshare and such
You can make a thread in the appropriate channel if you'd like . I don't do DMs
ok
is there a way to delete a certain area
and only that area
#🛠️┃probuilder make a thread here
Unity's json deserialize isn't so great. Just do Newtonsoft
That code I posted is using newton soft
If you don't mind try spreadsheet solution, it would be hard to handle stuffs with raw json for design data. https://github.com/cathei/BakingSheet
But typically story-focused game (e.g. visual novel) implements own scripting system
hey amm,any one knows why this happens? this obj (a child) doesn't rotate propetly
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
@late vapornah, in ummorpg you can have horses but I want to be able to attack on the horse!
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
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?
Hey guys. Does anyone have any ideas on how to achieve a very performant//very basic fog that works in URP?
Can’t you set it up with Lighting settings? I don’t remember if it worked in URP
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.
for something as ubiquitous as a class that stores health, I just make it a plain c# class and declare them in a general manager script
Good morning-- Uhh, which channel do I go to for help with something involving the files of a project?
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?
does anyone know how to upload a game so i could send it as a link?
i was having some trouble building with WebGL
Cross-post. I answered in the other channel.
ah probably should have mentioned I'm not using any lighting either 😆 everything in my game is unlit
wasn’t able to see bc it’s too flooded, what is Cross-Post?
I’m using the 2019 version btw
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 ❤
It's where you post the same question in multiple channels. #📖┃code-of-conduct forbids it.
It doesn't matter what Unity version, or indeed, what tool you use to create your game, Itch.io can host your game for others to download.
I would make the white thing a little thinner and make the edges of the arms rounded
Thanks! I will update it
hello hello
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
@rugged flame You can post for jobs and collaborations on the forums. #📖┃code-of-conduct
oh thanks
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
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
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)
This is fantastic
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
@sage tangle You can use the forums for recruitment. #📖┃code-of-conduct
Oh thx mb
I would like so much to develop some nice fishing game, but i dont have much expiriance 😄
besides telegraphed attacks you can give the player options to block, dodge, parry, roll, jump, reflect
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
you can also add considerable recovery to an enemy's attacks so when they miss, you can punish them safely
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
really depends on the game
^
some games are meant to be really grindy, otherwise id just use a basic linear increase or sum
If you want to reward efficient, fast killing you can add xp bonuses for multi-kills, make it harder and harder to keep things going while racking up a multiplier, but more rewarding, this could be the stopgap if you can't figure out a balance
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
oh those are some interesting solutions! definitely more engaging than just a well tweaked scale
yeee
Yeah, an S, A, B, etc. rank system that goes up for every kill. You maintain your rank so long as an enemy is aggro'ed on you, meaning you can even backtrack through the levels to fight mobs that are respawning. Your rank completely disappears after not being aggro'ed on for a certain amount of time.
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 )
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
why not just remove these faces from the mesh
quad gameobjects are one-sided 2d objects that could work well for borders
And does it actually improve performance? I tried to google as much as i could but couldnt find anything related to this topic
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.
Also lookup table only works if you have a level cap, otherwise it has to be algorithmic I think
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
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.
I think it's almost always better to have a minimum viable product that functions vs one that doesn't. IMO a prototype should demonstrate an entire gameplay loop, unless the proto is really a tech demo or art demo specifically.
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.
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?
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.
@gleaming night We don't allow discussions of asset ripping here.
me and some others are making a undertail styled game any ideas on a name
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]
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
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.
meteor hits the building
The whole basis of the scene, is decision making, its a decision making text, that tests how fast you can make decisions.