#archived-game-design

1 messages · Page 2 of 1

chilly oriole
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so i dont know about a meteor.

sleek mesa
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paper plane but its a nuke

spare void
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hey can I get some advice? So I have a VR Game where you are trapped in a house with a home intruder trying to get in (he's like a shadowy figure lookin dude) and all I could think of was a flash light that needs new batteries scattered throughout the house occasionally, ur only goal as of right now is to find which window he's at, flash at him, and then move to whatever window he's at next and rinse and repeat, but I feel like it needs a bit of spice to it, something easy to implement, a simple mechanic, but something that will make the stakes much higher and something that will make it much more tense and interesting as a survival VR horror game

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(please ping me so I see it when I'm given a response! :))

bright cave
hollow violet
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hey guys i got a question

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im making a game right and right now its just basic movement its kinda bad but its super fun just moving around the landscape i made

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it was intended for something else but what would a high mobility 2d fighter sound like

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youd be restricted to only whats on the screen

random cloud
molten lynx
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hey , how many poly count to create AAA game building?

dire tusk
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do you guys have any simple game ideas for like an educational, puzzle or escape room game?

atomic flax
cinder hamlet
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and it's impossible to tell because it depends on building size, amount of detail, the art style and so on

sudden pendant
hollow niche
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Hello friends. I've been dealing with this error since morning ”Object reference not set to an instance of an object” I don't understand what I need to fix

rough nacelle
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I know this is a bit dumb, but where do I get started making a game with a branching narrative depending on choices? Can I manage this with some kind of asset that lets me do it like a flow chart? Thank you

cinder hamlet
rough nacelle
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It's an FMV style game where different cutscenes are triggered by making certain choices in response to them

cinder hamlet
rough nacelle
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yeah basically

cinder hamlet
# rough nacelle yeah basically

I suppose it all depends on how much complexity you want with player choices, as well as whether or not you want to have different variations of same cutscene and such

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You can make the game remember the choices that will have an effect later on and then simply do an if

rough nacelle
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I was intending to do that but I was worried about getting lost in a tangle of variables and if statements, I was hoping there was a way to visually flowchart it lol

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I found yarn spinner and I might try to jerry rig it for that, if not I'll just use that method

cinder hamlet
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I think it's best if you experiment with it a bit because making nonlinear storylines is hard

rough nacelle
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yeah for sure :(

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I'll take a shot and see what works

cinder hamlet
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good luck then

rough nacelle
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thanks!

grand lily
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hey so it says the type ot namespace of myu script vould not be found from another script and i dont know why

wary halo
spare void
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any ideas for a simple and soothing and relaxing level in a vr game? (quest 2 and steamvr)

cloud frost
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are you looking for something to play or make?

spare void
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to make

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@cloud frost

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im thinking about a simple game of fetch with a dog as a test

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but i gotta figure all that out lol

cloud frost
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that sounds like a good idea or maybe like a game of catch.

spare void
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could be interesting

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but

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i have no clue how to setup animations for a dog lol

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but the catch thing

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could be cool

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im basically trying to design a VR game that's intended to relax the player

cloud frost
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maybe just have a robot that is similar to those auto shooters for baseballs and you just throw it back at it to refill it.

spare void
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i could but i really want to use a dog tbh, are their premade animated dogs I can use that I can just write some AI for?

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i was thinking like a puppy on the beach or something

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throwing a tennis ball

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or smth

cloud frost
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sounds good to me

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now I have a question for you. How do you make prefabs you create show up in the editor like shop assets do?

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like where you can drag them from the project folders into the editor and have like the preview of where its going to be placed

spare void
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i think u just drag it from the project area where the folders are into the scene view

cloud frost
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that's what I thought but when I do that it would place it in the sky lol

spare void
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are u close to any objects in ur scene?

cloud frost
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yea,
I'm using the fps microgame and I connected some wall prefabs to make my own prefab.

spare void
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ah i see

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well worst case scenario u just drag the object in and then move it manually from there

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I understand if that's not ideal, but i suppose it would work

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¯_(ツ)_/¯

cloud frost
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lol yea that's what i've been doing.

haughty plume
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Hey all

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How would one go about building this? I have a tiny bit of Unity experience as well as a good deal of programming experience — so you can speak to me in technical terms

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I'd like to implement something along these lines for my own game, and I have a few ideas about how to start. But really, I could use some guidance. What's the step-by-step required to pull this off?

obtuse cipher
# haughty plume How would one go about building this? I have a tiny bit of Unity experience as w...

Oskar uses Wave Function Collapse to generate procedural levels. It's beyond my understanding, but that is what he uses to determine what tiles can be placed next to other tiles.

The brute-force method is to check each neighboring tile to see if the model needs to be replaced when a new tile is placed next to it. But the more variations you have, the greater the number of the 'transition' tiles you'll need to create.

I suppose you could update the triangle for each tile rather than the whole tile itself though. That could cut down on the number of transitional tiles you'd need.

haughty plume
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So it DOES use transition tiles!

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I've read through his blogs, but there isn't much there and I couldn't make much sense of them

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I suppose that approach has the benefit of letting you build the tiles independently in a modeling program, as opposed to generating them procedurally right in unity

obtuse cipher
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He has a few YouTube videos where he goes into more detail, but it's still mostly high-level explanation.

I've also used this WFC tool that's on the Unity store. I've used it to generate buildings and cities, but I'm not sure if it works at runtime with API calls. I've only used it in the editor. It might be worth checking out though:

https://assetstore.unity.com/packages/tools/level-design/tessera-pro-161077

haughty plume
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Are a gentleperson and a scholar

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My compliments

minor zealot
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Alright I need help, I am making an VR game. Does anybody know how to give specific people a colored name?

full wraith
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Similar to declaring an int, but instead of just not assigning a value, you haven't called the contructor( important term for future reference ) to make an instance of EnemyGenerator. So normally, to invoke a new instance of a class/struct object, you do new DataType().

cold onyx
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i'm just wondering if it would be more performant to spawn meshes using VFX-Graph or use regular mesh renderers in an ECS subscene?

coral flame
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Hi everyone!

I'm making a mobile game and I want to save player progress into a online storage, my main options are using Google play services or firebase but I'm not quite sure what tools is better for that (knowing that firebase is free up to certain amount of storage), how do you store that kind of data?

hard fog
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Look into PlayFab as well

haughty plume
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I want to make a 3D hex planet game

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I've looked at a number of resources already. What I'm unsure about is: should I create the planet a single mesh with assets placed on top of it, or, should each tile be an independent object?

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What I'm having trouble envisioning is how to create a seamless transition from, for example, tiles of different heights

forest wagon
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hello, i made a 3d game with a runtime level loader, but the issue is i don't know how a level editor should look like

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it should be 3d, not "confined to a grid" like minecraft, and can rotate freely

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maybe i should just force it to be confined to a grid/rotated freely for ease of use, but those things can enable some fun levels to be made

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or do both, 2 modes, a confined to grid no rotation mode for the usual stuff, and a hard to use free mode

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my game is pretty similar to portal2, so maybe something like its level editor

elfin phoenix
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i simply cannot find a good button that works with this menu and its making me mad

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please sugest

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the one above is a joke obviously

orchid lance
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yall got any ideas for me to make? I am pretty new to unity so not something to hard but that can be do-able for me well not new but i just suck in unity

lunar marsh
lunar marsh
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i'd start with flappy bird then

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alternatively you could do pong or maybe something like doodle jump

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or the chrome dinosaur game

orchid lance
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alr

late vapor
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the button itself could be transparent

celest nest
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Is there a term for games where the whole party is represented by a single character? Trying to think of examples - I think Final Fantasy used to do that, but... I don't play Final Fantasy games...!

median oar
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Anyone know how lidar.EXE works? I'm assuming that it doesn't spawn a prefab for each dot because that would suck performance wise, does it have a mesh renderer and then add another triangle for each dot? I'm trying to do something similar and I have no idea how to do it well

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Like this doesn't look awful but I doesn't look as good?

elfin phoenix
broken dirge
late vapor
willow epoch
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isn't that something different?

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he's talking about a party (warrior, mage, cleric, rogue) but on the map you just see 1 chr

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I think idk

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it's not a genre, because even games like dragonwarrior started with that 1 chr and ended up with like a train

craggy mason
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Looking for: gamedesigner and pixel artist

About us: right now we are a small team of two programmers. So we want to fill the gap in gamedesign and art.

Project: Initially the project was for a game jam. But we got lots of positive feedback and moreover won a prize. Project can be downloaded here - https://enginee777.itch.io/happy-birthday-to-me.

Please DM if you have interest in work on our project with us.

itch.io

Stealth action game

lucid path
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using unity 2021 TileMap collider is not visible even on Wireframe mode player is not colliding either

shadow bluff
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Me and my Friends are coming up with a game idea (basically an fps but your invisible from the front) and were stuck on map design. Anything like walls, hills, or obstacles would be op bcuz you could just camp with your back to them and win. Would there be any other solution than to just make the map flat?

glacial raven
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i have come up with a new idea for a game.
feel free to use the idea to at least some extent for your own purposes since im too occupied with other Unity projects to even implement said idea into one of them.

my idea is the following:

a fps roguelike/lite with open world exploration elements where EVERY point of interest is randomized from specific parameters when a new save file is made.
so all buildings would be spawned at the start from a specific list of buildings, shop spawnpoints would only spawn a shop to that spot, and specific enemy spawnpoints would spawn a group of specific enemies.

plain gorge
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@orchid lance you should look at geometry dash and try to remake it as a learning experience

orchid lance
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i kinda also want to make a sort of geometry dash but you can only die cuz of the dissapearing floor/evil bricks that kill you when colliding

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and its unlimited

cinder hamlet
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wait no that wont work

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hmm, well maybe some sort of mechanic that prevents that abuse

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Like Doom forces the player to get close-and-personal with enemies to get healing and ammo

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oh and also sound is a thing so you can make enemies hear the gunshots so the player has to move whenever they shoot

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Make the weapon choice more focused on close-range

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Maybe without an aim-down-sight mechanic so the player won't snipe constantly

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also a type of enemy that can still detect the player under some conditions (like timer or something), forcing the player to act quickly

shadow bluff
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The ideas basically gone to shit from the invisible mechanic anyways

merry bloom
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im thinking of making a game where you basically have to fold different origamis, do u guys think that is possible on unity or should i use a different engine

obtuse cipher
orchid lance
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i just made my map a little bit now i will script some stuff that i might need

weary folio
weary folio
merry bloom
merry bloom
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Paper - a game of folding

weary folio
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you could do something totaly diferent

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but still with the origami idea

merry bloom
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Hmmm

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Yeah doing a bit of brainstorming rn

crimson ravine
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I need some opinion, but here me out with my logic

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I am making a virtual tour for my university. However, to do that, I need theories regarding UI/UX for virtual tour. But, because it is quite specific, I rolled back, and get non immersive virtual reality. So, I thought, what is equvilant towards the concept of first person prespective, and the subject is in a fake place, and that is, of course, FPS.

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So, I need to know this, do you guys have some sort of book that tells you what to include in make of UI UX of an fps game ?

cinder hamlet
lucid path
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Can anybody know Why the tilemap collider is not visible in the scene view in unity 2021?

glossy mortar
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guys, I' ve got a question, do u know how is called this type of cinematic? https://www.youtube.com/watch?v=ZbMC-3cHKKU
its like a comic made with graphic design?

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narrow jackal
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why cant i go to the asset store

sudden pendant
topaz juniper
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been thinking about a concept for a rpg game in which the progress of your overall account aids your general progress, so things like WoW typically you get a main to cap and then that makes levelling a second easier, then when theyre cap its another role you can play in raids or another profession you can cap etc, but the progression on multiple characters doesnt really aid your journey to cap level on your main

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can anyone think of any examples where there are games like that? all i can ever think of is idle games but not an rpg

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looking for some inspo and see how theyve done it

plain gorge
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kind of hacky getting link click to work, i just changed part of the text blue and made a hidden button over the text I wanted and added a Application.OpenURL(url); line on a click method for it

plain gorge
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one universal scene with gameobjects swapped out based on level vs multiple scenes loaded.. is there a big difference in performance/build size later?

crimson ravine
# cinder hamlet It mostly depends individually on the game, if you could list what elements you ...

Truth be told, I have much I want to add, but little assurance. I do know however what's the function the software require.

  1. the software has to have some sort of map that is interactive. In this context, the map is my university
  2. because this is virtual tour, it requires a camera. The camera has to show a replicated world. In this context, it is performed by using a 360 panoramic images, just like google street.
  3. The map can show the places avaliable in the university. However, the user are given user interface that is an FAB, and when the user interact, the user will see the a selected place (floating action button. GIven the context that it is a button that is hoovering on a space, I thought it's appropriate to call so).
  4. I don't know the design of the place is part of the world (the shown material) or the UI/UX. the first one is more likely, but it also questioned the designed.
cinder hamlet
cold onyx
crimson ravine
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let me consider it the second one

distant juniper
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Clyne

plain mulch
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Choose a name Chicken Clicker, Noodle clicker, or Potato Clicker

dense jungle
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Anybody know why my textures arnt showing up when i import them into unity from blender

cold onyx
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Now there is DEFINATELY a million of improvements that I can do, but so far, what do you think?

hidden jewel
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@fervent heron 2d or 3d

fervent heron
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i need ideas for a game (because i lack inspiration hard)

late vapor
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Now there is DEFINATELY a million of

warm spade
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whenever i try to move an object with the xyz arrows, the transform tool moves to my mouse

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how can i disable this?

daring kelp
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does anyone know how to disable the mouse in a unity 2d project?

wary halo
daring kelp
chilly oriole
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What could i change about this to make it look more realistic?

plucky furnace
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so what's a good angle for a top down camera?

obtuse cipher
marsh nest
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need ideas for game

cinder hamlet
distant juniper
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Clyne

velvet hollow
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hey

kind sundial
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like this

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whoops

cold onyx
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I ll be completely remaking it definately

kind sundial
kind sundial
sudden pendant
mossy blaze
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Hi everyone.

I want to draw a line between two GameObjects. One of them is draggable so I want the line to update its position when the draggable object moves.

Should I be using the Vectrosity package for this line?

late vapor
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?

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that's something that's very easily done with the line renderer

shrewd cipher
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Curious what you guys think about this menu design

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Feel free to comment on anything else too. Crits always appreciated

late vapor
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is it possible to make the text brighter?

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not sure if that really changes anything

obtuse cipher
# shrewd cipher

Looks nice. I like the retro vibe and reminds me of games I used to play in the 80s. The two things you might want to consider though are:

  1. Make sure your background and font colours have enough contrast. Google for colour contrast checkers to find a tool that can help you. Not having enough contrast can cause eye strain for the reader and will put them off, and for those who are colour-blind, they might not be able to see red text at all.

  2. I'm not keen on having the options in a scroll panel. Constantly scrolling up and down to see what choices I can make could become annoying.

But apart from those two things, I think it looks cool.

mossy blaze
shrewd cipher
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Thank you for the advice. I have received multiple times that the font color/font design is not easily readable. I think this applies to the drawing as well. That's something I will have to work on.

As for the options, I will have to figure something out for that. I want a system that allows me to have as many options as I want for any given situation.

Thanks again

austere pawn
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can somone help me? I am trying to make a Iron Man Game and I just Dont know How I can make the suit peices fly to the charecter

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I am also very new to unity

cinder hamlet
austere pawn
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can I get an example

cinder hamlet
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also making an iron man game would probably cause legal issues

austere pawn
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how

cinder hamlet
austere pawn
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PONG?

cinder hamlet
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yes

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gotta start somewhere

austere pawn
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what is pong

cinder hamlet
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first videogame ever made, search it up

cold onyx
austere pawn
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ok

cold onyx
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just search what pong is

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its a good project to learn the basics

fallen cape
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Anything 2d is a great start in understanding the software even if you want to make 3d later. Tons of free tutorials and courses out there for it and some even offered by Unity. Recreating Iron Man would probably take some work even for a pro (also Unity beginner here)

austere pawn
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ho it is a original iropn man battlefround game

mossy blaze
austere pawn
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ok ty

shadow bluff
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Ironmans copyrighted. it'd probably be ok if you just make it for fun and don't give it to anyone, but if you try to distribute it then you'll be sued

cinder hamlet
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@austere pawn ^

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make your own character with cool mech suit

austere pawn
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Ok

austere pawn
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Is there anyone who wants to help me make the game or atheist help me with the code

cinder hamlet
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if you can't make your game with resources that you have then consider doing a simpler project instead

austere pawn
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ik i just want to know if someone can help me with the code

cinder hamlet
austere pawn
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ok

full wraith
# cinder hamlet nobody is going to work for you for free

I mean @austere pawn ... I will. To test the waters, I'm interested in working on a project who's progress isn't set at my own pace ( I should prob try to find a Game Jam team, imo ). DMs are open, but for free work, it's a "when I feel like it" basis.

austere pawn
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ok

wheat radish
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making an iron man game gonna get you a fat lawsuit

full wraith
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Not sure where this question should go since it's a matter of what should I use for my desired results, but:
I'm making a 2.5D, isometric game with shooter and melee mechanics, where my aiming system currently aims at a target point on a flat surface ( a flattened and spread cube ) collider, by returning the vector collision point of a raycast from the camera to the ground collider.
To keep aim consistent and predictable between units, I've designed flat aim indicators, including ground-level indicators for units' standing positions, which I intend to move, rotate, and scale for visual indicators. To keep the indicators from disappearing through the ground, I'm looking for a way to always render the indicators over the ground, for a start. What should I be using to achieve this effect ( as in, what should I research to get started )? Just changing the render queue in the material's properties doesn't seem to work, so I'm guessing I should maybe render to a buffer/texture in a camera.
Ideally for the desired effect, I should ensure the indicators are rendered between terrain and active units, without active units being drawn on top of terrain they're standing behind. Alternatively, I was thinking I could just render the indicators over everything in the scene, applying a partial transparency affect in shaders for the pixels that pass over non-terrain meshes; think the silhouette used in Super Mario Sunshine, used to display the character through terrain, but shadowing the silhouettes of indicators over non-terrain objects.
I think for now, I'll render my indicators on my canvas overlay.

full wraith
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ope there goes gravity

full wraith
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So, I've mostly figured it out by rendering to a texture from a second camera, set to only render from a custom "Indicator Overlay" layer then projecting that onto the canvas. What I think I'll do later is render active entities' alpha channel to another texture, to be applied some way to my overlay texture.

pseudo dust
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I need your opinion about whether to make the thumbnail include the character wearing the costume or not. Because if not then some costumes will have a cut out, but if I include the character it seems to make the UI a bit mess

compact pulsar
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Hi! I'm creating a survival game with a pixelart filter. That's the first implementation of the player:

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What do you think about it? Is the player model ok? Colors? Is the world better with or without grass?

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Grass adds a lot of details, but also twitches when the player moves or the camera is rotated. I don't know what looks better...

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Any advice is really appreciated ❤️

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(please ignore when the camera collides with the tree, that's a fix that's already in my queue)

broken dirge
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@compact pulsar I like the style a lot. Reminds me of "A short hike".
The flickering gets pretty distracting. But even "without grass" there was a lot of flickering.
I wonder. If you lock the rotation and zoom level and then switch the camera to orthographic maybe that would work better??? Just brainstorming.

compact pulsar
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Maybe it would work, but I need to rotate the camera and zoom to make some game features work. Orthographic camera slightly fix the problem but completely breaks 3d style 😦

broken dirge
waxen barn
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Hey Guys. I am working on a hobby project: a tower defense game in a mystic setting.
We are on a good way to give the first demo to some friends to playtest.
But i am not happy with the readability of the center.
I think its to dark and i have problems to seperate the towers from the ground etc.
Do you have some ideas how i make it "pop" more?

cinder hamlet
waxen barn
cinder hamlet
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higher saturation

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look at team fortress 2

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both character and wall is blue but character's colors are wayy more saturated so they stand out

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and here's kingdom rush which simply uses contrasting colors (and higher level of detail on towers)

broken dirge
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A pedestal can also help.

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Also your towers seem too small to me. Just increase the size by about 25% 🤔

shadow bluff
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Contrast can go a long way

chilly oriole
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So im making a scene that is meant to teach you how to pickup and drop items, what would be the best environement for this?

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The game is about a businessman that was kidnapped and force to do a series of tests, which will then lead up to him doing something big.

compact pulsar
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then a canvas renders it

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same trick as a short hike! I fell in love with its style, and luckily in a GDC he explained how he did that

hushed gorge
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I need a beginner 2d game idea

full wraith
# hushed gorge I need a beginner 2d game idea

How about an RTS that can start dead simple? The only inputs are buttons that control the unit output of a city: guard, infantry, worker, and civilian.
Your civilian count determines how many of each unit you can produce per production cycle, worker count determines how much gold you produce per production cycle, and miltary units cost gold per unit, per production cycle. Guards remove attacking enemy infantry per production cycle, while infantry removes units ( of type of your choice ) from the enemy city per production cycle.
Units removed by guards and infantry of course scale off of how many you have. Infantry will just be a stat in your city, that is checked per production cycle for how many units you remove.
So, while civilian units don't do anything but produce more units, they do scale off of how many you have; so your production speed increases the production speed of your production speed.
Not even 2D, just a non-dimensional game concept to slap new mechanics on for learning.

hardy marten
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Which is the good application to draw isometric tiles? Photoshop?

remote verge
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what kind of card game doesn't give you an advantage by hiding your cards?

cinder hamlet
hushed gorge
cinder hamlet
cinder hamlet
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like do you have a decent undestanding of the engine's basics?

hushed gorge
cinder hamlet
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yeah then maybe RTS is a bit too far for now

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try making a simple classic platformer

cinder hamlet
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with coins and enemies and stuff

hushed gorge
cinder hamlet
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just dont use assets from existing games like mario or it can get you in trouble

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if you need free assets, check itch.io

full wraith
# cinder hamlet that would probably be pretty ui-heavy

Just to display resources. Like the controls only need to start with 4 buttons. Like, movement controls and unit selection are optional; the base concept is you control just one city's resources. I'd argue it's simpler than a platformer.

But I agree, classic platformer mechanics are a must for learning 2D game design.

cold onyx
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Hey guys! I'm creating a game for my A-Level Computer Science coursework and am conducting some market research. If you could take a couple minutes out of your day to fill out this straightforward survey to do with gaming that would be extremely helpful. Thank you :)

Link: https://forms.gle/qE9RLXqHqTpe7UJWA

hushed gorge
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@full wraith how do you recommend making the rts?

full wraith
# hushed gorge <@389989750833938432> how do you recommend making the rts?

You can use just one or two GameObjects with scripts attached that declare the amount of units in it, and affect each "city's" unit count. Also, create a Canvas to declare some text elements inside, to display the amount of units in each "city" and currently selected production; or if you want to put off learning the UI to program ( you WILL need learn how to work with UI elements ), you can just declare each city's stats as public and watch them in the inspector 🤣 ; no seriously, I do that sometimes for debugging. In the Update() function, parse button presses to change the player(s)' city's production states, apply changes when Time.time is greater than the calculated time of the next production cycle, and update the UI text to display each "city's" stats. No movement controls, selections, or physics until you're ready; just manipulation the player-city's production state.

sleek phoenix
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Unity Learn

In this official course from Unity, you will learn to design and develop your own Virtual Reality (VR) applications. You will create prototypes, attempt challenges, and complete quizzes to build and solidify your skill set. At the same time, you will be guided through creating your own unique VR project from start to finish, beginning with a bla...

cold onyx
sleek phoenix
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and I hope you know unity basics already

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do that first before jumping into VR

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you need to learn to walk before you run

waxen barn
cold onyx
urban urchin
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Would a game like Horizon Zero Dawn use a RB or a character controller? What about valorant or Killzone

cinder hamlet
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It depends whether or not the CC meets your needs

urban urchin
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How can you tell if you should use CC or RB? When I first started I saw a lot of "just use rb why wouldn't you want physics" kind of talk. But I'm wondering if it's just extra stuff to think about.

Now when I see videos or guides the examples of types of games they give are like Fall Guys for rb or pokemon for cc. But like those are very opposing ends.

cinder hamlet
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if Unity's character controller fits your needs, feel free to use it. Otherwise, you can make your own

kindred ridge
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Hey all!
The game im buildings requires a world map and a battle/zoomed in map (like a castle or a battle in mount and blade)
I did some research and found a couple of solutions on how to handle but im yet to find one that fits my needs.

On the first scene (world map) i have the grid and a navmesh where all the players navigate to get from point to point.

On the second scene i have the point of interest (might be a castle or a
battle)
So I basically need the world map to continue working even tho the player is zoomed in or in a battle, so switching scenes is a bit unperforming since i need to redraw the whole map everytime i switch back to map view.

Im currently at using additive scenes and turning on and off the parent game object of the map/point of interest scene to keep the objects in memory, but the problem is that since the scenes are turned off they dont run their game logics (so while at the map, the battle does not go on, and viceversa)

Whats the best architectural approach to handle these needs?

lost merlin
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Could just carry around the world map with you between scenes and have it occupy some space outside of your level.

sudden pendant
leaden trench
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how do I post on the forum?

sudden pendant
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Make an account, make a post.

digital quiver
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I dont know if this should be in code channel but it feels closer to game design.
Why do games (e.g darksouls) use i-frames instead of just 1 duration?
As far as I understand instead of using 1 period, they use small instances of invulnerability together:
E.g Instead of 1 seconds of invulnerability, 4*0.25 seconds of invulnerability.

knotty mortar
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Tumi they do use a timer, but even a continuous timer has its values rendered frame by frame. A roll has 10 iframes at 30fps, but it doubles at 60fps. If you make your own system for this, you will probably use a float to keep track of the invul timer, and add time.deltatime to it every frame. But this will render out as being invulnerable for a number of frames that your players will count and then it becomes iframes @digital quiver

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Unless you can design an analog continuous rendering engine with an infinite refresh rate

left flower
kindred ridge
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thanks for your answer btw

oak current
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The game I'm making has items that can be held by the player and also put down / picked up at fixed locations in the game. The way I'm doing this is by having a separate instance of each item positioned in the player's hand and in each of the locations in game (so they can each be positioned / changed easily), and enabling / disabling them to mimic putting down or picking up the items. But sometimes this system feels a clunky when trying to find the right items to enable / disable, especially since items can have upgrades and different variants.

Is this a common approach to handle situations like this or does anyone have a better idea?

knotty mortar
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It would definitely seem more efficient to have a single object you just snap to a transform at the fixed position when you put it down. Only have to manage 1 object that way @oak current

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I load ships with fittings and turrets and when I do it I instantiate the turret, set parent to a hard point transform, then set local position to vector.zero

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Works like a charm

oak current
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I didn't do it that way originally because it will be a bit messy to deal with items that each have different transforms at locations, but it should be worth it

heavy osprey
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Any games based on Neuromancer (book) ? I'm thinking of making a first part in Unity, this would look great in HDRP

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I guess Cyberpunk 2077 is kinda based on that..

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Dues Ex

left flower
near inlet
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There's a few options i can think of at the moment:

  • coins on the levels (infinite)
  • coins by getting a better time in levels (once collected, u can't collect them anymore)
  • secret coins in the levels (geometry dash like)
  • coins by completing missions
neat bridge
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How do you make realistic grass terrain

twilit mortar
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Hey does anyone know if you are allowed to use like actual dollar bill decals in games. Like can I just use the dollar bill image or is that somehow against the law or smth?

deft mica
sweet musk
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Also keep in mind: most scanners and scanning software has built in protections to prevent the scanning of currency. You might want to look for some high quality currency artwork. Years ago when I had to scan some money for a project at a company I was working for, we wound up ordering and then scanning some movie prop money we got on Amazon. Not sure how intelligent the software is now but the prop money might still slip by it.

wary halo
pallid mist
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Hey guys! Could anyone give me ideas on different kinds of projectiles, I’m combining together a list of potential ones ex. Molotov, ninja star, bullet, cannonball, tomahawk, etc would love input from anyone with an idea!

elfin hull
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@pallid mist a simple throwing knife/ Kunia however it’s spelled, Brick, maybe dust or sand ,

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Squirrel lol. Idk

pallid mist
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Kunai knife 🙂 great ideas ill definitely add it to my list

elfin hull
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Hey guys so I was wanting to make a unity game for android maybe iOS that is very similar to chess. I don’t really want to have to asks questions every step of the way so I was hoping someone could give me some key components I’d need to understand so I can kinda know what to look up to find what I need in the first place lol

hardy glen
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Quick question, if I want to make FPS arms for a game. For multiple weapons should the arms be a separate rig? or should the models for the guns all be attached to their own set of arms that I have come in when the weapon is supposed to be present.

azure hazel
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I was looking for some prototyping Tools/Engines(?). I remember there was some stuff years ago, but I couldn't find much.
Does anyone know some GoTo ressources?

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Also... Is Articy Draft a GDD replacement?

broken dirge
willow epoch
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straight to level 55-66 mobs from level 10?

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you coding fallout new vegas2?

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just put a sign that says "dont go north"

late sail
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i wanna make a slide puzzle game like this in unity but i am not sure how to structure the grid system

tough imp
# late sail i wanna make a slide puzzle game like this in unity but i am not sure how to str...

Probably declare a
SlidePiece[,] slidePieceGrid 2-dimension array, which would allow you to map grid positions to a corresponding SlidePiece monobehaviour. Make each tile be a GameObject with this component, then make methods to move them around the grid.

To check for completion you could have each SlidePiece class be given a Vector2Int preferredGridPosition at the start, and then loop through each one after every move, checking if there are any unsatisfied pieces.

late sail
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thanks i will keep this in mind

cinder hamlet
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so basically like titanfall?

cinder hamlet
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yeah I get it

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so basically you want the player to have something to do when charging the mech?

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so the player is meant to use a mech but still be able to complete the fight without it if they want a challenge?

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how do you charge the mech? does it just charge over time or by killing enemies or are there collectibles?

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how about letting the player use it without limits during boss fights?

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you can make the player only able to enter the boss area by using a mech

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like an obstacle only accessible to mechs

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why do you want to force the player though

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well then you should encourage the player to use the mech instead of forcing

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simply give the mech weapons that are more effective in boss fight

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like bigger DPS

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?

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nahh, no need to force a playstyle

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some players will probably like the challenge of completing the game without using mechs

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Titanfall 2 campaign alternates between areas that are meant for mechs and meant for players, with different kind of enemies in each

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no, don't artificially boost it

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just make mechs more effective at dealing damage to tanky targets

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like a minigun that doesnt need to reload

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while human guns need to be reloaded and need ammo

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that would make sense, it's a large robot after all

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maybe even a chainsaw

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sure why not

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make a prototype of the gameplay, then test it to see if it's fun

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?

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what do you mean by that

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yeah I know those

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that's quite a few features, you sure you can make that much by yourself?

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time is one thing, motivation, energy, resources are the other

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it's extremely unlikely, the SV guy was a rare exception

calm nimbus
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I'm making a game that's going to be basically a bunch of GUI, should I be using Canvas or Scene manager to change the displays?

cinder hamlet
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you're much more likely to just get burnt out in a few days

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start small

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don't go for large projects

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give it a try then

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I guess I can't convince you otherwise

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bye

ripe relic
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Hey, don't know where else to ask this, but does anyone have suggestions for tools that help with online collaboration? I'm not exactly sure what I want, but I'd like to have some way of unifying a bunch of ideas into a cohesive whole like a mind-map, but also allow for discussion of those ideas like a discussion forum or Google docs suggestions. I'd also like to be able to reference these ideas in a task management system. I dunno, does this sound reasonable or am I overcomplicating things? Any suggestions?

cinder hamlet
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not sure if it has every single of features you listed but its pretty good

ripe relic
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It is, Trello is awesome, but it seems like the next step after what I'm looking for. I've written out a GDD and we can kind of discuss that in Google Sheets, but I'm looking to take a step back from that to focus on some specific that's either not in the doc already (player models, enemy types, tools, abilities, etc) or to refine and change something that is.

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Nuclino and Notion seem close to what I want, but we already have Discord as part of our process and I'd like to make sure that we can integrate our new tool into that

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I guess ClickUp might work well

vernal charm
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Random guy here, check out Milanote. @ripe relic

ripe relic
vernal charm
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If a programmer is looking for a 3D artist for a project let me know, just looking for something to work on!

cinder hamlet
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you can find work there

vernal charm
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Thank you! @cinder hamlet

autumn wing
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What is it called when you make multiple characters designs with one rig so that I can watch a vide on how to do it?

velvet dome
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hey does anyone know how to make a metroidvania story for a very small project with no experience in narrative design?

vestal bear
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Anyone in here use blender to create assets?

late vapor
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yes?

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I'm pretty sure that dozens and dozens of people here do

cinder hamlet
kind rune
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How do I negate from a physical object?

late vapor
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what do you mean by physical object? a mesh? any gameobject with a rigidbody?

kind rune
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bruh

late vapor
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I saw the cube

kind rune
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original cube

late vapor
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mesh masks might exist

kind rune
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how do i uh

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do that

late vapor
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I don't think the thread answered your question

kind rune
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Yeah definitely didn't

tough hinge
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Check into subtractive boolean modifier

late vapor
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I know what affect you want, but I have no idea what it's called or if unity can do it

kind rune
late vapor
kind rune
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Even roblox studio can do it man 😭

late vapor
#
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this might be more relevant

kind rune
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Seems like it

tough hinge
late vapor
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but I swear there's a way to just put a "hole" in a mesh in unity

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what I posted seems a little overkill

kind rune
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I gotta write code to negate an object? 😭

kind rune
late vapor
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I thought it was as easy as a ui mask

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guess not?

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anyway, this isn't the right channel

kind rune
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😔

tough hinge
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Looking for some input on weapon system design
Preface - Side scrolling shooter IE: Darius, R-Type ect
Context - Weapon System, you get weapons/modifiers/upgrades from the bosses, mini, sub and main bosses per level.
Consideration - For balance with progression level 1 will be fixed, 2-5 do in any order, 6 is fixed level, 7-10 any order, 11 final.

1️⃣ Megaman style, you get different weapons from the enemy and use them, Primary (from mid bosses) and secondary weapons (from main bosses), Primary: [machine gun, lasers, spread gun] Secondary: [missiles, cannon, boomberang]. Specific enemies/bosses weak vs specific weapons

2️⃣ Weapons and modifiers, you get different weapons or modifiers from enemies. IE weapons [laser, bullet, cannon] modifiers [damage, fire rate, spread, penetrate, homing]. Any weapon can take any modifier(s)

3️⃣ Weapon upgrade and modification system. IE Weapon [laser, bullet], add more instances, set weapon angle and pattern. Earn energy upgrades from bosses, different guns use varying amounts of energy for a loadout. IE 10 bullets or 4 lasers where lasers do more damage. Probably have loadouts you setup that can be switched between during gameplay.

dense jungle
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can anyone help me with a collision issue im having with my game

steel lantern
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how does one go about making the flow of the game, meaning checkpoints of the story, and the progression of the story, for example, picking up an item progresses the player to the next area, reading a note the player pickups, marks his next objective, and restricting the player to go to these areas, unless he has progressed properly through the story?
and i am not asking for a detail answer, i just want a direction to follow

worthy fox
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@steel lantern I'm a bit confused by ur question

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if ur still there, I can try to help u out!

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also I need some really really crucial advice guys

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like rslys important

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and ik it's a really tough question to answer but

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which sounds cooler: RSM or RSU

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("Research Storage Module" or "Research Storage Unit," it's for a game about space development and you have to store ur resources somewhere to build- if you have any alternative acronyms I'd also love to hea those :3)

lost merlin
cold onyx
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Hey everyone, bit of a niche question but why is proximity blocking a feature in many fighting games nowadays? I don't see the advantages of forcing a character to block if they hold back within a certain range of an active hitbox, to me it has always felt jarring and restrictive. Not to mention it messes with footsies. But then again, I'm no AAA game designer so I must just be missing something!

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TLDR: I don't understand the benefits/theory behind proximity auto-block. How does it improve the game, and am I safe to exclude it from my own game?

cold onyx
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why does this look worse then my face? if ur gonna say cuz of the font idk which font to pick i have been looking for 30 mins

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pls give advice

sudden pendant
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Font. Colours. Blandness.

Look at https://www.gameuidatabase.com/ for inspiration

Game UI Database

The ultimate screen reference Tool for game interface designers. Explore over 500 games and 19,000 individual images, and filter by screen type, material, layout, texture, shapes, patterns, genre and more!

true scaffold
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Idk is this right channel for that kind of problem. i want to start 2D game dev story again because i have a lot of free time. But i don't know which art style I want to use. I like pixelart as much as hand drawing games. i don't know how to draw and how to do pixelarts. How should I decide about that?

night shoal
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If your equally preferable options are A or B and you don't know how to do A but you know how to do B then the choice seems obvious

true scaffold
night shoal
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ok, that was confusingly stated and/or edited afterwards

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but it's a question of personal preference, no-one else can tell you what you want

cold onyx
true scaffold
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okay thx

willow epoch
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So, I made this little chart to explain my problem. When I first started my project I had the typical my grid running -x1/-z1 to +x1/+z1 but now I'm storing the data in array this problem seems a lot more difficult. My code uses math for generation based on 0,0, it's really simple and I don't want to give it up.

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Plus, I just think the center of a map should be 0,0

atomic anvil
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If you want minimal changes, using a dictionary with a Vector2Int key would probably be the best solution. Another one is to offset the indices by half the grid resolution when you use them for math.

willow epoch
chilly oriole
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I'm making a Basic Controls scene that shows you the "Basics" like Sprinting, Crouching and Jumping.

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What should i use as a obstacle for jumping over?

cinder hamlet
chilly oriole
latent isle
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anyone got an idea on how to make my first person controller's camera tilt in the direction it's walking in? like holding w, the camera tilts forward a little bit, same with a s d

late vapor
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you could do it procedurally

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rotate it towards the velocity direction

latent isle
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i've never tackled procedural shit before but i can attempt

fading obsidian
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Not sure if anyone here can help but Map Graph help on the internet is very limited besides the documentation but it was in the humble bundle asset sale so maybe some more people have it. So maybe I overlooked something when setting this up, or it comes later in the documentation, but how can I make my walls colliders so the player can't move through them? I'll send a pic of my Tileset and Map graph incase it's something in there. It makes levels just fine but the red can be walked through. I'll keep reading but I appreciate any info anyone is willing to share!

cyan hatch
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Is there Anyone love to design?? Yea. I'm here to help . Dm

sudden pendant
cold onyx
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ah

astral knot
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hey where you guys think i should put the health text ?

late vapor
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why text over a slider that goes above the player

astral knot
fervent heron
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i'd rather have it right over the icon like that

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and i like the artstyle of your game btw.

astral knot
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thank you : )

fervent heron
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♥️

astral knot
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❤️

cinder hamlet
# astral knot

try to keep a fixed pixel scale if possible btw, it will look much better

proper jolt
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Hey guys, I've been having trouble thinking about when to start making the final house model for my latest large-scale game. I think I have all of the essential game mechanics coded, and they all rely on positioning and layout of this current house prototype that I have. I can't really move onto making values tuned for different levels until I make the house, but I'm kinda scared and nervous to start work on the final model of the house. Any tips?

sleek phoenix
idle creek
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Just a recommendation on how I ((( personally ))) like the menu

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@cold onyx in case it gets lost in the crowd

little bane
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does anyone know what i should add to a little game ive been working on (i havent polished it yet)

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also dont mind the finish line at the start of the game its for testing purposes

obtuse cipher
little bane
cold onyx
solemn galleon
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Hi guys.
How would you do a multiplayer fps game with full body ?

Doing the full body with the camera attached on and only desactivating the head model for only the own client and using animation rigging to make the player aim the target

Or

Create a full body for outside perspective and arms with weapon seperated

hallow terrace
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hey! I'm working on my own game! I made a short survey, if you want to fill it in that would be great! It's 1 or 2 questions (depending on your answer to the first question) so it hardly takes time! Thank you!

https://forms.gle/Wk7rNg7FNdENzmNz9

fallow loom
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Hi guys, I just got into unity and game developing and totally new to scripting. I'm planning to make a mobile game that has several puzzle games in it. Puzzle game number 1 would be drag and drop kinda puzzle, where you have to put tetris blocks to the correct spots. How do I do that? Could someone give me guidance? The only thing I know is that I'd need tetris block sprites lol

cinder hamlet
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as it can be pretty complex

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start with things that have a tutorial for them (don't copypaste the tutorial though, just use it for guidance)

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though since you're new to scripting entirely, you might want to consider first learning a programming language before getting into an engine

little bane
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does anyone know how i can improve my ui

topaz vessel
topaz vessel
astral knot
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hey where do you think i should put the dice ?

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any idea ?

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i need the enemy to use the dice too

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so where can i put it to look good

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?

astral knot
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what do you guys this ?

chilly oriole
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This scene I'm making is about Decision making and using your brain, this room consists of puzzles forcing you to use your brain. The computer across the room gives you 3 puzzles that will open a secret door upon finish. I already have a puzzle that makes you find 5 buttons. What other puzzles could i use to add some length to the level, and make it more fun?

cinder hamlet
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about the puzzles, maybe something based off slider puzzles could work?

chilly oriole
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ok

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The button part is just the first part of the scene, so its not really part of the whole puzzle thing.

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Its just to get you started into the puzzle

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thanks i'll try that

astral knot
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hey any feedback ok what i should add ?

cold onyx
late vapor
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I think that the font makes certain letters/numbers very hard to read

sudden pendant
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@covert pond We don't allow discussions about decompiling and asset modifications here.

gilded zealot
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Where do I start off trying to make a 2d fighting game

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Hand drawn

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Akin to skullgirls

sleek phoenix
gilded zealot
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I can draw and animate

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Have never programmed

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Would like to learn it

sleek phoenix
echo coyote
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Hey guys. So I'm trying to implement "falling" in a top-down 2D pixel game, but I have no clue where to start. There isn't much information there. Hyper Light Drifter's falling mechanic is something I would like to achieve. Any advice?

gilded zealot
sleek phoenix
gilded zealot
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I cant find anything on pong here though

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oh the website

sleek phoenix
gilded zealot
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ill come back if im stuck

foggy adder
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I want to add onomatopeias in my action swordfighting game like there are in spiderman:into the spiderverse, the problem that i have is that i dont know where to put them

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There is so many movements you can do in the game that adding "SLANG" "BANG" "SKREEK" "CLAP" "SWING" texts all over it would be rather distracting

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maybe add them only on big movements like high-damage attacks and abilities?

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and make them small so they arent distracting

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and maybe when enemies die too

marsh garnet
#

Can I ask a workflow question? Searching guides and videos on the subject of Unity Terrain always focuses on very large open worlds. Something like, Zelda: Breath of the Wild.

But I'm interested in much smaller world design for my RPG game. Say closer to Ocarina of Time. The areas in that game are very segmented and divided. If I wanted to make something like that, should I still use Terrains?

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I should also note I'd like to support mobile, so I'm not sure what the best solution is

gilded zealot
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@sleek phoenix some help?

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its saying

sleek phoenix
chilly oriole
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How does this floor look?

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Looking for some free carpet, and its not going well.

obtuse cipher
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Getting there. The only thing I would mention is that carpets aren’t really that glossy so it may look more realistic if you reduce the amount of specular reflection.

If you haven’t tried already, try googling for a free PBR carpet material.

sour isle
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Hey guys! im new here, correct me if this is not the channel to ask, but someone can explain me why my sprite thumbnails look rotated?

rugged lintel
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do they work in game?

bright nest
pseudo dust
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When a new device login to the game account that is currently online, should that new device be banned from logging in, or the device that is currently online will be logged out?

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if I restrict new device log in when an account is online I have to always check for online status, but if I use the other method then someone might be interrupted while playing

old olive
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What do you guys suggest making managers for in a game? for example
gameManager that holds what items are enabled, what the goal is, how much time
playerManager that holds player race, health, items etc

i guess im asking what data is good to centralize in one place

pseudo lynx
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Hi everyone, I have a question I was hoping you guys would be able to help me with
Has anyone ever played any games that have really innovative health bars/health systems?
For example, I think Hollow Knight is a good example of this, if anyone has played and without too many spoilers, the trade-off between using what you get from striking enemies to either heal or attack them, I think, is one of the best gameplay mechanics pertaining to health that I've seen in a long time
I was just wondering if anyone has played any games that have similary unique/interesting health mechanics that stood out to you

blazing moon
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TL;DR: Is there a performance increase if I have prefabs with unsaved changes in my Scene?

Example: I have one rock prefab (Rock_01) that i scatter in the scene. The Prefab has a material Material_Red. Would it impact the game if I would change half the Rock_01's materials to Material_Blue, to gain some variety in my scene?
Note: I just talking about the unsaved change not the extra material itself.
Does that has an impact big enough to save the blue rocks as a new prefab or are 100 prefabs with an altered material fine in scene?

cinder hamlet
#

original Deus Ex has separate health bars for every body parts

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some games also dont have health bars and work with 1 hit 1 kill mechanics

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Sekiro has a separate bar (I think its called Posture) for blocking so you need to break through it to kill an enemy (and it forces you to time your parries carefully because only well timed blocks dont consume your posture and remove enemy's instead)

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I recommend you also see Game Maker's Toolkit's video on health bars

sudden pendant
radiant coyote
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What should I name my game (context: it’s a 2d platformer where the main character sees fake things like fake enemies and blocks but they learn to control this power/dementia and when they do they can make some fake items real and you can get upgrades like more items real and mind control for the fake enemies)

lyric skiff
#

Need help with a valid answer for potential defense questions.

What are reasons to make a game 2D?

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And since this is supposed to be a game where puzzles and minigames are the primary form of gameplay and the side-scroller is a vehicle to get to those minigames. The game is meant to teach or remind of important topics in first aid/NSTP coursework.

Kinda panicking since the mock defense is potentially next week, and if we fail it, we have to do a 3D game instead in the span of one college semester.

I have no experience in 3D game design at all.

plush orbit
#

Why do I keep seeing 'turn based games are easier to make than realtime games'? Like what is the reason for this perception? I know it depends on the actual game but the generalization appears to exist for a reason (if a bad one)?

Like I can't imagine that this is the case due to, well, the sheer number of timing events you're running with. Like where is this coming from?

plush orbit
sudden pendant
plucky radish
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where should i start with 2d game design

sour anvil
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The game Diablo rendered 3d models and captured them as sprites from multiple angles.

sour anvil
# plucky radish where should i start with 2d game design

Personally I love watching the "postmortems" on the GDC channel for inspiration, e.g. https://www.youtube.com/watch?v=rIXK3fRx4Zo

GDC

In this GDC 2019 talk, Westwood Studios co-founder Louis Castle, Erik Yeo, lead designer for C&C, Frank Klepacki, Composer for C&C, and, Wetherill, C&C's VP of product development, deliver a Classic Game Postmortem on the landmark real-time strategy game Command & Conquer.

Register for GDC: https://ubm.io/2yWXW38

Join the GDC mailing list: htt...

▶ Play video
deft patio
#

Halo
For a GDD, should it include pics/vids of the game in development?

sudden pendant
#

It includes whatever you think it needs, it's supposed to be a living document.

#

Include concepts, inspirations and the like to communicate your point.

cinder hamlet
#

2D games run better on weaker devices

#

2D games often have simpler controls

still jolt
#

What do you think?

deft patio
#

Should the GDD have a checklist and write off the ones that's done?
There's a milestone in the GDD template that i use

The thing is my project is pretty feature complete code wise, and any phase of development is allowed here too

#

So i'd like to show where the current development is at in the GDD
Unless that's not the norm?

sudden pendant
#

GDDs are not production schedules, and it's not the job of a game designer to handle that, so no, it's just fluff that'll be incorrect information anyway.

deft patio
#

Should i go crazy with the amount of reference pics in the GDD? Or there should be a separate doc for that?

sudden pendant
#

Traditional documents aren't great for showing images. There are so many different modern tools for organizing things. But no, don't go crazy. If you need to reference something just find an example. No need to show a reference for every little thing (especially game standard things like a map or how an FPS works).

Lots of people have this notion that GDDs packed with information is more useful and slam it with walls or unreadable text. Less is more, short and to the point is easier to digest.

deft patio
#

I'll start with making the pic smaller 😄

echo coyote
tiny marsh
#

what program(s) do you guys use to plot multiple choice dialogue

#

ping if respond pls or i will not check

modern fractal
#

I've currently got this issue with my game when wherever I started from the main screen it has some very dark shadowing compared to when I'm not in it. First photo is when I'm in game scene and second is when I am not

sudden pendant
cold onyx
#

Hi I'm new to game design can you help me make a story and the name for my game the basic game play is that You play as a robot that's just a Head and you have to find more parts to fix and upgrade your self but all humans are dead for the most part so all of the other robots are Trying to kill the player for the parts he may have or the blueprint for them

fiery whale
#

Hi can i ask you can somebody help me how to make games in unity i will give you money

slow jungle
# fiery whale Hi can i ask you can somebody help me how to make games in unity i will give yo...

Its great that you want to learn how to make games! There are great resources, I recommend starting by following some youtube tutorials, you don't even have to pay anyone for that. And if anything doesn't work you can ask in one of the channels in this server to help with the code :)

If I can recommend one youtuber to get started with I would recommend Brackeys :D but dont buy the course, the free youtube tutorials are everything you need

fiery whale
#

oh thank you

cinder hamlet
#

the name could be something mysterious like "What happened?"

zinc lava
tulip path
#

So I’m making a metroidvania she’s you play as a demon ninja sort of thing. The main mechanic is that when you hit enemies you get health back. So far the movement abilities I have are a double jump, a wall climb, a dash (intangible and tangible) which functions like a mix of Hollow Knights Shade Cloak and Celestes Dash, Liquid Run where if you keep moving you can move on hazardous liquids like lava and holy water, a glide like The Messenger, a downwards pogo (Like Hollow Knight), a grappling hook and a Sacrifice mechanic where once you’ve used your dash or double jump once in the air you can use them again in the air at the expense of health before touching the ground. I can’t think of any other movement abilities (other than a teleport but I don’t think that would work well). Do you think that that would be enough for a movement based metroidvania or do you think there should be more? I feel like other than the sacrifice the abilities are fairly generic and I want to make one that really stands out. But I can’t think of any. Any ideas?

unreal vine
#

Hey thank you for the invitation.
Me and some classmates have a school project where we programm our own game.
I joined this discord because I can´t find an answer for the following question:
Is it important, what size the lvl and the different objects have?
I see the quaders. What if we design our lvl to be as small as one tile?
How will it scale as a finished projekt?

sudden pendant
unreal vine
sudden pendant
#

Lighting and physics start becoming incorrect for starters

#

Positions become slightly wrong and rendering becomes messy the further away you become from the world origin, either in distance or scale.

unreal vine
#

Unity has multiple "squares" and squares in squares. Does the smallest squares count as one pixle? Do they have anything to do with the size of the finished product?
Or are they just there so we, as developers have it easier to put our objects, characters, backgrounds in the right spot.
I am sry if my english is hard to understand. I am not a native

#

I am usually pretty confident at my english skill but not for this type of environment

sudden pendant
#
  1. Unity uses meters. The default grid shows 1x1 meter, you can see this if you create a default cube

  2. The size of the game doesn't change if you make things small, so don't think you need to do this.

  3. As developers, keep everything to "real" scale in meters.

unreal vine
sudden pendant
#

That doesn't really make sense. You have your game camera, position it as you need it.

#

You can see your game view window and what the player will see.

unreal vine
sudden pendant
#

The canvas, if it's in screen space, can't be scaled. It fits the screen.

unreal vine
#

Yeah it did what you said bevor but now it appears like this, whenever I do a new Menu😅

sudden pendant
#

That's screen space. That's normal.

unreal vine
#

Ok then maybe i just get a little paranoid.
Thank you again for your help

unreal vine
# sudden pendant That's screen space. That's normal.

I am sorry for bothering you again.
What do you mean with screenspace?
Because i am not able to build the Menu the same way I am used to build.
It looks normal when I go to "GAME" but on "SCENE" it looks that weird and big. I know that that did not look like this bevor and I don´t know what went wrong for it to be like this. My buttons and canvas had the same size as my background. What am I overlooking and how can I fix this?

snow nacelle
unreal vine
unreal vine
#

How does my UI go from this

#

To this?

dry lily
#

There is better way to create 2D lava than this one?

#

✅ Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=_8v4DRhHu2g
🌍 Get my Complete Courses! ✅ https://unitycodemonkey.com/courses
👍 Learn to make awesome games step-by-step from start to finish.
🎮 Get my Steam Games https://unitycodemonkey.com/gamebundle

Let's make some Simple Fluid Simulation in Unity!

Patreon Spon...

▶ Play video
cold onyx
vale cloak
#

guys would a 1st person shooter that leads on into a horror game be a good idea

#

kinda with doom graphics

raven cypress
#

What makes you doubt that it's a good idea?

vale cloak
#

Idk I never really thought I would be coding or developing games but i started taking this coding class and i find it really interesting and I want to create a old styled pc game but I don't want it to be to basic but also to extremely different.

#

too* x2 lol

raven cypress
#

Are you a huge huge fan of horror?

vale cloak
#

Yes I've always wanted to play those old retro pc horror games that have those funky graphics

#

Like those ones that you see on CoryXKenshins channel

raven cypress
#

Do you know about a youtuber Markiplier?

vale cloak
#

But I didn't want the generic "stalker hunting you down" yknow

vale cloak
raven cypress
#

His "3 Scary Games" have ungodly amount of games in that exact style. So your learning sample pool is practically infinite if you take time to study.

vale cloak
#

I wanna say my idea but I don't want a super experienced developer to see it and do it before me

raven cypress
#

how old are you?

vale cloak
#

14

raven cypress
#

ah I see

#

Goodluck!

vale cloak
#

Thanks

#

Are your dms open?

raven cypress
#

I'm sure there are a lot of people who can help you because that style is very popular and loved ^^

#

Oh no, sorry I'm the exception to that. I don't like that style.

#

I was just here to break the silence.

vale cloak
#

Oh no I wasn't gonna ask you about that

#

I was gonna ask you about something else

raven cypress
#

ok go ahead

vale cloak
#

Can I dm you?

raven cypress
#

sure

vale cloak
#

I cant dm u

#

it says u only accept dms from friends

raven cypress
#

let me check my settings

vale cloak
#

and i cant add u lol bc it says u dont allow friend requests

patent smelt
#

I am working with Unity and have a polish related question on "projectile in the direction of the crosshairs" that I am stuck on is "how much should gravity effect the path"? Also trying to figure out a simple way to draw impact zones before firing.

Am basically wondering what the current standards or conventions people expect for polish are for a projectile? And if all projectiles fired in first-person are in the direction of the crosshairs? (I am making an FPS with no hitscans.)

Sort of like "rules" that people expect when playing a first person game that involves projectiles.

Basically trying to build some rules for this projectile system.

So, these are the rules I could think of to like build all projectile from:

  1. Projectiles are fired in the direction of the crosshairs.
  2. You can quickly flick mouse to change launch angle
  3. You can press and hold the mouse key longer to increase launch distance (almost like a Minecraft Bow)

Plus:
You can double tap the fire key to adjust direction of the projectile mid flight. (And perhaps input a direction so it has impact zone then a vector of sorts for the area-of-effect.)

You can double tap the fire key to adjust properties of the projectile mid flight. (Example of an instant detonate for example, or even like flammable oil and ignite it as a second press)

cinder hamlet
formal dune
# patent smelt I am working with Unity and have a polish related question on "projectile in the...

I'm no guru or God. I'm just a guy going thru Brackeys first game tutorial. Lol
But:
Gravity effect path?

  • That's up to you and whatever feels right/good to you. Without a play test, can't really say as an outsider. Just play with values and sliders and see what feels right.

Impact zones could be a simple png or round plane that spawns when your raycast hits an object. Just a small translucent circle like The Division's explosive area. Not sure how difficult this is to implement, so I'm sorry. Lol

If you're not doing hitscans, and raycasts aren't an option, then I say just let the player figure out the physics themselves. Not everything needs to be spoonfed. Like a soldier's rocket in TF2, Pharah and Junk Rat in OW, you give the player physics based projectiles, they'll figure it out soon enough.

Changing launch angle:
I'm not sure how you mean, but if anything the player will be able to do this with their mouse anyway. Just flick before they shoot. If you want it to curve, then you might want to look into how Battlefield BC2/3/4 handle the Gustav or SRAW. Dumb fire left click, but guided when ADS so long as they hold the aim button.

Increase fire power: you can add a fireForce variable that increases when the player holds the fire button, and the projectile fires on release. Just be sure to add a minForce and maxForce so they can't shoot themselves in the foot or around the globe.

Plus:
Double tap fire to change direction: You might be able to get away with the Battlefield system for this if your game allows for it.

Detonate/Oil:
You could implement this into Battlefield system but make it so when they release ADS, it detonates. Or you could put this on a separate key like COD to double tap F to detonate and have different ammo types to swap thru with R. If you really wanna have some fun, make oil arrows that have a shorter range/ more mass and if the enemy has a flame arrow equipped and they get hit, it ignites.

slow hazel
#

Idea for a game I'm making - a game where the whole idea is to make the player regret opening the game but still continue playing. How's that?

pale arrow
cinder hamlet
left flower
sour anvil
slow hazel
#

Great ideas though

buoyant sapphire
stray nest
#

What is the Preferred Form of Horror Maps?

  1. Procedural Maps 🇵
  2. Hand Crafted Maps 🇭
  3. Other 🇴

[Please react so I can get an idea]

patent smelt
#

What is a system more addictive than "slot machine"? What might be the most addictive?

Like a game system that is using dopamine trickery and Skinner Boxes?
What is the difference between a game that maintain playtime because "good" versus a game that maintain playtime because "addictive"? Assuming the games are somewhat replayable and infinite opposed to more narrative that can only be experienced once.

buoyant sapphire
patent smelt
#

The game system stuff I plan to making or such will not have any sort of payments.

#

I was more just trying to figure out why some of my friends play games and often they are citing sort of 'the games they play more are the ones with more dopamine or deep psychological need' such. Like a friend who plays League of Legends and describe it as several fast dopamine loops followed by consequence and such. (Last hit minions for gold every 10 seconds/ Slay champions/ Feel relieved to return to base without getting caught by enemy, etc)

buoyant sapphire
patent smelt
#

I then came to the realization that League of Legends just has more or faster ways of dopamine loop than something like Overwatch

buoyant sapphire
patent smelt
#

It may not be 'better', it may just have more 'loops' that give that positive reinforcement

buoyant sapphire
#

thats the core thing of game design

patent smelt
#

This is less a code thing and more a trial-and-error to figure out the best polish conventions type of problem.

buoyant sapphire
#

to me, finding the core loops of a game has always been a long journey of trial and error guided by intuition that often leads nowhere

patent smelt
#

I am now just trying to take the philosophy of jamming as many dopamine loops in as possible

patent smelt
#

Your weapons are all projectiles but randomized deck of cards. You acquire cards randomly.

buoyant sapphire
#

but at a certain point too many systems/loops become counter-productive

#

more isn't always better here

#

simplicity of the core loops is key

patent smelt
#

Honestly, the thing I am most struggle with is figuring out the map. I want to lean towards "Defend your Nexus" but honestly do not know if this is more a Tactical FPS (Valorant) or Running FPS (Overwatch).

I am making this more like PvE campaign simple, not network multiplayer.

#

Yeah, I have not really proven any figure out of what the actual win objective for the mode should be. I have a simple 1-vs-1 mode that is basically just Smash Bros. But I sort of wanted to make this imply future eSport-like

#

(5-vs-5 FPS)

#

Randomness probably lean it towards Running FPS like Overwatch type. Now am really trying to analyze the Overwatch modes to figure out if better exists. I am thinking maybe a Capture-the-Point style.

#

So it still holds the Smash Bros mechanic, you want to stay in the Zone to acquire points or leech enemy points perhaps but you get more knockback the more damage.

#

This is sort of hard to be just describe. I will just try to demo something sometime hopefully. Knockback direction will also be a bit tricky to figure out what the default angle should be.

I guess first the Grenade Projectile implement some system where it can have parameter adjusted easily.
Then implement some sort of knockback default angle system thing (and the capture-points)

fresh glade
#

Does Anyone Know How To Create A Fortnite Battle Bus Mechanic In Unity My Friend Needs Help With It Please Add Him Xvez#8837 Thank You!!!

slow hazel
full birch
slow hazel
#

no, I did port it to mobile but it was supposed to be a pc game.

warm olive
#

⚠️ ⚠️ ⚠️ STUPID QUESTION ALERT⚠️ ⚠️ ⚠️

#

So, i got a parent object with many child objects

#

Following issue:

#

I wanna have the child group work entirely as a fixed joint modifier

#

and i´ve applied it to all of them

#

and connected my joint modifiers to the parent´s rigid body

#

BUT everytime i launch the SIM the child parts explode and dont stay in place connected

#

Any posssible help is totally welcome

#

(by exploding i mean they seem to clip into eachother and get launched to the shadow realms around the globe)

cinder hamlet
rigid birch
#

Anyone have any recommendations on 2d top down character art that is similar to zelda in the sense of being able to attach weapons separately? Oddly I can't find any good ones haha. I'm looking for something with a similar style to Secrets of Grindea.

sudden arch
rigid birch
#

Looking for a character with a bit more detail, like the ones above. Something that can be customized with different weapons, etc. (Doesn't need to be a free asset)

sudden arch
sudden arch
rigid birch
#

64x64 is ideal

hollow pier
#

hi!

#

where I can post a question about 2D games unity?

#

need to find a tutorial or some help to make a insult duel (like the ones in monkey island)

#

like that one!

sudden arch
warm olive
rigid birch
true scaffold
#

can i ask about pixelart feedback on this channel?

sudden pendant
copper hill
#

How would i use ragdoll wizard with a very non humamoid mesh?

late vapor
#

you can't

#

you'll probably have to manually add joints and colliders to each limb

rugged pebble
#

Okay i have a question. im amking a game right now and ive got working movement script and look script and player model, and animations for walk, back, left , right, and jump, BUTTT my model now sits above the test ground about 6 units high, i figured out that if i cut off the animator component for my player it sits flush on the ground again BUT i need the animations, could anyone know why this is?

patent smelt
#

Do projectiles such as grenades in games have hitbox change with distance travelled?
Like if you just drop a grenade near your player it explodes in a sphere.
But if you chuck the grenade far then it sort of does a cone of shrapnel in the direction you threw it?

Because I would assume realistically a grenade thrown 1 meter and thrown 100 meters would have different impact zone shapes?

#

Am more just asking what the standard polish conventions players expect for projectiles are?

#

I am also still struggling to figure out how to actually create this. I can do fixed arc projectiles but letting the arc vary based on other conditions such as how long the mouse is held is difficult because I somehow have to also update and change the indicator path.

#

When scaling the line renderer path, it also scales the impact zone. I noticed like when you stretch the entire thing for further launches, the impact zone also gets more oval-like.

old moon
patent smelt
#

I would assume not. Expected projectile behavior can be trained. The main issue is whether or not to make some sort of 'hold mouse down to launch further' type of system.

#

Maybe this is unnecessary too, because the distance is controlled by angle flick. So in theory, the fixed angle is fine because if the player wants to throw it shorter they just change the lob angle up wards or something.

#

Maybe 2 fixed arcs. The first fixed arc is just 'normal throw' of the projectile. The second fixed arc is a sort of 'drop nearby'.

#

I just realized it adds unnecessary complexity if a grenade were to use a distance system similar to a Minecraft Bow.

#

While holding projectile, "Right Click" to drop it, "Left Click" to actually throw it. This is similar to Valorant with its projectiles.

#

This also means that impact zones can be fixed. Only issue now might be how the arc should be rendered if looking upwards. (And how to show the player the impact zone if it is at an angle they cannot see because 'throw the projectile upwards'.

#

An actual Bow-and-Arrow type weapon probably does not need a line renderer and impact zone for clarity.

#

As the fire rate is higher and the ability is more 'spammable' to quickly adjust.

#

The grenade definitely should have some indicator as they are less common.

sudden pendant
late vapor
#

sounds like dev time that could be better spent elsewhere

#

as for grenade trajectory, some games have a normal throw as well as a roll

copper hill
#

how do i make a non human mesh with like 30 bones in each arm ragdoll?

late vapor
#

put joints on each

copper hill
rugged pebble
#

i have animations for front back left right and all diagonals, BUT the transition from ALL diagonals to front left back right are choppy, the model will go to idle for a split second and then do whatever animation is inputted ei: front left back right,

any ideas on fixes?

heady terrace
boreal peak
#

hey i wanted to model my own guns and swords and add enemies to unity where should i start

wooden pelican
#

Join the Blender discord server.

boreal peak
wooden pelican
#

learn blender then.

boreal peak
#

ik blender

wooden pelican
#

then what's your question?

boreal peak
#

i want to understand the steps how to model my own gun and import to unity then make it actually shoot and damage

rugged pebble
#
public class NetworkButtons : MonoBehaviour
{
    void OnGUI()
    {
        GUILayout.BeginArea(new Rect(10, 10, 300, 300));
        if (!NetworkManager.Singleton.IsClient && !NetworkManager.Singleton.IsServer)
        {
            if (GUILayout.Button("Host")) NetworkManager.Singleton.StartHost();
            if (GUILayout.Button("Server")) NetworkManager.Singleton.StartHost();
            if (GUILayout.Button("Client")) NetworkManager.Singleton.StartHost();
        }

        GUILayout.EndArea();
    }
}

getting error: The name "NetworkManager" does not exist in the current context.
pls help

wooden pelican
boreal peak
#

and whats the concenpts

wooden pelican
#

by dragging the files into the Unity project tab?

rugged pebble
boreal peak
#

what bout animations

#

and muzzle flash

wooden pelican
#

import them too.

#

Create a muzzle flash using Unity's particle system.

boreal peak
#

yea how do i import animations

#

and like assign them to each movement

sudden pendant
hasty shale
#

I'm bored and uncreative, someone give me a mobile game idea to work on in Unity

hasty shale
cinder hamlet
#

are you sure you're ready to make one?

hasty shale
#

It's a learning experience, so sure :D

cinder hamlet
#

yeah, though you should do singleplayer learning experiences first

#

multiplayer is Very hard to make

cold onyx
#

thats true

cinder hamlet
#

but if you think you have what it takes, then go ahead

#

you can make a simple 2d top-down shooter or maybe a strategy game

uncut tendon
#

Direct connect stuff maybe but anything with a bigger server hello cyber security

sleek phoenix
tight charm
#

Hello!
Estimating time for prototype
I'm looking for way(s) to estimate time/budget for a particular type of game.
Let's say I have 2 different games and I would like to merge. What I'm looking for is a prototype, where the two individual game combined. No extensive content or art, just some editor "level" things.
How should I estimate the time for the proto?
Is there any article you would like to recommend for such thing?

wooden pelican
#

What do you think? I made my entire UI (more than this) in only like a half day. My second game btw. Not trying to flex, I'm just very proud of myself.

#

The "randomize letters" button is gonna be removed.

pallid sorrel
#

what is this technique called?

sudden pendant
#

A skill based minigame? 🤷‍♂️

pallid sorrel
#

its a bar or a circle with a rectangle in it and it moves left and right and then there is a spot where you should click if the rectangle is there

tiny marsh
#

what program(s) do you guys use to plot multiple choice dialogue

sudden pendant
#

Fun fact, I literally just made one for a game jam we did a few weeks ago. Lol

pallid sorrel
cold onyx
#

Working on a sandox game and added a new map, what more can I add to it?

#

The player can build stuff himself btw

#

This is how the first map looks btw

slim thistle
#

hello, i'd like to know if i should be upscaling my pixel art images in the unity editor after importing or if i should just keep the assets in their actual size and just have everything on a small scale.

my sprites are mostly 16x16 tiles with a few extra assets around that size. im just not sure if physics gets weird on a pixel-by-pixel scale or the camera gets screwed up

cold onyx
#

Hello, may i ask i am new to this all and want to know is there a fast way of doing this?

prisma elm
#

Hello Sir, what happen if I dont checklist this Interactable?

sudden pendant
prisma elm
nova plover
#

So, one of the most common interview questions game designers potentially could get asked is "The creative director wants you to remove an element from rock-paper-scissors, what would you do?" Many designers are challenged with finding potential solutions to this problem in different ways, and I thought I would help by sharing an example I thought of featuring a game that's pretty much just rock-paper-scissors with only two elements.

There was a short run game-show minseries called Take it All, and that game show, the contestents would at the final round basically play a version of rock-paper-scissors but with only two elements. They had the options "Keep Mine" or "Take it All". If both contestants choose "Keep Mine" they keep the prizes they accumulated over the rounds. If both contestants choose "Take it All" they both lose all their stuff. But if one contestant chose "Take it All" and the other "Keep Mine", then the one who chooses "Take it All" will keep their prizes AND the opponent's prizes.

This is obviously not meant to be an answer you give in an interview. It's just an example of the concept of a two-element rock, paper, scissor game you guys could think about when coming with your own solutions.

sage hawk
#

Is there a way to settle layers differently for some sprites on the same tilemap? (so as in the pictures I want the first one but my player should still be above different sprites if that makes sense)
I guess I could just create a new tilemap and for this instance it would be fixed, but since tilemap managing is already really tiring and I often create new things on the wrong one and have to delete all of them and add them again on the right one, more tilemaps are just gonna be more confusing If that made some sense I would appreciate some help

slim thistle
sage hawk
#

Tell me wrong tho if that is incorrect

slim thistle
#

i think that makes sense

#

ill probably scale the sprites up a little bit so that i dont have to use as many decimal places in small changes ig

cold onyx
#

any tips for my work?

#

check showcase, i need some tips

sudden pendant
cold onyx
#

Hi, I need name for game studio. Have you any ideas?

tacit nebula
#

Thinking of making an idle game like cookie clicker. Anyone got tips on idle games in general?

slim thistle
#

hello, ive got a small issue here. when making my tilemap, each sprite inside the tile is a little too small compared to the actual tile borders. how can i make the sprite bigger so that it matches the size of the tile?

slim thistle
#

never mind guys i got it

#

it had to do with the pixels per unit

strong zephyr
#

Hi! Question: How would you approach keywords (think like traits in cards) scripting-wise? I'm looking for a simple yet expandable design

full birch
#

scriptable object?

lost merlin
#

If by traits you mean single comparison stuff like to check if it's airborne, or undead, then using a list of enums to tag each card would suffice.

#

If there's some more functionality to it, then I'd agree with scriptable objects.

unborn wave
#

guys sorry, I am having a ton of trouble setting up intellisense on vscode

#

I downloaded dotnet and set up vscode as my default editor

#

but it just doesn't work

cinder hamlet
#

people seem to recommend it for unity instead of vs code

#

(it's free too)

inland scarab
#

what is the best way to make a battle arena with a genshin impact art style kinda vibe? like what program should i use for the environment?

last tusk
copper hill
#

Is there a way to make a character turn liquid upon death?

haughty plume
#

What makes for a good 2D open world?

haughty plume
#

Here are my thoughts

#

We're building a topdown with an open world for our CSCI265 term project. I've got a handle on the basics — simplex/perlin noise layered ontop of each other, and multiple passes over the world to add increasingly fine-grained detail

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But then I picture in my mind creating a forest. Is it just a flat expanse of grass tiles with trees thrown in? That's not fun or impressive. Speaking from what little I know about good level design, I know that part of a good game experience is making world traversal interesting.

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Often this means putting obstacles in front of the player that they have to bypass using items or by climbing/etc.

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But with an open world, free movement in all directions means that a player can just go around most things. "Wide" obstacles like rivers or elevation changes can sorta solve this, but if you rely too heavily on this then your open world just becomes a series of massive "rooms" connected by the very same maze-like/graph-like points of egress that an open world is designed to avoid

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Any thoughts?

minor wasp
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post processing from unity registry is not working , i see that anti aliasing is working from default unity but not the imported PP

sleek phoenix
minor wasp
sleek phoenix
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yes

minor wasp
sour anvil
merry gorge
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hey people!new in unity,i want my tree to look same like blender in unity.what am i doing wrong?its too shadowy

pallid herald
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https://youtu.be/XdqV66m7Los
Hey guys! What do you think of this performance? Do you believe in the speaker's predictions? Has your view of the role of games in the life of mankind changed?

TED

If you think social media is powerful, keep an eye on immersive video games, says futurist Noah Raford. As more and more people are drawn into gaming and virtual worlds, the communities they forge are spawning real-world social movements. Raford urges us to recognize what's really going on -- and then harness those forces to build the future we ...

▶ Play video
copper hill
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@sour anvil what about 3d

sleek phoenix
empty lava
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Hello I wanna start making art for a 2d game, but I don't know where to begin. Is adobe photoshop the software I am supposed to be using, how about Illustrator? Where can I learn to draw scenery (2D) for my game ?

haughty plume
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What makes for a well designed world in a topdown rpg?

sleek phoenix
coarse willow
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@ashen inlet make thread

ashen inlet
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Concept help

coarse willow
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good way to understand the basics

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watch the video

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there might be an ad or smth

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didnt even watch 60 seconds 😐

craggy grotto
ashen inlet
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@cold onyx damn i am making same stuff

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Why not i give you my code and help you set your game up?

craggy grotto
coarse willow
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let him make it himself imo

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its the basics

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chromestore, you get one free

pallid herald
coarse willow
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does all ads on the internet

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ffs

ashen inlet
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You will get wall running, sprinting and jumping

craggy grotto
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Imagine buying youtube premium to stop ads CH_cool_cry

craggy grotto
craggy grotto
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switch to Brave browser

sudden pendant
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@craggy grotto Stop being annoying, you're not offering anything to this conversation.

craggy grotto
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Oh alright, didn't know I was annoying. I was just about to help Flare but ok

coarse willow
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watch the videos, learn how to do it yourself

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its the basics

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you're going to need to know them

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yes

craggy grotto
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Maybe we should make a thread @cold onyx

coarse willow
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that is indeed a floor

craggy grotto
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I have some tips to give as well

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Flare's game thingy

civic anvil
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Hey Everyone, I want help with finding the right approch/syntax to effectively map out player pieces for a 2d goard game. like a "Setup Board" function. I don't need my hand help, I just want to know if i should use like an array of vector2s? with specfic data sent to that vector? idk, help would be cool. thanks in advance

sleek phoenix
sleek phoenix
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That doesn't explain anything. What does layout even mean in this context

civic anvil
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but its not finished lol

civic anvil
hard fog
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@cold onyx #📖┃code-of-conduct has links where to post collab requests. Unity Learn has tutorials. Plenty of other sources for specific tutorials as well.

sudden pendant
full inlet
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I am very new to unity, and I had an idea for a game that I want to make. Maybe this is the wrong place, but I would like some feedback on the initial idea to see if it even is coherent.

Heist based game, where the player can access computer terminals to create effects in the area to reach the goal. This would be more commandline and scripting focused, with elements of stealth.

for example: Let's say I am trying to steal a special Vase. I would need to crack the outside door system first, find a security terminal, and manipulate any security cameras in the area. Maybe there are security drones within that I can crack to think I am an authorized personnel.

cinder hamlet
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just keep in mind that if you're new to unity, it can be pretty hard to make it in 3d, so consider going for 2d instead

full inlet
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I am debating on that atm. I am playing Cult of the Lamb atm, and I love the 2.5D effect they do

cunning ore
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Thinking about making a farming game where you have to plant crops and then wait for like 4 hours but i don't know how to make it detect time, any ideas?

plain gorge
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hello, I was wondering how I would make my unity game view the same size as a mobile screen so that when it runs on a phone it'll look the same as it does when i'm working on it. does anyone have any videos or tutorials teaching this they can recommend?

lost merlin
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When you're working in the editor, in the game tab you can click the down arrow to bring up simulators to give an idea of the resolutions you are working with.

plain gorge
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i usually work on 1920x1080 and have a mobile phone that i used unity remote on to test, but the phones resolution is some weird numbers that's not on the list so that didn't really solve my problem 😅

lost merlin
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phone stuff does seem hard to get the correct size for all resolutions. There's a lot of newer phones with some extreme ratios that's just a pain in the butt to adapt to. Specifically UI stuff.

plain gorge
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and yea it's mainly my UI that's giving me the problem at the moment lol

lost merlin
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Yeah, it's a pain in the butt for some of this stuff, but I was suggesting just adding more adspace lmao

lost merlin
plain gorge
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lol yea i'm probably missing some setting in unity i'm overlooking , specifically with "canvas scaling", but if that doesn't help i'll do plan b and add more space

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thanks for the point in the right direction

lost merlin
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There's got to be some middle ground, cause it's too hard to support all resolutions (specifically the odd ratios) perfectly unless you want to manually change the UI for specific cases.

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I've been experimenting and I either end up with too small text to read, or butchered UI elements.

plain gorge
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thanks for mentioning that, i wouldve gone on a journey trying to figure out how to perfect it to every single resolution lol

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i'll just look up most popular mobile resolutions and aim for those

lost merlin
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Yeah, there was a nice post somewhere on the forums I was reading. Definitely aim for the average.

gritty sequoia
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I am working on a remake of sleepyjack and i am doing concept art

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Wait wrong channel sorryyy

rancid sedge
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Hi, I got a question on instancing with persistence.

I am trying to do out a system similar to those "housing system" in mmorpgs.

So there will be available slots of land where player can choose to build their own house (the game will just create a gameobject in the plot's position). This is just the exterior look. When any player interact with the house, they will be transfered to an instance tied to the house. So each individual house will have their own special instance.

How would I go about implementing this system? I have a database and server available to use (playfab). I want to know how it is usually done, eg. serialisation techniques, data storage etc.

Any links to existing tutorials will be helpful too! I cant seem to find a tutorial explaining this kind of system

potent mountain
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Thoughts on these mobile controls? (Btw the left jump button is a shoot button; just didn’t do the art for it yet

cinder hamlet
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because currently you can't move right and jump at the same time

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and also because that's the convention

potent mountain
cinder hamlet
potent mountain
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Hold up take a look

cinder hamlet
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first solution that comes to mind is raising the land and lava up

potent mountain
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@cinder hamlet ^

cinder hamlet
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?

potent mountain
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Look at the design of the controls

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No like

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The place of them

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Doesn’t it look boas?

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Boad*

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Bas*

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Bad*

cinder hamlet
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sure it does because it covers a gameplay element in the world

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but at least it's more comfortable to use now

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now you need to make the world in a way that doesn't overlap with the ui

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or gameplay mechanics

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like having a non-fixed camera

potent mountain
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I got an idea

cinder hamlet
potent mountain
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What you said

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About covering the screen

cinder hamlet
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alright

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yeah just make camera follow the player then

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so when they're near the edge, they can see it well

potent mountain
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How about now

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I resized the platform

cinder hamlet
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that's nice

potent mountain
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So is this perfect?

cinder hamlet
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no

potent mountain
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Dang it

cinder hamlet
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if you want a perfect solution, you'll have to try more ideas

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but don't bother with perfectionism

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worry about getting a working prototype of the game for now

potent mountain
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Aight thanks man

cinder hamlet
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yw

plain mulch
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does anyone know of a game idea that I could do that is not horror or mystery

sleek phoenix
cinder hamlet
plain mulch
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Any other ideas I think that the ideas are good but I don’t think I can implement it

toxic echo
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is fusion360 or blender better for unity games

sudden pendant
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Though, most people no doubt would choose Blender.

swift dew
bright glen
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has anyone tried to make pong from atari time before ?

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I was wondering what's the physics when the ball bounces on the paddle

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because when the ball hits the paddle, the speed the paddle gives to the ball feels random

near inlet
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I've made these clouds in my game but I don't think they fit the game very well. Any ideas for better clouds?

cinder hamlet
pine kite
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@heavy lichen Don't crosspost.

languid fox
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Hey, I'm creating a third person store game were you play as a stone golem. I think implementing movement abilities such as a jump doesn't make any sense because the golem is way to heavy. This causes the movement of the golem to be slow, I'm trying to think of ideas that could add more (& faster) movement abilities to the game. Does anyone have (somewhat) realistic ideas on how I can improve the movement (speed up the movement)?

cinder hamlet
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or being a small golem or something

languid fox
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Does anyone else have any other ideas? I'm trying to make a list of solutions

plain mulch
swift dew