#archived-game-design
1 messages · Page 3 of 1
Quick-Time-Events are one of the most loathed game mechanics among players, even though in a lot of cases they can add more to a game. What exactly are their common problems and how would you fix them?
Maybe something along the lines of Spider-Man? In that game the QTE's had a generous time window for you to press and often had movements that made sense for the situation Spidey was in.
Thanks
one problem is flow interruption
in something like an fps, qtes usually disrupt the normal game flow without a good reason
in battlefield 3 or 4 or whatever, they actually use qtes to give players who are about to be stabbed a chance to reflect it, which is questionable
in dead trigger 1, the generic zombie shooting gets completely sidetracked while you are forced to tap multiple points on a zombies' head to avoid taking damage
it adds nothing of value
games like dragons lair had qtes as the only game mechanic. it was essentially trial and error.
I can't think of a game where qtes actually added to the experience
in far cry, weapon jamming was cool to look at a few times, but they became more annoying the more they happened
i have a question, would it be good to start with a basic 2D RPG game focused on collecting items and trading items if i have never done game design before?
i had an idea for a game where you would trade items, and learn about characters, and they would help you against enemies you couldn't fight back against.
it sounds simple, but i wanna know if it'd be a good starting place.
your game is a 2D sidescroller right? Why not just draw some simple clouds in like paint.net and render them as billboards? It'll look a billion times better than any low poly 3D stuff
This tutorial is available as a PDF. Click here to view or download it I recently posted this tutorial on how to make clouds on the Fans forum and it has proved to be quite popular, so I thought I would post it here too. I know there are cloud tuts already but I have not seen another one using th...
Heck yeah! 2D is super easy to iterate on. The only issue is if it's open world or procedural that will be more difficult to implement than if you have a few smaller levels the player can wander around in.
I have some interfaces called IEnemyHealthManager IEnemyDifficultyManager etc
My game is an endless runner with mobs such as patrolling ememies an flying enemies. But it has bosses as well. For programming reasons how'd you call the scripts that hold implementations of the interface
Perhaps you've implemented both of these interfaces onto a general script like EnemyManager. In doing so, you've further encapsulated some variables and methods, so when you just want to expose a specific part of this larger script, you can just pass the interfaces in as a parameter to a method.
Hey so I’m in a bit of a pickle, I am making a game for a school project on a school computer (which as you may be able to guess, is ass) I’m the most beginner you can get and I have no idea what I’m doing and I need a lot of help that I can’t really get into detail here because it’s so much but to name a few; movement keys, general coding problems, creating randomness, learning C#. If anyone is willing to help me out a ton that would be amazing, DM me if you want to ig
I have no idea if the previous message is coherent at all
asking people to DM you without explaining what exactly you need is probably not going to get you a lot of help
- this is game design channel
- if I understood correctly, you're doing a school project of something that you didn't learn?
anyway how much time do you have before deadline?
I apologize you’re right
I had no idea where else to put it (I joined like 30 mins ago)
I’m in an alternative school where you’re supposed to learn things on your own just by doing things
Like 3 months and I’m allowed to drop it if it gives too much pressure
oh thats good
thats enough time
and yeah, self-practise is most effective here
so you just want to learn gamedev basics and then make a game?
if you're set on using Unity, I recommend starting with learning resources pinned in #💻┃unity-talk
Cool thank you
In my code I have an interface called Enemy and two implementations of that interface. The 'Boss' and the 'Troop'. What would you call the troop because I dont like the name 😛
Soldier
Goon
Baddie
or maybe rename the interface to Entity and then just use the name Enemy for the implementation
The truth is that I have way too many folders called enemy for both of them.
I was thinking of minion
Its just for some patrolling beasts and crows
Ok I need help. Im watching a brackeys tutorial on how to make a video game in unity and for some reason he can drag his text file right into his score script and its not working for me I think its because of the TextMeshPro thing but idk. if someone could tell me the problem and a way to fix or get around it that would be nice
top one is mine
Not game design, #💻┃code-beginner
ok
Terra 1 to 1 unity port
Long term questions:
Picture this. I am a total noob at Unity, and I am still getting to grips with programming. I am making decent progress in the Unity Junior Programmer tutorial. If let's say I need to make some character and building models in the future, would using in built tools be easier, lighter (on CPU and GPU?) and make my models detailed or would going to blender and learning there be easier, lighter and make my models detailed?
And (not sure if this is the right channel) what would be a good platform for me to upload my game?
Unity doesn't really have built-in tools for those things. The closest is Probuilder for making levels and environments.
Really? guess my friend would have made a mistake.
So, modelling has to be done in blender?
yes
alright, thank you for answering the first one ^_^
Depends on the type of game you're making
I personally am going to upload it to either gamejolt or itch io
itch is free right?
I think
Must you type so sporadically?
Either write out your idea fully, or put it somewhere online and link it.
Oh
Can I put it all in a thread?
Sure
A Game I wanted to share with everyone
Is there a somebody to help me with this game?
Depends on what help you need
Specifically
probably I need help with coding
First of all, you mean help as in code doesn't work or do you just want me to do all the code
i need to be taught
How to code?
yes
Check pins in #💻┃unity-talk
also where do i start off making the project?
the coding
or making the assets?
@grim garden If you want to posts for collaborations, use the forums. #📖┃code-of-conduct
oh ok
How do i design levels for a first person horror game? I dont want it to feel boring. Rather scary and captivating testing video : #1034949492555915264 message
Wherever you want
I started on the coding since it's what I am best at
But it's up to you
#1034671033262813254 anyone
how do i enable these features? i'm new to probuilder so i have no idea how this works
Hello, I am wondering what I should do next. At this time I am thinking of making the 25gm RYO JPS REDS slowly generate lung cancers which you can trade in on another screen for ombudsman complaints to buy upgrades, but alternatively I was thinking of introducing a crafting system that consumes the JPS RED and tally hos and green ranch filters to make durries that you can sell to buy upgrades. Maybe both? not sure
I was thinking of maybe displaying the cost, but not sure if that should just be another text component or a tooltip
And maybe having new items fade in as you approach their requirements for purchase
smoking causes cancer or so they say so I was thinking that each pack should generate a very small floating point based on life expectancy of smoker versus cancer rate or something
They accrue over time while you click more gbread
damn that's a morbid turn for a garlic bread clicker lmao
@cold onyx this guy did something very similar to that:
https://www.youtube.com/watch?v=sLqXFF8mlEU
A little experimental game I've been working on recently, where you fly around a tiny version of the world and deliver packages to various cities. Would love to hear any ideas you might have about how this could be taken further!
The next episode about this project's development is now available here: https://www.youtube.com/watch?v=UXD97l7ZT0w...
just scale it up?
I got a question , I'm trying to make a game like best fiends and i have the board done but i'm having trouble deciding how to do the upper part of the screen where the battles happen.. Should i make the top part a UI canvas and put enemies/characters and everythign else as images and animations? or is there a better way to do it?
I think it's better to ask this in #💻┃unity-talk
I know, and I watched the whole series but it isn't 1 to 1 and you can't walk on it
And while there is a 1 to 1 heightmap for it
It would probably be thousands of gb
So it's not much use
Yeah, memory would be a big issue, you'd need a system to stream data in and out as you move around the map
maybe look at how microsoft flight sim handles it?
Wait it also uses real world data?
yeah
Is it accurate
Lemme see
well kind of
but the buildings are roughly in the right place
terrain data is pretty accruate
I compare it to reality, then to DirectX10. WHICH IS BETTER?!
0:00 - VS reality
1:44 - Clouds
3:03 - Me
3:33 - Humidity and sunsets
4:54 - Comparisons VS reality again
5:33 - Snow
6:29 - Reflections
7:44 - Hurricane
8:47 - DirectX 10 example
11:15 - Conclusion
this guy recreated pretty close to the real life photos of places he hiked to in this video using microsoft flight sim
Enter on the bottom left (wordle) or bottom right?
bottom right cuz its also on the right side in real life
quick question 3d or 2d if you pick 3d should it be like a game that you can walk around in for a Egg, inc. type of game
3d
3d can mean more work, keep that in mind
I'm working on a game where the player's attributes can be boosted by finding and upgrading weapons, armor and artifacts. The issue I'm facing is that there are too many ways to upgrade e.g. weapon cooldown, number of projectiles and abilities like life steal & heath regeneration. These abilities quickly become op and limiting the number of upgrades or items that have these abilities would make the game a lot simpler. I forgot to mention that the player can even permanently upgrade abilities. So I've thought of limiting specific abilities per weapon, a thrown bomb can only have 1 projectile per cooldown. A heavy battle axe has a limit on it's cooldown due to it's weight. The player is constantly presented with upgrade choices, which would drastically be reduced is I was to limit them. There is an option to simply allow the upgrades, but with no discernable effect, which would probably anger some players. Drastically reducing these upgrades (e.g. you upgraded your cooldown via an artifact, so all weapons now have 1 less upgrade available) could confuse players, especially since I indicate a weapon level. TLDR; how can I limit the effect of upgrades but still allow them?
PS: The amount of playtesting and tweaking that goes into making this kind of game feels overwhelming.
I m working on a game where the player s
Also i highly recommend getting this book and reading it. https://www.amazon.com/gp/product/B08WZ8FXD7/ref=dbs_a_def_rwt_hsch_vapi_tkin_p1_i0 it contains all the answers your looking for. its a light to moderate read that any level design can understand
Hey, Hoping someone here can help me, I am very new to coding and am trying to program a Healthbar system and UI interface for my simple obstacle game. I have been following a tutorial and precisely copied some scripts such as Player Behavior, Unit Health and Healthbar, but I am getting a error about SerializeFiled, does anyone know how to fix this?
I can show you my code, here is where it's saying the problem is...
Prompt: Single health, God Game. 1 HP, War, Color as a mechanic
I am drawing a bit of a blank n how to approach this in a fun way.
Anyone have some guidance on how to find a concept fitting those elements?
SerializeField is misspelled
Thanks, yh I notice that now, can't believe I missed it lol
Im more concerned with your intelissense not complaining about it
Splatoon but it's an rts and the squids die to pretty much everything
So you have to churn out your army of marine animals in an everlasting war where flesh is pulvurized and hope is lost
Just to change the color of some random bit of ground
a good start, worth exploring
Hi, sorry I’m not super sure about the correct channel to put this in, but I’m looking to make a game with unity for my senior project for high school and I need to interview someone who’s knowledgeable about game design on unity to guide me in the right direction. For background I have accumulated a decent amount of experience over the summer but I’d still definitely consider myself a novice. If anyone is interested or can point me in the right direction, that would be extremely helpful!
you're probably better off asking your questions here instead of trying to get someone to do it with you 1 on 1
I completely agree. Under normal circumstances that’s exactly what I’d do, but the project is very specific in how I need a one on one interview with someone, but I figured that there are so many knowledgeable people on the channel that a bunch of people would be qualified. It could be through just like text too, nothing fancy.
when I press any button It doesn't press basically
like I am pressing on an image
I am almost done with the game but that problem confused me for a while
Heya, no idea where to ask this.
I've imported a character from Unity, but where should I be putting all my scripts, rigidbody, etc?
This isn't a game design question. General questions go in #💻┃unity-talk. As for where, it's up to you, but generally you put the major stuff on the root object.
Got it, thanks ^^
Any Multiplayer game design Idea you've came up with but cannot OR havent planned it yet?
Hello all, need an opinion here - related to game design and I think its purely a choice based on preferences but - do you think horror game feels more intense when there's no music or music is a must and really needed to add the suspense?
https://youtu.be/dI-IhsdB3_o This is what I currently working on, no music atm - just ambient noise, some static, and sfx, it does add to the suspense because of silence but I don't know if the player will perceive it the same way, because most horror games adds somekind of music to it
would love to hear some opinions!
It's Halloween.
You went to an abandoned building to livestream horror themed videos during the event in hopes to gather views but somehow end up in another place.
A Heterotopia
It's somewhere, but it's apparently nowhere.
It's a house, but it's just a series of corridors.
It's familiar, yet it's feels disturbing.
It's looks tangible, but i...
Oh there's no sounds? I watched the video with no sound on assuming there was
Definitely, sound design is just as important as atmosphere for horror and getting people to feel the feelings you want to portray
If you go the cliched route, look at all the Conjuring movies
if you're going for a more realistic, less gimmicky kind of horror
look into terror
it involves sounds too, but it leaves it to the viewer's imagination to run wild
rather than loud sound scary
Oh, and music isn't necessary
music sets the mood
game looks great btw!
@sharp sun
a source for terror would be Jaws movie, darkwood the game, etc
yep - I think I agrees, I would also love to do some ambient/non invasive sound design - not a tense horror beats and music but more of a moodbringer sounds
yep - and yeah, the enemy can't scream, they're mannequins 🙂
trying to implement a creaky walking sound to signify they're approaching or its nearby when not in player vision (as they turn into statue upon player gaze)
right, great idea
if player is in its vision (it detects player) - it walks towards the player, planning to have creaking sounds to signify its walking behind/out of the player vision
creaking sound when out of sight is a good ingredient to creating terror
mix it in with other sounds that creak (building scaffolding creak, door creak, etc) and you got one example of creating terror
yeah - that's a great suggestion
Hello I have question when you click on play will you be able to walk in the scene 3d while having 2d inventory
Hello everyone i am searching for a designer for my Game Jam just for a Banner, and a background
and the theme color is a bit red orange white
(just for free cause i have no budget)
(and please send me a private message)
just disable it before you play the game
how do display it ??
press the button that you have coded to show up your inventory
There is a button that is made to make me go back to the game play but when i press it it makes everything looks 2d it doesn’t work
try to recreate your inventory system with bolt with a youtube tutorial
because its realy long
anyone know how to fix my ui from looking bad
tmpro has some nice shader options for their texts such as outlines and beveling so fool around with that
take inspiration from other games ui
https://www.gameuidatabase.com/
could maybe add some texturing, and shaders for the panels
Durry incremental
Well that's a massive "it depends" answer
Whats the purpose for involving QTE into the game?
What do you intend to achieve by involving optional strong bosses in low level areas?
First of all use some color palets that suit your vision. There is a lot of websites that will compose color palets for you
I think it's courteous to have an accessibility option to auto-pass QTEs if you have em, unless they're central to the core mechanics (in which case congrats you're making a rhythm game)
Hello what is best way to start classic rpg system in unity? I want to create games like rpgmaker editor but with much more freedom. I am confused little because almost every example is for 3d or 2d mario type games. I need top down game tutorial.
For example when you hit the enemy start battle screen will come out
and after battle finish you continue where you left
@clear verge This isn't a game design question. #💻┃code-beginner
What's an inventory system worth drawing inspiration from?
Hi, I am terrible at art, anyone got any ideas how I can highlight a selected character in a nice looking way? I tried only using a white outline, but it didn't look anywhere near good. Thanks in advance, help would mean a lot 🙂
definitely some sort of border around the selected character. and maybe the color change that happens on click stick around instead of only happening during the click
Yeah I agree on the border part, though the problem with the color change sticking around is that the image of the individual characters is not only the characters itself but instead it's a square picture with the character and background all together, thus I can't change the background color during or after the click, only the border around the character which has the exact same color to fill up the extra space
Would you maybe recommend an outline which is more detailed?
with this style you could go a little detailed but I think simpler is better
Next time, I think Imma render the background transparent in blender, so I can change the entire background
I found a free 2D sprite outline maker in the asset store, I'll see if that works and alternatively maybe use an outline that casts a shadow 👍
I have a bunch of game ideas in mind
But I came up with a new one
But I’ll still focus on the SkewerDolls project
Anyways
So I gave a name for this game
But I probably need suggestions for a better one
The game is called “Rewind, Relive”
At the start of the game, you are at a funeral.
Wait
New thread
@grim garden
#archived-game-design message
Rewind, Relive
Hello again
It's definitely annoying when after spending days coding power-ups, you end up breaking your class' game in ways you can't quite figure out. My personal biggest takeaway from this incident is that I should be prepared to completely rewrite the primary game first before adding in the new stuff, especially if the class provided scripts are designed to function a specific way that my powerup code can't access.
Currently the plan right now is to scrap the powerups in favor of a more straight up 2D top-down shooter project...since the class assignment requires at least 3 major modification to the tutorial classwork, they will now be:
- original sprite work for the player and enemies
- three unique levels
- Re-designed menus
- Original music and sound effects
Also, pretty excited about current develops because I accidentally found a unique game feature by experimenting with a component. The class provided assets include this prefab for a "Chaser" enemy that basically chases the Player around the map relentlessly. I found out that by triggering this function called "Destroy after Damage" to false, it causes the Chaser enemy to phase through solid walls I set up. The result ended up being this freaky maze gunning situation where players need to be hyper aware of their surroundings and keep moving because they never know when the enemies will show up.
https://i.imgur.com/J3aFQE7.png for a office room like this, what should i use for floor and walls?
I am attempting to create an idle game with massive numbers, my issue is that there is a cap on every variable size. I ideally want to reach numbers upwards of 1e100,000. I know that to accomplish this I will need to only display the number as that, while having something different happen in the actual code. How should I go about doing this? I was thinking 2 separate variables, a decimal for the first number and integer for after the "e", although I don't know how to calculate it appropriately, since for every extra number after the e, the decimal needs to be 10x harder to increase.
Double.MaxValue = 1.7976931348623157E+308
Ok I read now that long is a signed 64-bit integer value and double is a 64-bit floating point value, so maybe long is a better choice.
I changed my mind and now rendered the entire background transparent so that I could make the color change that happens on click stay. Though how exactly can I achieve this. Is there an easy way of recognising when the fade of the button click has ended?
On top of that, does anyone, who isn't as terrible at art as I am 😂 , happen to know how I could make a goodlooking UI for when a character is selected, this is what I am currently working with but it can definetly be improved:
sounds like you're going for an MMO grindy kind of game?
well I cant say I know much about MMOs, Im not much of a fan myself haha, but if you think thats what the audience will enjoy, then that's all game design boils down to really
Hi, how would I snap this platform to the grid there? See the major lines on the grid? I want to snap my plane to one, so the plane fits neatly to the major lines.
I did it! Set Tool Handle to Global and then turn on Snapping.
Download the assets and drag the material onto the plane. This is assuming those materials are compatible with whatever render pipeline you selected when making your project.
This isn't #archived-game-design related, by the way.
Sure, art not game. Got it.
Does anyone, who isn't as terrible at art as I am 😂 , happen to know how I could make a goodlooking UI for when a character is selected? This is what I am currently working with but it can definetly be improved:
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!
Here is a video of my shop:
oh nice, didn't know that existed, I'll take a look at this 🙂
Wow I like that.
Perhaps there should be a small “Buy Skin?” subtitle below the buy button though
Thanks first of all 😄, do you mean the subtitle should be below or in the buy button though btw?
I think below would be better, but inside would also work if you increased the size of the button, it’s your choice
Yeah, I guess I could try that, just need to make sure that that does not take away too much space
Because I still want to fit a header for the character name in there somewhere
Btw do you also perhabs have any specific idea on how to improve my UI for a selected character? I think it could be improved, though I am pretty bad at game design😂
I personally think that looks pretty good. It contrast well with the other options.
Well that's nice too hear maybe it isn't as bad as I imagine it 😀 , just gotta still figure out how to create a shadow of only the outline, as right now a shadow is created by the image and the outline itself which overlaps in a weird way
So I am fairly new to game dev, and I am in the process of making a Pokemon fan game with Fakemons. The question that I have is in regards to setting up my assets and the scripting. There are a lot of items, Pokemon, abilities and moves to contend with not mention the fairly complicated mechanics of a game like this. It seems like scriptable objects may be perfect for this but just looking for advise on how to organize these things and call them. Do I use separate scripts for each item, each pokemon, each ability, each move. Kind of at a loss on how to set it up in an efficient way which is preventing me from getting started
Have one SO for each category, and then store the data in a list
That is what I was thinking, doing this can I make different items (objects) with a different code? Like a potion is different than a pokeball, can they be based on the same item SO
or would I need to break it down by a Balls SO, Potions SO, etc
Either way is fine, just depends on how you want to organize it
Which one should I add the option to have ads to support me on my game? ☑️ = yes ❌ = no
I coded my cube to walk but now I wanna turn the cube into the person I made how do I do it
i have a forest desert and snow biome does anyone know what else i should add
water biome
and rock biome
ok thanks
Have a look at Minecraft's biomes for inspiration. It has dozens.
This conversation is way off topic imo #📲┃ui-ux
<@&502884371011731486>
The conversation is about UI and game design. It sort of fits both. If it's about UI implementation specifically, that goes in #📲┃ui-ux.
Also that conversation was 2 days ago.
He posted in both channels...
Well in that case we don't allow crossposting, no. But seeing as this is two days ago, we'll just leave it
Who here can make VFX textures? [Spreadsheets and such]
oh thanks
anyone have any ideas for those pick up, killing zombie, shooting, getting damaged audio clips?
I need free sounds with license that gives me permission to use this in game, I am a bit done with searching for so long for this (...) on the freesound.org...
I want to do a car game but I want unusual perspective, not 2d or 3d like any other games. Any ideas?
I think you can make them yourself in something like FL Studio in a day of learning
Or any other software to be honest
I don’t have coding questions but in general I have no idea what I’m doing. My player can move around in the first level but I’m not sure about what to do next aside filling things out maybe? Adding things? Maybe work on gui? I don’t even understand how blender works.
I’m not sure what I’m doing overall.
You prototype your game idea before you start making things nice looking, or adding in unnecessary features.
Okay, we’ll level 1 is donish then. I guess. I know I need ui. And another level.
Should I make a game plan?
If you've prototyped the core mechanics of the game and have decided that's the route you want to go, then yes, you should start planning it out.
What’s considered core mechanics?
I’ve basically googled myself to this point. Im not sure if that’s good or bad.
The main gameplay mechanics of what you're making. You prototype that and if it feels good, then you know you're on the right track.
If you spend time making art, or UI or things that don't have any real effect on the core mechanics, you can end up wasting time when you realize it was all for nothing because your game plays terribly.
Okay cool. So I guess level 1 is where all of that is put into practice right? My player can walk around and parkour a little bit but not too unrealistic. I guess I want to add a flashlight but then I got caught up in needing to make a town/terrain for the next bit. And then got overwhelmed and lost.
And currently circling about what to do.
The point is, you shouldn't have a level 1
You shoudl have a prototype, where you're testing and building the core features. Then you work on level design and the overall game when that's been established.
Ooooooooooooooooooh
So me hand drawing a map then making it was a mistake
Well shoot
Not really, if it helps then it helps.
There's no one right path. Just as long as it supports the development in a productive way.
Right but I’ve been kind of stuck on trying to make things. Especially trying to figure out the terrain feature on Unity. Haven’t been successful.
I just thought you did things level by level and stitched it together hoping it’s a cohesive mess.
No. It would be unfortunate if you made 10 levels only to realize you need to change your jump height and have to go back and edit all of them to work with it.
Or that you wanted to add a dash mechanic earlier, and now your player can jump to the end without challenge on level 4 requiring a full redesign.
True. I’ve been hand drawing maps then trying to figure out how to make them. But I guess I didn’t think about the other things. Should I continue with putting in a flashlight and inventory or is that feature creeping already?
I’ve debated trying a third person controller over a first person controller. But I’m not sure what translates better because I just have my little pill
The only thing I can say is prototype it
Make a sandbox scene, and try your ideas
Look at (good) devlogs on Youtube, especially for platformers, you'll no doubt find they do the same.
I have followed tons of channels and try to digest what each person is offering on professional advice. Originally I was playing with godot but got super frustrated when I had to program collision and couldn’t get past that
I like Unity. I guess I google a feature when I need it.
Anyway thank you so much; this has been very helpful.
how should add a sword to my game my current ideas are:
you can only break shields with a sword: 1️⃣
you can only execute enemies with a sword: 2️⃣
using a sword buffs guns and vice versa so you can swap between them for max damage: 3️⃣
other: reply to this message
(and to keep long range weapons viable you can get a ability to pull enemies in and, if i choose to have swords break shields, kick them away )
@civic tinsel couple of of other benefits to consider too:
-compared to long range weapons there is less aiming needed. You can just panic swing to general direction in worst case, as long as enemy is close enough
-that sword will never run out of ammo or need reloading
Helloo so I was wondering can I make a level-map-room in blender then import it to unity??( I'm kinda new to unity)
Export from Blender as FBX.
Import into Unity.
Drag into scene.
This isn't a game design question. #🔀┃art-asset-workflow
can someone maybe give me an idea on what more i can add to this? so far i've added that the rock shrinks, and the health bar
i was maybe thinking like turning the rock into particles (like little cubes) when i destory it
and make the particles just slowly shrink and dissepear
but i havent got a clue how to do that
If you used textures you could use different textures to indicate the amount of damage (like Minecraft does).
Does your inventory work? If not I’d add that
it does
@red topaz This isn't a game design question. #archived-art-asset-showcase
Try changing the settings to point filtering.
Don't ping me to whine, please.
Keep at it, and you're going to get moderated. You can wait for a response in that channel (ironically I was just reading it too.)
hi, I have a question.
please do let me know if this is in the wrong place, but:
I am thinking of making a game that combines the ease of discord RP with customizable visuals to accompany it.
so it would be in unity and people would be able to create lobbies to connect with their friends in
you could then customize your character, save characters that you make, and play in a variety of maps, both developer and player made
you would also be able to initiate turn based battles with other players, and you can make spells/skills/whatever prior to these battles so that you can customize the RP to the way you see fit
You never actually asked a question
Hey guys, i'm creating a top down game, and my player isnt colliding with my collision objects (but i've got tilemap collider 2D, and box collider 2d for the player) yet i'm still walking through walls please advise 😅
And your RigidBody2D configuration?
Kinematic? Read the docs
ty vm
any good beginner friendly softwares for 2D sprite design?
Sorry I was handling two things at once so I forgot to ask the question 😅
If we're talking about pixel art, try Pixelorama (it's on itch.io)
Curious what any of you think of the Alt key being an interact button, where holding it changes the context of other keybinds like Q, E, R, etc. to more specific interactions like "take all", or "swap weapon"; and just press it results in basic interact action.
My thought process is it won't harm your mobility to press it while moving, interaction prompts aren't normally strict on reaction time, and you can press it with your thumb; meaning you can more easily combine it with other buttons.
That depends on how early you are in development. If it's early stages, than maybe it shouldn't be priority.
nice, tysm. what about vector design?
havent done that so idk
not sure what you mean by 'switch character system when on combat/running'
never played genshin
is it like just current character being replaced by another?
I don't remember seeing such mechanic in an endless runner
are you afraid of it being unoriginal?
in your game
this might help https://www.youtube.com/watch?v=H63Bqex1Urs
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Great video games can come from combining genres - but getting the mix right isn't easy. In this video we'll explore the three main methods for merging genres, and look at the problems - and solutions - of each approach.
=== Before you watch ===
Content warning: Mild Viol...
Any recommendations on sites/services that sell 2D assets.
I'm starting to get to a place in which I have enough functionality that I want to start hooking up non-placeholder art but I'm really struggling to find anything that I like and/or is consistently looking enough. It seems RPG/Dungeon type tiles sets are easy to find but I'm looking for more sci-fi space station-type environments.
Commissioned someone on Fiverr so we'll see how that goes but curious if anyone has any other recommendations outside of like itch io.
Does anyone have any program recommendations for designing games?
what aspect of designing specifically?
brainstorming ideas, organizing them?
Yeah more of storyboarding with annotations etc. I know paper is a good use but I was looking for a more full system to use and organise them
I don't know any app that would have all the features
Have a look at Trello maybe
I think it can work with that
How can I create something like this for a 3D game?
https://www.youtube.com/watch?v=_grFacfiJtE
This pack helps you quickly setup your parallax backgrounds.
Packed with beautifully handcrafted 2D assets to get you started in no time.
Use your own seamless textures or try the included samples.
Simply add a script to a textured quad and set a parallax value. At runtime the texture will scale and stretch perfectly to fit your camera's viewpo...
The parallax, nothing else
Parallax is already included in 3D games since far off objects move slower across the screen than objects closer to the screen. So basically, just put your objects at different distances away from the camera.
How can I make it something that repeats?
Hmm.
If you want an endless repeating of background objects then pooling your objects sounds like the best way to go. You'll need to have some sort of manager class to determine when to add and remove those objects from the pool and update their positions. That gets a little tricky as you'll need to work out when an object is within the camera FOV before updating it. There might be some code out on google by someone who has already done this.
So have a look at some guides on object pooling and FOV gameObject detection.
@obtuse cipher thank you!
Is there a way to use a unity particle system to do this?
Maybe, but when you said repeatable I thought you meant it should follow a pattern and be infinite. The particle system would be random distributions, but could work for you. Never tried it myself though.
You can also check out Miro. It’s like an infinite white board. Free tier gives you 3 boards
I have an question, I'm trying to make a level based on stealth inside of a work office building, what would be a good unique setting for the player to stealth around in?
An automated assembly building for like cars or something.
For auto-scroll levels, is the best approach to move the camera at X speed and force the player within the bounds or something else, like moving the level through the camera?
archives, warehouse, server room, maybe some kind of flooded room, roof...
thank you, those are some good places.
I might even be able to mix them into one
the whole level doesnt have to be the same setting
ye i know
I need game design guidance me lawds
Context: building tower defense game where you can build towers on a tilemap
enemies spawn randomly around the map
very simple stuff, but what I need is how should I communicate to the player how to build things?
Game discusion
Do you want to let the player build towers anywhere or only on a few designated spots?
Either way, a good old method for letting player they can build things is a hammer icon
you can put it on the UI or in tower spots
Create a button for each tower.
Then change the mouse cursor to show the selected tower.
When the player moves the mouse he sees where the tower would be built, and build it on press.
For touch based devices you need to have each spot that can be built a button, when the button is pressed the "to be built" tower is shown, the player confirms the build with another press (Are you sure? Kind of way)
uhh can i like ask how something that will appear in my game works?
like if i want to make a grapple weapon, how would it work?
i expect it to be alot of work as it can be both used as a mobility tool and a weapon
The player is stuck to a rope that can be shortened is one way to look at it
So connect a rope to the player's hand yes?
How’s this
God kveld!
I'm about to start building my world is a couple of days, I'm planning on creating a bigger world, with multiple villages, caves, hidden places and so on.
What should be created in blender, and what should be made in Unity?
Should the general landscape be created in Unity? (hills, mountains, valleys, rivers, etc)
If I wanted to create a big mountain for the player to explore, would I create the general mountain in untiy, or could I create a massive 500m high mountain in blender and import?
If I were to create a farm house, could I create the whole house (minus interactable things like doors, windows, furniture), import, then furnish it in Unity using other imported models?
Never done world building before, no idea what I'm getting into, but looking for some general knowledge before I dive into it
Is the world going to be randomly generated or static?
Static
If it’s static then it doesn’t matter where you create it
You can quite literally do whatever you want
It’s a matter of preference
I was considering generated, but I wanna be able to create "local stories" kinda like Skyrim, where a cave can its own little story
If you get what I mean
I mean sure, it’s entirely up to your own preference
Got it, will probably start off creating a mix of the two.
Terrain, trees and such in Unity, then create caves, houses wtf in blender
Seems like there is no right answer, so I'll figure something out!
Thank you
Can somebody give me a quick-to-make 3D game idea?
consider joining a game jam
thx
@limber portal You can use the forums for job and collaboration posts. #📖┃code-of-conduct
Is it possible to use unity to make a game that scales like this? (games are Steel Division 2 and Victoria 3) Basically my ultimate goal would be able to have a slow paced world campaign map, but all the while have it real time so when you zoom in you can have tactical buildings. (Terrain and models would be procedurally placed to reduce size and hopefully some kind of performance thing could be incorporated, im still not versed in coding all all that yet)
How is this type of level progression called ? It is basicly like a tree level system where when you unlock certein level and complete it it will unlock the levels closest to itself connected by line.
idk if it has a specific name
you can just call it "level tree"
Im trying to search tutorial for it since i know only very complicated way on how to do it and i think that there are more ways
For multiplayer backend design on inventory, is it better to store items meta in the player object, or use keys and reference an item object in a separate data table?
So i'm making a level based on Stealth, thats set in a ran down office building, meaning there would be no working power, meaning no cameras, how could i add a from of stealth into my level which has no power
What theme is your game
you could have the bad guys set up a hidden outpost/camp/base in the building and maybe even get power from generators
Dishonored has something like that (kind of)
My game is a 3d First person story based Puzzle Game, kinda like the Stanley Parable, with a mix of the Entropy Centre.
The game is about a company that is based around Human Experimenation
story + puzzle + stealth? Sounds similar to A Plague Tale
but a lot more scifi apparently
Ye, minus the Open World and Dialogue Part.
You're making an open world and branching dialogues?
The Player is used to a work office environment, and got forcily put inside of a test simulation.
Which is where the Stealth comes in
no minus those two
Mystery, Puzzle, and Story
Insprired from the Stanley Parable and The Entropy Centre
sounds interesting
What are your thoughts/experience using American letter grading (A B C D F) in games that ship internationally?
I've got an app game (English only) that's shipping soon, but some international colleagues raised concern about the A - F letter grading at the end. It seems to be very common in video games, though I know different regions sometimes change their systems depending on where a game is shipping
👍 for A - F 👎 against A - F
I guess you could try doing something like stars?
But personally, I’d keep the A to F letter grading. I’ve also seen a lot of games use it and I’ve never seen anyone have a problem with it.
is a clicker idle game just ui?
No
It's certainly UI heavy, but it's not solely UI in most cases. Sure you could if you wanted to go minimalist.
I'm trying to get a mustache on this face without it looking like crap.
Moustaches always look like crap to begin with, I suggest you invest in a Braun razer and wait for nature to take its course
Has anyone ever made a "Vibe Prototype"? Somewhere between a grayboxed prototype and a vertical slice, a playable prototype using copyrighted assets not meant for any sort of public consumption but used to direct your creative team to know what kind of style to go for? Something like using other video game music as placeholders and sending a playable demo to your musician and saying "Give me something that feels like this"
If I made something like that to send to artists I am commissioning will they be baffled or is this somewhat standard practice?
I have an question, so I'm making a level about decision making, but I'm not sure what aspects of Decision making, i should use. My Game is a 3d Story, Mystery and Puzzle based game. Inspired from The Stanley Parable. The Main character is used to a Office environment, meaning the setting of the level is a office environment. But what aspects of Decision Making should i use in this level?
I've done this, and it's always been appreciated by the receiver. It's not any different really than providing a pitch deck / design doc that references other games with screenshots and videos.
Español: Hola necesito ayuda, estoy haciendo un juego y quiero agregar un diálogo, dónde tenga que responder una alternativa correcta de cuatro preguntas y luego de eso con el personaje que interactúe me de puntos. Juntar una cantidad de puntos y que ahí quede el juego. Alguien me puede orientar por favor, intenté usar Fungus pero me sirvió mucho, no podía hablar con los personajes con alguna tecla era difícil y InWorld no me sirvió. Una manito por favor
Traducido: Hello, I need help, I am making a game and I want to add a dialogue, where I have to answer a correct alternative of four questions and then with the character that interacts I get points. Collect a number of points and that's where the game ends. Can someone guide me please, I tried to use Fungus but it helped me a lot, I couldn't talk to the characters with some key it was difficult for me and InWorld didn't help me. a hand please
😢
start by learning basics of C#
then you can experiment and figure out a solution
Does anyone know where I could find some solid concept artist
Does anyone know where to start doing 2d art for characters?
So… I had just devised this the other day when playing a barebones simple RPG.
I almost had this as an entire range of stats, but it it really made me truly think about it.
The game had 4 stats, HP, AP, ATK, and DEF, but the game didn’t really implement AP as well as you would like(to the fact it wasn’t upgradable), but out of my frustration with the game, it gave me inspiration for simple stats and an entire acronym like what you see in Fallout’s special…
May I introduce.
𝐇it Points
𝐀ction Points
𝐑esistance
𝐃amage
HP is the amount of damage you can take before you die.
AP is the amount of moves you can make on your turn.
Resistance is the amount of damage you can negate upon being attacked.
Damage is the amount of damage you can deal in one move.
The damage formula for one attack(which would cost 1 AP) is:
DMG - RES.
If the result is 0 or a negative number, to deal one point, the additional AP needed to deal one damage will be:
1 + (RES - DMG)
No need to thank me. If any of you want to take it and run with it, be my guest and expand upon it! ;3
Why not just fix the bug before publishing
This is game dev, we don’t make sense around here
I know this is very bad but tell me things to help with it, coloring, shape, anything, apart from the bad modeling
Fix the bug, this is a severe issue in the game
anybody know how i can respawn the enemy i hit with my bullet?
Is your question not better suited to #🔀┃art-asset-workflow?
Texturing and colouring is the main thing I'm noticing - the handle looks like it has a very stretched texture on it, perhaps something weird happening with the UV unwrapping?
Also, are you using blender for the modelling? If so, you might be better off learning about curves instead of modelling the curve by hand
If not using Blender, I'm pretty sure most 3D software has some form of making a curve via points instead of manually moving vertices / extrusion
.
Uh, I'm not sure I fully interpreted what you are saying, but instead of destroying your enemy on bullet hit, deactivate it, move it to the position you want it to spawn in (and reset any settings you need reset), then reactivate it
Question, when making chairs in a network game would it be reasonable to have the chairs networked or is it fine just having the character show the animation on the chair client side or what would be the best design?
I'm not an expert, but I think if the chairs can move at all then they need to be networked. If they are always static but you want players to see other players sitting in them, then only the animation needs to be networked.
Is the GameObject like string,bool,float,int... can be given any variable?
It's a type, yes. #💻┃code-beginner
Ahh thx
What are some ways to add decision making to my scene, Like, picking the right wire to cut and stuff like that
It is a class (or struct I don’t remember) , and you can make classes variables to
this might not be design necessarily but wanted some input. i have a diablo style inventory system with tooltips when you hover over items. would you have that tooltip appear anchored near the item (unmoving) or be anchored to the mouse's position (and move as the mouse moves). i see merit in both options and keep going back and forth
pick one and stick with it until you find out why the other option is decidedly better in all aspects https://www.google.com/search?q=coin+flip
I don’t think anyone will read the first one because it’s so long
I'd go with the anchored to item approach because it'll be more controller-friendly
unless you can maybe have it separately for controllers
(thats assuming you might want to add controller support to your game later)
that's a good point. i was leaning towards stationary and think that your point may make me go that way. thanks
what style of character should i use
i have problem about my game my problem is ppl saying it might not be fun to play . my goal was to make 2d story game about things that ppl need to know to make their lives better .
For example, issues related to family problems. Family problems with children from the point of view of parents and from the point of view of children . Children's problems at school and things that can happen to anyone. Problems that may lead to divorce in families .
My game was a dialogue-based game where the player can see the results of each by having different choices.
Most of the people who are around me and like to play games play action and shooter games, for this group this game is boring. Do you think there is a way that I can have the goal of my game and make the game more fun?
Well first off, you basically said the reason why your friends say it would be boring, you said "Most of the people who are around me and like to play games play action and shooter games", meaning that regardless of what game it is, if its not a shooter or action based, they wont like it. If you want to find people who will like it, try finding people who are more willing to try new games, or enjoy playing games like yours. But if your making this game for your friends, then there is nothing you can do but make a game based on what they like.
i want to make a game that can help ppl to act better in lives and do better reactions when they reach to a problem and also play it not that they see it and say oh it is not fun and leave it . i want my game be fun at least for 8 -11 years person then 11 - 13 and 13 -15 years old person . i need more idea about how a game can be fun without killing
Stardew Valley is a pretty good example
maybes try and like make a demo of the game and put it on itch.io or something and see if people who try it like it, and if they do, then make into a decent game
What would you guys say is more important to figure out for a point-and-click adventure game first? The gameplay/puzzles or the story?
They go hand in hand, you need to do both in tandem. You can't really make a puzzle without context, and you need a story for context. But you shouldn't spend so much time on story details without also making progress on the development.
But those games are very specific in their designs. You should start with a high level storyboard, and then start seeing where you can integrate the puzzles and such. You don't even have to know what the puzzle mechanics are, just that "here this door will have a puzzle to get to the next area".
Weird...I actually had a similar thought to this approach.
I think the only issue I can think of is guaging puzzle difficulty with different parts of the story. I want to make sure after all that players aren't turned off by an impossible puzzle in the beginning or let down by easy puzzles near the end.
My only strategy I have is to individually work on each puzzle and then lay them out from easier to harder before properly wrapping the story around them.
Sure that's a way to approach it
this one is better definitely,
I wouldn't prefer to read two paragraphs of text just for controls
Hey guys whatsup, could anyone help explain how I would go about implementing HalfTheOpposite's dungeon generater into my own 2d game in unity?
Ideas for upgrades
https://cdn.discordapp.com/attachments/497872424281440267/1045887140954902628/2022-11-25_18-21-21.mp4 Do you think the Trail disappering right away is bad?
Why is the arrow covered? its suppose to be on top of all images, look at the hierarchy. what is the problem? im noob to this
okay sorry
first of all, you should from here on out put all questions about UI in #📲┃ui-ux also you have to bring whatever you need to have whatever game object as the background in front of the object that your want above your background so for ex I also put my background on the top so it acts like a background
morning all! anyone interested working on an rpg engine?
this isn't a good place for hiring people
What aspects of decision making could i add to my puzzles?
not sure if puzzles and decision-making go well together
it's mostly just looking for solutions
maybe getting single use items that give you a hint or let you skip a puzzle
I meant like a puzzle where you have to pick the right button, and if you dont you die, and if you do a secet doorway opens up.
puzzles tend to be annoying if you cannot retry them quickly so I don't recommend that unless you put quick respawn
Does anyone have any platforming ideas for stuff I could do with a dash ability like Celeste that doesn’t just copy it?
blocks that you can push by dashing into them
things that when you dash into them, they redirect your dash up
i think the blocky
what if he turns into a pill format rock and start rolling
I have never used unity before but I have used other 3d softwares, I’m trying to create a VR game, if I create it and want to test it on my oculus how would I do it?
Do you need a link cable?
This topic describes how to build your Meta Quest app in Unity and run it on the Meta Quest headset. You will also learn about Unity's Build and Run interface.
Anybody have any advice on how to build a stats system for an RPG game? I don't even know where to start (Resources and tips welcome)
What do you want the system to do?
it's for a turnbased RPG, so I'm thinking I need attack, defence, hp, (not mp - I'm going to use turnbased cooldowns), magic defence (maybe), etc
the system should scale up with leveling and be improved upon with gear
but I should be able to figure out what enemy stats I should use against the player as well
That's where I'm tilting
how can I make the system manageable, preferably mathematically, so I can keep combat difficulty reasonable for both player and AI
If you ever come up with a simple answer to this you should write a book about it.
Its not that easy and every game requires something different.
Its usually just.... a lot of spreadsheets and testing. 🤷♂️
that I can totally understand, but how do you begin
copy pasta an existing system that seems to fit the requirements as best as possible at the moment and iterate from there?
I mean. Sure if you want your game to feel similar to whatever game your are copying. Its a good start.
But tweaking a single number or multiplier can have vast consequences on the whole system.
Hey guys I just had a general question to ask in your opinion how long does it usually take to make a game that would be ready to distribute and make money from with a small team of part time dev's to make substantial profit. pretty general question I was interested in asking.
Depending on the team experience, team size, game scope and shortcut used... anywhere from weeks (or ever days) up to multiple years.
I recall that there is specifically one studio that builds commercial steam games and releases one game a month. Can't recall the name right now. But its pretty crazy and I bet they crunch a lot to get it done. (or re-use a lot of their code/assets)
It's also very rare for your first game to make "substantial profit" so don't get too excited about your future riches just yet
I think you have the best chance of success if you actually make something completly original. Without copying another game.
Preferably you have one really cool system/mechanic that is unique and you build your game around it.
The smaller the better. The less secondary mechanics/systems you have the faster you can develop the game.
Just simple multiplier math and playtesting
Damage = Level * WeaponDamage
Hitpoints = Damage * Defence
Defence = Level / MaxLevel
So the attacking character calculates the damage from his level and weapon.
Then the enemy recieving damage calculates how many hitpoints were lost based on his own level.
Hello guys?
May I ask how to make a sniping aim for a third person game?
Like.....when you aim there'll be 2 lines narrowing in
Kind of like this
There are probably many ways to do this but just of the top of my head you can have the lines rotate around the center point being the gun till they reach their Destination
Or you would just make an animation for it
An animation specifically for that will be too much
Much appreciated about the lines rotation thing, I'll note that down
Technically no you can use something like virtual desktop or air link but the link cable would be better if you don’t have a great internet connection
Thanks! I’m going to try air link rn
If you have different party members in your game, you could have to choose which party member to use, and the person with the wrong skills fails. You could make hostages and your hero have to decide what happens to the hostages- maybe one dies but the enemy lets you move to the next room faster or you have to save them but it takes longer but you get a better reward. You could make enemies that offer a chance to help the hero through a maze, maybe because they also hate the main boss, but the hero isn't sure if it's a setup or not. You could have the hero send someone ahead in the maze, maybe by the hero standing on a switch, but then the hero risks losing the help of that person if the hero gets knocked off the switch by an attack or something. You could have different approaches to solving a puzzle that cause different story line or puzzle line changes- use strength and bash through the wall, but now you face a fire breathing dragon, use agility to try to climb the wall, which might lead to a hidden passage or the wall falling on you, use intellect to solve the clues to the door, etc. Of course, if you are talking about brainstorming, planning, consulting with others, researching, etc, you would want to keep in mind your player's attention spans. Most puzzles in games can get boring if there isn't some idea of how to operate them and it also takes a lot of time to figure out. I'm sure you've probably been in planning meetings where it got really boring because there didn't seem to be a clear sense of direction to the conversation (or your wife/husband was trying to plan with you and it seemed to be leading nowhere). The same can happen in games if you don't set it up right.
So I have the basic parts of a combat mmorpg covered by stats already (damage, accuracy, health, etc). I'm looking for a new way to use the idea of Privilege in combat as a stat. I'd prefer it not be a temp buff, but I'm having trouble figuring out how to add it in. Right now, it is part of my Luck stat (born with it), and my mind always goes to preparation as an idea. How to translate that into combat I'm not sure. I've been thinking maybe defense bypass chance, as that would be quite hated but also in the very nature of privilege (I get around problems by bypassing them), or maybe critical hit defense, as a person is better prepared to deal with emergency type situations. Thoughts on unique ways to use it?
thank you this is what i was looking for.
@chilly oriole #archived-works-in-progress , use a threas
ok
I have a few super detailed car models, and im modeling more.
Im trying to think of a original idea i could use them for game wise.
Racing Sim game - taken. Never gonna beat
Mechanic sim - taken
Maybe a arcade racer? But will it fit with realistic cars, and how do i make it different.
Dating sim with cars. If Hatoful Boyfriend can pull it off with birds, then no doubt there's a market for cars. 😛
😂😂😂
Taking a survey and interested to hear your thoughts:
I'm making a deckbuilding fighting game, where two opponents battle each other using cards to perform weapon-based fighting moves. (Each card in the game belongs to one of the various weapon styles, like classes or mana colors in other card games.)
For a game like this, which sounds more appealing to you?
-
You create and control a lone warrior whose deck is comprised of cards from up to 3 different weapon styles. When you use a card to attack, your character switches to the weapon which matches the card type.
Example: A single character whose deck is a mix of Ninjato, Spear, and Bow & Arrow cards. When you attack with a Spear card, their Spear model replaces the previously wielded weapon in their hand, at the start of the attack animation. -
You create and control a team of 3 warriors who each specialize in a different weapon style, and whose cards are mixed together in a shared deck. When you use a card to attack, your characters tag each other in, so that the attack will be performed by the one whose weapon matches the card type.
Example: A team comprised of a Ninjato character, a Spear character, and a Bow & Arrow character. When you attack with a Spear card, your Spear specialist leaps in to replace the previous team member, and performs the attack animation. They remain as the active character until you attack with one of your other team member's cards.
Currently my FPS uses really fast projectiles that do give enemies about 0.5 seconds to 'dodge' in order to avoid.
What is "hitscan" should I be trying to use hitscan instead? Playtesters said the game feels to be slightly movement-shooter similar to Valorant. Overwatch has heavy use of projectiles (like Hanzo's arrows I believe).
I largest fear with hitscan is how easy people can cheat, and also how 'counter play' to hitscan sometimes is not intuitive.
This is being used in Unity with Mirror Networking. I am currently trying to focus on the main verbs of the game and making a demo of sorts
Basically asking "hitscan" versus "projectile" in FPS. I am lean to projectile because those have more intuitive counterplay.
I personally like hitscan more since it feels more responsive but very fast projectiles are good as well
Can anyone help me making such animations in Unity? For example they would both represent gold and diamond, and when an user picks up the gold the ui adds +1 for the gold, then it would repeat etc etc. (please ping)
you could lerp them, or use dotween or something
What are the core fundamental verbs that need to be polished in Valorant?
I have a mess of an FPS and now am trying to distill it to the core experience. The networking is already done. It is Valorant but requires significantly less precision and is geared more towards a Teen audience.
I am just trying to polish the verbs used most. Walk and Jump seem fine currently. I guess next is to make things hitscan with indicators showing bullet firing direction opposed to projectile and to implement a firing error.
Maybe a 'footsteps' is also needed. And a 'swap weapon/drop weapon'.
Basically 'what is the most important verb in Valorant that needs to be polished precisely?'
recoil
Recoil? Why not remove that? I am confused what the purpose of that is.
I would assume the most frequently used verbs in Valorant are: Walk, Sneak, Look Around, and Jump. (All of which I assume I've gotten pretty well polished, except walk sound effect)
Then comes 'shoot'. I would argue that 90% of the gameplay is finding the enemy, then 10% is actually shooting the enemy. I do not understand why headshots are required in precision if the game is about catching enemies off guard. The gunplay only matters in the upper ranks of competitive or something?
I'm trash at Valorant but just trying to figure out how it works and why most people play it. One interesting observation was how the majority of players get into the game and think the individual agent has a major impact when in reality agent does not matter until 'click the head' is mastered.
For some reason Aim > Abilities, while this game seems to advertised itself as having unique superheros? (Implying Abilities > Aim)
Coaches told me if I'm serious I should play deathmatch until 30/40 elims and always instant lock Reyna, Sage, or Pheonix and use the healing on myself. "Select an agent once you get to Gold 1".
More just if the game is all about movement, then shouldn't the precision aiming be made more accessible?
Up to Gold 1, the game is maybe less about movement and more about how much time you are willing to invest to learn aim
hi guys, i know i've already written this in the unity talk channel, but since they told me to come here, why not
i'm currently working on a TD game, and got to a dead end
i have no clue on how to implement the whole "enemy spawning" thing
i mean, the enemies spawn, they have an health system, a movement system with speed, and their path, and i can control everything
just... I don't know how to make the game progressively difficult
I'd use scriptable objects, but since i thought about a game that requires you to play on a map multiple times, i thought that maybe it would be better if the spawning of enemies is more random
otherwise players can just place the same towers and win everytime
think about it like a mix between Bloons TD and Plants vs Zombies, where you have the random spawning mechanic, that makes the zombies harder as you unlock more towers, and the classic TD setting of Bloons TD
i want to make a mini game in my game about a firefighter how i make the particle system about Fire extinguisher and fire and about when firefighter using the Fire extinguisher on fire to decease fire size and then remove it .
im dont remember a single thing about how particle system work and how i should do this thing
Should learn basics of Particle systems. How certain settings work and how you can modify them through script
This server is for Unity related things
o ok
I’m pretty sure you can find some servers for that kind of stuff though
You can use enemy ranks, e.g. rank A have 4 possible enemy types, just choose one at random for spawning. The next rank, B has slightly improved enemies, more hp or faster movement, etc. Always choose a random one from a rank and keep going through the ranks to increase difficulty.
If there is a way to measure how well the player is performing, e.g. exp points, you could use this to slightly increase the enemy health so that the game is not too easy.
Another solution that prevents players becoming bored is to allow them to start an attack wave early.
Sure. Then its not "like Valorant" but more like Splatoon or something.
Maybe look more at Roblox shooters or Minecraft FPS game modes? They tend to be very casual from what I have seen.
Or mobile game shooters? Shadow Gun Legends maybe? Not sure. I don't play them at all.
Well. Tbh I have not seen many TD's where that is not the case.
TD's are progression based games usually. There are no or very little emergent mechanics.
From what I can point out a lot of TD games play around with randomness to achieve some sort of "skill" ceiling.
So you for example get random towers or random upgrades or enemies have random extra traits etc....
BloonsTD explicitly has only two sets of enemies inside the game for every single map. Its either normal rounds or alternate bloon rounds.
( + a few more mixed up for challanges etc...)
got it, well, i’m trying a different approach, by giving the player the chance to customize e everything they have, like towers, path, etc… so i need in some way compensate with different and stronger enemies, that way players can’t just use the strongest towers in the game and win every time
Has anyone been to GDC? I just submitted for one of their challenges and I'm wondering if its worth going to as a 2nd year Game Design student
Currently the only piece of work that I have, that I deem portfolio worthy was the submission and I'm not currently looking for work until I finish
Hey guys, I have a question.
I have a cinema, and I add a Videoplayer inside, but whenever I run my game in Fullscreen I dont see the video but if I switch it to Game > Focused Mode I can see it.
What's the issue? I read some forums telling me to tick transcode on (which I have already done), but it still doesn't work.
does anyone have like a playground set model
kinda low-poly
its for a vr game i'm making
nevermind found one on the asset store
I have never been to a GDC, but find the YouTube talks very useful(for the most part)
Does anyone here have any game design books them recommend for intermediate to advanced programmers?
game design and programming are somewhat separate fields, do you just want a programming book? this would do then https://gameprogrammingpatterns.com/
you can see tarodev video on making UI in unity he explains very well
i have a question about visual styles:
is switching my survival game project's artstyle from bright colours and textures i made myself in MS Paint to realistic textures grabbed from google image search a good idea if i want my game to have more a detailed artstyle?
(for context the survival game i am making is not exactly realistic in terms of game mechanics...)
first make sure youre allowed to use these textures so its not a copyright infringement
also, artstyle is personal preference
very good advice. looks like i will use the MS Paint artstyle then since it seems like the safer option.
I remember a few years back there was huge out-rage because of the PCVR version getting downgrades because of the Quest. I don't understand why they couldn't keep PCVR users with the better graphics and Quest 2 with low quality graphics
How to create a hitscan FPS that does not allow for Aim Assist or "Aimbot"?
I was considering a sort of data metric where if they have more than 99% of average eliminations the game stops, but this was not really possible as the cheater can just turn it on or off. Currently testing a Valorant/CS:GO clone but in a 5-vs-5 LAN where poeple have the option to turn on an 'auto-aim'.
Basically, it is Valorant, but if the opponent is visible on your screen based on angles you instantly eliminate them.
But if you are caught you get penalized or something. It is just trying to figure out some algorithm way using data to detect Aim Assist or Auto Click. Issue is how the cheater can just turn off the cheat for a few rounds.
it's not possible, biggest game companies can't fully do this so I doubt you can
besides, some people simply have good aim
I think for my upcoming capstone class...I'm going to do a point-and-click adventure game level. Only details I really know right know is that I'll probably aim for a 3D point-and-click (similar to Telltale's games) or 2.5D (similar to Grim Fandango), and that the narrative would be about robots (since I'm not that great a 3D artist). But I'm not sure where to go from there... when making a demo game for class or a general presentation of how mechanics work, how many "levels" or encounters should you include for demonstrating? And what should their difficulty be? Beginning-of-game level easy or slightly more challenging to showcase the mechanics in more detail?
AntiCheat 3rd party program coming in
can we please get this pinned <@&502884371011731486>
and this
Data-Oriented Design
How can I do for my Unity 2018 to upgrade android level API 33, or be able to build for Android 13?
If you were in the middle of a match in a single player tower defense game for example, and you were genuinely struggling or on the verge of loss, you you rather have the option to watch an ad for help or decide to lose, or not even be given the choice in the first place just because of how disruptive to the gameplay it is
Personally, I'd rather fail than "watch ad or fail, but you also had this wonderful disruption".
I'm generally very much not fond of that effect of microtransactiony things on gameplay.
Hey, does anyone got an idea on how to "get" (good) game ideas. Do you recommend a specific generator xd? Because I am very uncreative and really want to do a game in 3d.
then just clone a game you like, execution is way more important than the idea itself
If its themes you are looking for, id recommend listening to music and looking at art it really helps
But for game mechanics/types i can’t really help :p
I feel like I often come up with a twist while making something basic, so just starting on something is important
Thank you all very much @pale roost @devout plank
Is it possible to import from Invision Studio into unity?
what file format?
guys do you know how to do 2 functions in 1 button ?
add 2 methods to the OnClick event
Hi guys, i thought of a 2d puzzle platformer where you have a certain quantity of lives, and whenever you die, the thing that killed you, will now no longer harm you, but the opposite to that thing will kill you instantly.
Example: Drown? Now you can't breathe air, but you can stay underwater as long as you want.
Burn? Now you can touch fire as long as you want, but can't touch water.
Get impaled on a spike? Now you can walk on spikes, but smooth surfaces hurt you.
the problem is that i can't think of any other applications of my design. Is the idea just bad or you can think of some more? thanks.
what would be a good reason why the player in a futuristic fps can respawn (and teammates can revive the player)
Maybe if an enemy kills you then npcs can hurt you like animals shop keeps ect
that looks great. Maybe, when killed by an enemy, the player will no longer be able to touch any “friendly” items. Keys and doors included
tomorrow (it’s 3 in the morning here) i’ll start working on it. i’ll try to put updates in the #archived-works-in-progress channel
if y’all have any other ideas, they’d be more than appreciated!
interesting idea but I'd change it to not be so strict about environment because otherwise level design will be a pain
wait nvm it's supposed to be a puzzle
well yeah, it actually sounds pretty cool then
I imagine it being like small tilemaps or maybe a platformer
for respawn, cloning
and for revives, fancy medical nanobots or just fancy medicine in general (assuming the player doesn't fully die, just get downed)
What the basic games begin developing recommend?
exactly, that's what i thought! (:
if you don't want to/can't use 8x8 then I think it's good enough
I guess you don't want to use 8x8?
Opinions?
How would I replicate an artstyle similar to fire watch? Is it using cell shading or just really good texturing and lighting I’m just not sure. I like the style and I would like to replicate it in a game I’m trying to develop.
In this 2015 GDC talk, Campo Santo’s Jane Ng discuss the challenges of translating a bold 2D graphic style into the explorable 3D environment of Firewatch
Register for GDC: https://ubm.io/341ZiaZ
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover a range of deve...
Maybe this would be better here, than in #💻┃code-beginner . I would appreciate any advice y'all would be willing to offer:
I'm trying to make a city builder style game - something like Banished or Settlement Survival style (mostly). I have a random terrain generation routine in a class called TerrainGenerator. It'll only be run when the user starts a new game. I can't decide if I should put my tree spawning routine in the TerrainGenerator class - because it'll need to be run when the terrain is generated; the SpawnManager class - because sometimes I'll want to spawn new trees; or both. Any advice? (I'm very new to all this - about 2 months +/- into it). I know I can call the SpawnManager routines from the TerrainGenerator class, but am I overthinking this and it would just be better to have it in two places?
I'll recommend the secret third option of having it in its own separate little class which you call from every other place in the code you need it in
If 'SpawnManager' is for all different spawns and the tree generation logic is not so much that it needs its own class, then by all means keep it in the SpawnManager (although it may get too large?)
Is there any deficit to having things broken out to their own .cs file? Is there any real negative impact on computing at runtime? Or is it all compiled into one .exe?
There should be no impact.
Don't sweat the architecture too much if you're a beginner though. Keep each routine/function in one place (don't duplicate code!) and try not to make things depend on each other too tightly (eg. accessing variables from the TerrainGenerator class directly inside your tree spawner)
Why do you not want to duplicate code is it just a best practice while you're learning for more repetition?
I'm a recent Game Design(Dev focus) reviewing my Unity skills and building a portfolio via the Unity Junior Programmer learning path on their website
So any advise would be great 😁
Meant to say graduate up there after game design ^
I appreciate the advice, @alpine marsh .
There's a software principle called "Don't Repeat Yourself" (DRY for short). https://en.wikipedia.org/wiki/Don't_repeat_yourself
The general rationale is that you want a "single source of truth" for your software's logic. There's more nuance to it, of course. I do recommend the book "The Pragmatic Programmer" on this.
As an example, imagine you have a function in two places. If there's any bugs or you want to change something about it, then you have to update it in the same way in both places. If you don't, then that means they either go out of sync (so you have two different versions of the same "tree spawner" in your game) or they are now used for wildly different reasons, even though they share a lot of logic. Both can be confusing.
It can be a hell to debug too
Ahh okay thank you, I have a better idea of what you mean now! I didn't look at the example you were replying to so I also didn't understand the context but I see. Just try not to rewrite code for very similar actions in other scripts or objects. If I understand correctly.
Thank you! I'll check that book out. Are there any other books or resources you recommend to have very strong C# fundamentals(for game dev ofc as that's my main application) that will also support me at the intermediate level as well?(it's fine if that becomes two different recommendations.) I'm planning on working to publish my first game pretty shortly after I'm done reviewing and getting back to speed with everything I need to be functional and start being able to create original projects(thinking I'll probably start this within 3-4 months)
Does anyone know any games that go up in a big spiral, i'm looking for some reference
And am not sure if you can just put a giant spiral in a game and it run
what do you mean by spiral ?
like going up a slope in a spiral, like walking up a spring
Why can't you "just put a spiral in a game", there's no limitations to what you can do aside from your own abilities.
There's also assets on the store that allow for spiraling straight worlds for the same effect, which makes it easier to create since you can make your game on a straight line.
Making a top down 2d shooting game, should i use projectiles or raycasts?
projectiles will add more style to your game
if you add projectiles add glow and trails to your projectiles
ohk, projectiles will be easier to dodge for the player too, btw arent projectiles (prefabs) much more resource intensive than raycasts? I wonder when that will become a concern
yoo
is there a place
where you get models (meshes) etc for your game
like a big library
or smth
or u need to make it by urself
Look on google, there's lots of websites that sell models, including the Unity asset store.
yes, projectiles are prefabs, i would recommend destroying them after a few seconds.
if you do it right, they will be fine
projectiles can be done using raycasts as well, you don't have to rely on collisions
you simply raycast every physic frame and move the projectile forward if the ray didnt hit anything
you answered it or still need help?
lmao nah,
i probably will end up using Tractor Beam
not sure of an alternative term for it, was just trying to be original
Trying to think out of the box, I got a Sun Screen element, instead of calling it that, I call it the Solar Guard, instead of Scanner I use Seeker, etc.. but some things don't have a more creative name, without it losing context..
In my game you can capture cards…. It’s a card game, but instead of buying packs or something you capture cards from opponents. I got two ideas on how this would work … Idea 1. After the battle you get to see your opponents deck and pick 1 card to take ….. Idea 2. When battling an opponent If you see a card you want you tag it, afterwards If you win the battle you get the tagged card. You would have a finite number of tags.
Opponents aren’t real people just computer
How does this work with multiple battles?
Can you fight the same 'person' multiple times? Will they actually lose the card you take? Can you lose cards yourself to the same mechanic?
Because depending on how the cards and synergies work, picking out 1 or 2 cards from a deck might completely ruin it
Na you only battle opponents once, each map loads in different opponents . You don’t loose cards this same way
Each map consist of like 5-8 card battles, three maps make up a zone etc etc
I think idea 1 is better regardless. At least if you can see the opponents deck before fighting them. It'd feel bad to fight someone with the specific goal of getting 1 or 2 cards from them and then never seeing them so you can't tag them with system 2.
Similarly, forgetting to tag cards would result in... not getting any? Not necessarily bad as it could encourage self-imposed challenge runs but forgetting that you need to tag them would leave a real sour taste.
Ah I see your points. My idea with the tagging is that it would feel more organic like you “saw a creature/card” and now had the option to capture it
But I could see how it could create feel bad stuff and make the card capturing more, idk complicated than it needs to be
My main worry after thinking about it would be accidentally leaving players feeling bad and/or hampering their progress because of it.
A lot of people will quite happily go "ewww, that felt awful" and then never play the game again. Alternatively "OK, I f'ed up, I could restart and get back here but that's a bother", with much the same end result. Or at least a temporary break where they leave feeling bad.
Yeah I see, thank you for the thoughtful reply
Glad to be of help 🙂
Hello, does anyone know good alternatives to mesh colliders that I could use because I made a room in another software that I want to use in unity
why would that prevent you from using mesh colliders
Stutters, and it crashing framerates on builds
then use primitive colliders instead
or model a lower poly version and use that to generate the collider
how would I do a primitive version?
use box colliders?
does anyone know how I would more optimize my game so it doesnt stutter as much at it does
you should really move to #💻┃unity-talk because its not game design related at this point, but to answer your question, learn to use the profiler to identify which parts of your game are performance heavy
im making this cheap knock-off billiard game and I'd like to know if there is anything i can add/change about on the components of the balls to have somewhat realistic feeling billiard physics?
all of them have sphere colliders and rigidbody's
Hi people! I am working on a 2D isometric game but I am not using tilemaps, every screen is entirely drawn by our artists. I am having a super basic question: what's the right approach I should take to keep my characters from walking out of the map? I was thinking about 2 different approaches:
- Draw a polygon collider covering the map floor and make it keep the characters inside instead of outside, but I am not yet sure about how to do it
- Draw an edge collider around the map borders, but it can't be a closed shape, right? So I should live a little gap somewhere and it makes me feel uncomfortable
Before to start investing a lot of time in exploring every approach, I thought it would be a good idea to ask what's the general consensus about this issue.
Thanks in advance!
You're using monob physics? ECS has its own physics system with Physics Shape and Physics Body in place of colliders and rigidbodies. Other than that, I think it's just adjusting the parameters until you get the desired behaviour?
this is the rigidbody of the balls in the back you hit
The white ball has the same values except that Angular Drag is 0
I dont really know anything about physics behavior in unity so 😅
Never mind, brain is bad. I'm working in Unity ECS so I keep seeing everything here as relating to that. I don't know if you're using ECS 😅
Well, Im not because i first of all never heard of ECS and I want to try messing around with ingame unity physics first to try and model billiard physics
If ECS is easy to get into or implement for a complete newbie like me, could you tell me how to use it for billiard physics?
ECS is a different way of coding entirely. If you just want to get into Unity, don't think about it for now 👍
so I want to make everything with the "Hover" layer to have the red material how would you guys go about doing that
anyone got any tools/websites for sound effects? i need a some prototype sound effects for things like shooting with a staff etc
Bfxr is a pretty good app for generating sound effects
If I wanna make a "big" (not open world, but big) rpg game, would you suggest procedural generation (would be more exciting, but less beautiful lol xd) or manual created worlds (not endless then)?
It's about deserts and so on....
Hi, I need a little game idea that I can whip up in unity 3D for a school project in about a week?
how good are you at unity rn?
Pretty beginner.
well then you should go for something simple that you can handle
like for example a platformer
remember that you also need to handle the art
and mechanics tend to be like 4 times more complex to make than they seem at first
Hello am not sure the best place tot post this, but I was watching a youtuber video and was wondering what this game is as i love the art style
Ori and the Blind Forest. Also, made in Unity.
Wow that's amazing, do you know if it was a single developer
No, definitely not. The studio is
https://www.orithegame.com/moon-studios/
Great thanks, I've been wanting to make a game with this kind of art style for a while but I had no clue what it was called. And i Don't really play games much anymore
Hand drawn is what it really is, mixed with lots of post processing.
There's probably GDC talks on the game, it's been out for long enough
Yes, the gdc videos on YouTube are awesome resources.
These are the variables that can be slid around like a slider or spectrum in design a tactical FPS?
-Head Hitbox (Valorant has larger hitbox than CS:GO)
-Peeker's Advantage/ Angle Advantage; round off corners
-The map itself (How many angles for shotguns)
-The economy on who gets what weapon
-Damage: If headshot damage is removed then the game turns into trading kills? Can anyone clutch if headshot is removed?
-The system in Valorant incentivizes taking kills from teammates as kills contribute to RR. You are rewarded for pushing into dangerous positions.
-The footsteps/Sound system in Valorant, in theory you have to rely a lot on sound -- also in theory you always know where people are from the sound volume of footsteps.
-Automatic spray/burst/tap. Where weapons autocorrect
Am wondering if there are any parameter or variable that can be slid around and changed that I am missing?
(Oh, forgot about one, number of positions Attackers/Defenders can take. Sometimes if Defenders are given a Small Crate and Large Crate for potential cover, it allows for 6+ permutations for where Defenders could be. Meanwhile if attackers must funnel through a chokepoint this is advantage to Defender as Attackers have 2 possibilities while Defenders have 6 possibilities.)
One other thing that can be changed would be damage dealt from behind. Like what if all weapons dealt double damage from behind
im giving away my animations, if anyone is interested i can give it 4 free
it's just a reload, appear and fire animation for a shotgun
if anyone needs it, im happy to give.
you can put them on itch.io for anyone to use
do you have google?
Do you have GIMP(or Photoshop/equivalent), and a bit of art skill?
so i was messing with my games urp settings and now im stuck with this problem even after reverting to everything
can someone help fix this
#🔎┃find-a-channel pick the relevant one
Ok thanks
LEGO game idea
@copper anvil You can use the forums for job and collaboration posts. #📖┃code-of-conduct
hey can anyone help me about my 2d game issues?
Lots of people can, be specific what you want.
Can anyone find courses or tutorials on a hand painted 2d game art, I can’t find any anywhere
anyone know a good resource for coming up with puzzles?
Tasked with creating hundreds of character animations that would would blend seamlessly into a painted 2D world, but without any ability to illustrate, what technical and creative tricks could you employ to succeed? This GDC 2015 Animation Bootcamp talk from James Benson discusses Ori & The Blind Forest's successful attempt to create thousands o...
Did anyone have experience with non-tiled isometric rendering? I need an insight on how to handle character's layering
Everything on the internet seems to be either tiled isometric or fully drawn top down/side view
I am going to write my own script to handle it, but I still think it's impossible that unity doesn't have a built-in function for this
Hello! I develop mobile vertical platformer game. I want to add cloud-saves in my mobile game, i know how to do this, but i want to make multiplayer mode for this game. Not realtime multiplayer mode, maybe something like race mode, where you play game, then the result goes to server, then someone other play game with same map, the results go to server, and the fastest player gets reward (currency, lootbox, etc.). Any ideas, what not realtime multiplayer gamemode i can add to game.
I gonna put link to game in the thread, if you wanna play and say, what gamemode i should add.
how do i make a vr and pc game?
start by learning to make a small non-vr game
ive made a vr one XD
ok so why are you asking how to do it
how to make it vr AND pc
I suppose you should use a different script depending on whether or not there's a VR set connected
How do I get this guttural, dark style texturing.
The faces particularly
I want something eerie and creepy, the best I could do was this AI generated face of someone who doesn't exist.
idk what that code i tho
this is game design channel, please ask in other channels
So I'm making a top-down game and I'm not sure which audio editing software to use, I'm currently in need of editing the downloaded audio and match it with the walking animation
hey does anyone know of a mobile game that's played in portrait mode (vertical) with character swapping you can do quickly with one hand?
Hello everyone
Ihi
Can someone please link me a video where i can switch between player and AI in my 2d game
Meaning a tutorial on how to do it on YouTube
I couldn't find something like that on YouTube
Do you somehow think that YouTube is the only resource available to you?
Im very new to game development(actually doing it for a uni project)
So im not really familiar with dev sources
you are a Uni student and does not know how to research, that just makes it worse
yes, use all of the research tools available to you not just YouTube
Such as?
google to start with
The problem is that i dont know how to word my problem
Worth noting that this channel is for game design and narrative matters
My bad
@timid dagger recruitment posts go on the forums. #📖┃code-of-conduct
oh okay. thanks
What do you guys think? Any suggestions for improving the looks of this scene?
Can someone explain how is cubecraft on play store not a direct copyright infringement of Minecraft? Concept is one thing, but these guys have extremely similar textures and models, or is this okay? I never know where is the line drawn with these things
Any advice for something similar to a conveyor belt system but it doesn't need to be physics based. Just want to transfer items along a path of objects I place. Or atleast visually look like that
@shadow wedge Recruitment posts go on the forums. #📖┃code-of-conduct
You can look into splines that the objects travel alone on the piece then transfer to the start of then next spline.
Or if you're only allowing simple shapes, then you can just use empty objects as waypoints to move between.
Or just straight math.
Sketching out the design for the main character in my game. Wanted him to be equal parts little alien astronaut a-lá Olimar and equal parts fantasy adventurer a-lá Link. This chest piece looks so goofy tho. Any tips on how to make it look better? Or does it look fine? I wish you could see the sword poking the back in the holster, but the chest piece gets in the way. What’s y’all thoughts about it? General feedback is appreciated but my focus rn is on fixing this chest piece lmao
It looks goofy because the body proportions are off. The legs and arms are too short and the torso is way too long.
Oh yeah, the arms are a bit short indeed. Tho the legs are higher up than where you put them, his waist is on the belt line
But thanks for the feedback
so he's wearing trousers like this
Nice
I plan on making a game like this eventually so I’m asking now, how do games with multiple endings/routes keep track of what to do?
I was thinking that you’d have a script or something that kept track of what conditions were met and changed things accordingly but I’m not sure if that’s how it’s done
I would rather not make janky as hell code and have to rewrite it all again lol
especially with the branching part, I’m sure there has to be a good way to tell the game “this set of events has to happen, not this one”
maybe a way to group the events so I can collectively disable one and enable the other like I have no idea
There’s a program called Twine
It’s free iirc
It’s made specifically for that
@inland crescent https://twinery.org/
Oh no way, that’s cool! It looks more like a flowchart sort of thing though, I’m currently making a game that utilizes a branching story, but it still has gameplay in it.
I will definitely be using this to map out the story and events though
It’s organized as a flowchart, but it’s meant for telling stories. You can write an entire story based game on twine. Basically, each slot is a slide, and they’re meant to be played from start to finish branching off based on multiple choice input. There are also some advance options for variables and stuff
Yeeah that’s really cool, I’m gonna try it
You can either do the whole thing on twine or just map out major story beats
Twine's a great tool, and yeah, there are some fairly impressive things made purely in Twine too. It's honestly surprising the level of complexity it allows if you get into the guts of it.
Seems really useful 👀 thanks for showing me!
Looking a lot better now, other than that left boot lmao
@night shoal Looking better?
Also do you think it's looking unique enough to not be just "generic indie scrimblo bimblo n. 875438745367"?
I think that’s better
Hi guys, what's the most outlandish crazy Immersive Sim upgrade you guys can come up with?
Bear spawn rate up by 15%
What kind of immersive sim are we talking about
think along the lines of cruelty squad or thief
the open levels with many different ways of clapping your target
so like, upgrade for weapons? or character ability?
any
grab enemy and shove them into your launcher to use as a projectile
yes, that's the kind of stuff
it helps that idea that i can have like 60 ragdolls colliding and take no performance impact
Hey, is this the right place to ask for ideas for your project?
Yes
Great, I started a game yesterday and I am struggling on what items to add
well, what type of game is it? what type of items do you want?
Add a big, oversized, cartoonish mallet
oh, sorry I missed the chat
It doesn't matter what type of game you're making, any game needs a huge mallet
Thanks! I will definitely add a mallet 🙂
Glad to be of help
2nd what Paprika said, what kind of game is it?
fire sword
What if it's an abstract puzzle game, then weapons might not fit.
Or there is nothing to attack in a different sort of game.
A big oversized mallet fits in any game.
We need more mallets in racing simulators.
I did say might not
I once played a game that did not feature a huge cartoonish mallet. I cried for three days straight
add fortnite kids
boom
something to attack
a puzzle game where you have to solve the puzzle while attacking the fortnite kids with a scar
and they all have a op gun that removes half you hp
so you have to constantly hide
Use a thread please
https://www.youtube.com/watch?v=2OxiZ4Raq_w
What is it called when the camera is 3rd person but not orbital around the player and changes based on the level? Like in Skylanders specifically or some other platformers
Skylanders Giants this is the full adventure mostly played as Swarm but played a few other characters as well. Hope ya enjoy this longplay.
Gameplay recorded by Ketchup
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For example if the gameplay took place in a city square, the camera would most likely face top-down, but if the character was to enter a bridge the camera would transition to a side-view
Look at my guy. My funky little man. He's the protag! I just don't know what to name him.
name him Pubert
Hello guys, i'm really new to unity and wanna ask about: if my enemy trigger the condition to grab the player while fighting, then what should i will do? Is the grab animation from 1 model ( frome the enemy with sprite of him grab the player frame by frame) or from both? If both then i have to make skeletel model?
Sorry for my bad english!!
Ask in animation channel or something like that, your question is not really game design related.
I figured this question doesnt fit any other Channel so here i go. I am planning on creating a cute little point and click adventure game, the likes of monkey island for example. On paper it shouldnt be that problematic but im already stumbling on some question.
Is it a better decision to make this project in 2D or 3D? While you mostly have a static screen these games tend to have more depths in their visual representation. Which results in me being a bit confused in what would be better.
Wasnt Hollow knight not technically a 3D game to display depths better?
Hollowknight uses 3d perspective with objects placed on different z axis
Its gonna be really hard to recommend one over the other because it depends on the requirements of thegame
technically all Unity games are 3d
it just renders it to look like 2d
using a perspective camera in a 2d game in unity is a pretty easy way to make a parallax background
but it'll only be any useful if the camera isn't static
I see thats quite smart, thanks 
anyone using .fbx mesh instead of .png for grass?
not really game design, for one thing. also its better to ask your actual question instead of "does anyone know how to _____?"
I have a question regarding the moving of objects over a set path. In my game i would like to click on an object and let my player walk to that object. Obviously it would have to follow the normal visually accepted path. A street or something for example. I am thinking of saving the clicked object and put many objects along the path. Continued by sending Rays from the clicked object to the path objects, saving the nearest one and repeat until the nearest object is the playerobject.
But i feel like this solution could be a problem when i add more layers like a spiraled staircase. Is there a documentation / wiki or another simple solution to that problem?
Is it crazy to make like 40% of the game not reachable in your first run? I kinda like when games have these whole areas and content you couldve never found
On one hand it could be seen as a huge waste of time making something that might never get played
But on the other, having a bunch of secrets is how you build a fan base right?
Like elden ring has countless secrets you may never find
Where do you recommend I post the question?
Probably #🔀┃art-asset-workflow
sure just focus on the reachable parts first
If you want to hire people, you can do it in the forums, links are in #📖┃code-of-conduct
But I highly recommend you learn the basics of the engine and go for a simpler project. FPS games are very tough to make and so is managing a team.
First time properly planning and designing a system instead of balls-to-the-walling it. Is this how it's supposed to be done? Is this like, a "professional" way of presenting it?
hey guys i've completed about 50% of my game, however for the past week i havent felt at all like working on it and am feeling a lot of burnout
how can i get back into working on that game?
what are these type of charts called? (nvm)
try looking for inspiration by walking outside, watching videos of your games genre, seeing what you want to get done and make a plan to do it
and stay healthy
it seems pretty well laid out, maybe try a site like trello which has lists you can use
Is this cute & weird or creepy & weird? I was aiming for cute
would anyone know how i would go about adding something that visualizes where the white ball would be pushed to? I aim with the camera but there is no like proper line/cursor/marker to show which exact line the white ball would travel
I was trying around with a line renderer but i couldnt properly code that (i still consider that but i wanna try other ways)
more creepy
try not to make it similar to existing animals if you want it to not be creepy
line renderer is the way to go
you implement it cleverly you can even visualise bank shots
I tried but failed miserably 😂 I dont know how to properly make it so that i can make the line renderer change color depending on how much input there is for my push on the white ball
Its like the most important feature i want to implement
I'll give it a try 👍
Looking for a 2D artist to design visuals for a word game (mobile app) and generate assets for Unity. Remote work, small gig, DM with portfolio if interested. Thanks!
#📖┃code-of-conduct has links where you can post collab/job posts
8x8 pixel art
It really really depends
What type of 2D game is it? Do you have any experience with art?
i m making a maze game with no ending lets see who gonna try it
Gonna try what
This is called a software flow chart
if you want examples of professional usage of layouts, look up UML diagrams. Its another form of planning software design
You are on the right way indeed! If you want to perfect it, adopt a single way to express which branches are "yes" and which ones are "no".
The two "NO" blocks on the right path are the end of the chart or they should also lead to something? For example "go back to the start" or something
How far would you go when it comes to planning. As im not even at the starting line im currently trying to write down everything. For example i have written down a well defined way in how i want my movement to work. I am currently doing that for everything. Each mechanic, possibly each type of sprite that behaves different, each event. Inventory system, saving systems audio systems, menus etc.
I think it might be a bit too much but since its my first project i dont have a reference point. I believe in laying out things vaguely i can later come back to these ideas. Basically doing the same things i do at work one might say.
If you want your game to be played by more than a few people, marketing is important.
If I have a terrain object, Is there a way that I could find the slope of the terrain at a certain point on the terrain?
Best place to find free assets? Like buildings etc.
There's not going to be any good place to find free assets.
But there's places sure, Unity asset store, open game art, turbo squid.
Which would you recommend?
It takes no time to just look, so any recommendation is pointless.
I guess yeah, thank you :))
My recommendation is to just buy a pack of assets and move on with whatever you want to get done, if art is important to have up front. 🤷♂️
Art isn't really important, I just want something better than this lol
I havn't taken my time to learn any asset designing program really
But I might as well just use this tbf
Game
a game idea:
A souls like game where if you die, a random system folder is deleted including system32
thoughs?
If you want to break the law, sure
Hey, so what would be the best way to get a background from a repeating image? Here's the background image I have and what I'm going for. What I tried doing is just copy and pasting the image, aligning them as I go, but that takes a long time. Looking for a better method.
use the repeat setting in the texture import settings
We're can I go to ask questions
plenty of short games out there, so yes
Depending on what you're trying to achieve, you'd need a variation of patterns with matching edge cases. But I advise watching this video first: https://www.youtube.com/watch?v=8GtnM5z6jM8 Just food for thought.
This video covers how you can improve your game art, by prioritizing how the scene looks, and simplifying your art as much as necessary. Instead of thinking about your art skills, think about how beautiful you can make your scene, and what it is that will appeal to your audience, and then hide all the things that you are bad at. I realize that s...
if all you have is a story, why does it need to be a game?
walking sim then
hey so i have this 2D game where when you start you are falling down this whole and you land on a white glowing platform and you hear a telephone sound, you meet this character eventually after going forward, he says something and what i want to do is have it so that it somehow transitions to this night area
how do i somehow go from a void to a night area
@cold onyx This isn't the place to beg for free work. Go look online.
if(Input.GetButtonDown(""))
what can i put in the quotes to make the input the w key?
Remove quotes and type keycode.w
ok
it says keycode doesnt exist in the conext
if (Input.GetButtonDown(keycode.w));
did i write it wrong?
capitalisation, KeyCode.W
oh ok
it says it cant convert unityengine.keycode to string
Input.GetKeyDown(KeyCode.Space)
my character just flys, is something wrong with this
{
Input.GetKeyDown(KeyCode.W);
RB.AddForce(new Vector2(RB.velocity.x, jump));
}
RB represents RigidBody2D btw
it flys if jump is set to anything over 1
Why did you remove the if part
my bad
also this has nothing to do with game design, move over to #💻┃code-beginner
In the Unity Course: Create with Code, it is not coming up with tutorial 1.2 however there is 1.1 and 1.3. Can anyone tell me why and help me fix it?
Thanks!
While doing the tutorial 1.2 (as previously mentioned) the obstacle goes through my vehicle. Can anyone explain this/help me fix it?
not a game design question, also use mp4 rather than mkv for videos you upload to discord. but either you don't have colliders on the objects, you are moving via the transform which doesn't really respect physics, or if you are expecting the obstacle to be pushed away it doesn't have a rigidbody
I followed the tutorial, in which it is different
this is the vehicle's components
and this is the obstacle's
Also, yes it is via transform but that's what it said in the tutorial and I don't know how to do anything else
This isn't a game design issue. Move it to #💻┃unity-talk. You can't move things via transform and have collisions work.