#archived-game-design

1 messages · Page 4 of 1

keen gull
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how to open unity?

visual tide
cold onyx
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Video tutorial better coolandgood

azure cliff
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When starting game design, what do you guys think is the most important things to learn at first
And can it be summed up in a lesson/small project

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And how much will I need to learn at first

sleek phoenix
vocal kestrel
azure cliff
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I know some about computers lol

azure cliff
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I don’t really know how I’m gonna go about approaching a project like this with the little know how I have

wary halo
azure cliff
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Oh?

wary halo
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bitte schoen

limpid burrow
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I've got one big issue that is what is stopping me from finishing my app that I want to build. Can someone dm me and walk me through the steps to get a VR Oculus scene that accepts input from an Oculus controller?

sudden sparrow
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I just watched the devlog video for Late Night Mop and I realized that i spent the past 2 weeks doing almost the same thing 😭

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I need to find something to make my game more original but I'm stuck

sleek phoenix
limpid burrow
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I keep getting sent to tutorials that work for 5 minutes and then I get blocked off from continuing because of a failure of Unity or something

sleek phoenix
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you generally want to learn how to debug that kind of thing yourself instead of throwing it all away for another tutorial

sudden sparrow
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Would someone be nice enough to help with me with the narrative of my game and the game mechanics? I'd like to get basic feedback (I've never talked to anybody about that game on purpose and I need objective opinions) and overall help to make the game go in the right direction

buoyant turret
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should the player be able to respawn on a moving platform?

sudden pendant
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What reason would you not?

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If it would cause them to reach the other side, then probably not. If the platform resets, then probably not an issue.

buoyant turret
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so the platform won t reset,atleast for now

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im talking about a respawn like in hollow knight where if you hit something like a spike you get respawned even tho you didn t die

limpid burrow
sinful sigil
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i want to make some objects appear infront of others even when behind, i know there are 2 ways to do this, with 2 camera or a shader, as I am doing a webgl game which option will be the least expensive?

narrow panther
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Hey, so I have a feature in mind of a game I'm making, but I'm not sure how to go about it. It's a first person game, and I want to make it so that the player can press and hold a button to look over their shoulder, returning the camera to normal when they release the button. The hold and release part is easy enough, but I'm not sure how best to do the camera shift... I'd like for them to still be able to move the mouse to look around some while looking backwards, but to a limit as they aren't actually turning their character. Likewise, I want the change in view to be independent of their movement. So for example they could be running away in a straight line and look over their shoulder to see if they're being chased without having to change the direction of their movement.

cinder hamlet
narrow panther
cinder hamlet
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that would be more intuitive

narrow panther
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Have you ever tried sprinting backwards? And besides, in order to do that, the player would have to change the buttons their pressing and just hope they end up going where they want to go because they aren't looking. This way they can look back without ever changing what buttons their pressing to run.

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I acknowledge that it's a small feature that some people would never choose to use, but including it takes nothing away from the gameplay, so I see no reason not to include it.

cinder hamlet
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A lot of first person games let the player run in any direction and it's not hard to just change the buttons and look back normally

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it's intuitive

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and the shoulder look feature sounds rather unintuitive

narrow panther
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Agree to disagree then.

cold onyx
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should help

narrow panther
cold onyx
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the first night has a segment that tutorializes it if i remember correctly

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you can get Dying Light for super cheap on sale if you want to see how it plays / feels

narrow panther
# cold onyx the first night has a segment that tutorializes it if i remember correctly

Ah, I see! Thank you. Interesting... It does look pretty much like what I have in mind. I'm kind of wrestling with if I should have a secondary camera pointing back over the player's shoulder and just swap between them or if I should actually turn the main player camera similar to how Dying Light seems to do it...
My game will have multiplayer and character customization eventually, so I had kind of thought that it might be a good opportunity to use a secondary camera and pull it out so it's actually a fixed third person camera so you can actually see your character looking back over their shoulder/ turning their torso back slightly. But I feel that would take a lot of extra animation work, rather than just animating them turning their head as I would with moving the first person camera.

cold onyx
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well the former with a simple animation is how I'd go about it

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remember almost anything can be animated

azure cliff
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man, i really didn't think making a GDD would be difficult but it is, especially since i don't even have most of the story i want to use actually complete

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this process is going to take a long while

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which is fine, i expect this kind of project to take absolute years

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had an idea it might be easier to do a ps2 styled game with big open chunks to explore and such, definitely leaves plenty of room for improvement but i dunno

sudden sparrow
azure cliff
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The moment you write more and more then remember all the lore you made, so you start realizing the scope of this project

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It’s grown out of control since day 1, wonder if it’d still be worth it

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Unless I simply do parts and release bits at a time in a continuous story

cinder hamlet
buoyant turret
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how do i get good at level design?

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i mean this looks bad af :/ idk how to make levels lol

cinder hamlet
buoyant turret
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where do i learn theory?

cinder hamlet
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1 sec let me check

cinder hamlet
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and also game design in general

#
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check them out, his tutorials are amazing

vocal kestrel
cinder hamlet
dense talon
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Hey, got a question regarding save files stored in a games iOS/android cloud saves, could the person owning said accounts edit their saves or is that only allowed for the application saving the files?

azure cliff
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like hell i'd ever be able to write a decent book

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now i'm wondering, as i'm officially starting, do i tackle some blender first? or learn some unity basics? or fall down a rabit hole of switching on and off

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actually the main question is where do i even begin after the GDD

azure cliff
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Fair enough

sturdy wind
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Is making 3D firearms that arent exacly the most barebone basic things in unity a funny idea?

sudden pendant
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What does that even mean?

sturdy wind
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Firearm with a good degree of detail.

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But still not near AAA quality.

visual tide
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I don't see how it's funny

sturdy wind
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Making just a rely bad 3D asset that shoots cubes seems not as intresting

sudden pendant
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So don't? What's the issue here?

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Many games make use of guns of varying levels of detail and quality. You're not going to fall outside what's already been done successfully.

sturdy wind
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I know that. 🙂

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Fallout 4 was a AAA galme known for some poor quality default content for example.

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But Im just imagining a small hobby project.

sudden pendant
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But what's the actual issue you're having with your game design regarding guns?

sturdy wind
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I'm just curious of how ambitious is to make them have some degree of detail.
Stuff like reload and shooting animations.

sudden pendant
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Not at all?

sturdy wind
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🙂

glacial wind
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Hey, I need some advice. Im currently working on a fps parkour game. You can morph into different "Robots" which are spread over the map. Some have grappling hooks, some the ability to wallrun. My Question is: How to make the morph effect more interesting. Currently the old robot camera gets turned off and the new robots camera turned on. So its like a cut in a movie. But how can I make this process more interesting and make it look more polished?

vocal kestrel
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@glacial wind think about the lore/etc. of it. when you switch robots, what are they doing? copying their operating systems? switching driver control? make your animations based on that.

late vapor
glacial wind
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Sorry for the late answer. Had to eat.
You are playing an AI which escapes out of an Laboratory. The scientist have build several robots with different abilities. But after an accident they turned every robot off and ''killed" every AI. You somehow survived the extinction. You are inside the system and control a security camera. You can see a robot laying in a cage. You hack yourself inside a controlpanel and open the cage. Then you morph into the robot. (Your code gets uploaded into the robot) now you can run around and kill scientist. For different parkour elements you need different robots. Which lay in cages around the map.

azure cliff
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so, when coming up with the game itself, i have the story all figured out, but, what else should i plan before i actually start using blender and unity?

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i feel like style would be one right?

sleek phoenix
azure cliff
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along with gameplay and whatnot, but, it feels like if i don't figure it all out now, then it'll be a mess later when i get to it

sleek phoenix
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i hope you're not planning to make this your first project

azure cliff
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oh no, this is after i take on a few smaller projects

sleek phoenix
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then make those first, learn your limitations, and come back to this later

azure cliff
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that's true

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though i don't think the process of learning the original stuff will take long, i just wanna be sure because i'll still be putting focus into the game i want to make while i'm learning

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getting ideas down

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fleshing things out

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if that makes sense

sleek phoenix
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no plan survives contact with the enemy

azure cliff
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a plan can be made while you are training

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the plan will obviously change during that time of course, i'm accounting for that

sleek phoenix
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also, lol

don't think the process of learning the original stuff will take long

azure cliff
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i know how it'll take, and i know how long the project could take

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so i'd rather not be brushed off as ignorant for wanting to prepare and gather information while i'm learning

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that way when i do reach the point i'm plenty confident enough to start, i don't NEED to spend the extra time paper planning

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i know well that learning can take beyond a year depending on what i want to do

sleek phoenix
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just saying planning your dream game right now is likely a waste of your time
you're free to write stuff down as you learn the tools but doing it right now isn't going to be very productive imo

azure cliff
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of course, what did you think i was going to do, go straight into it?

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i'm taking notes as i'm learning, i've made points in the Documents i have for my game that things are likely to change

sleek phoenix
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idk you've been in this channel for a while, could have learned some unity basics by now

azure cliff
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i chose to go for the blender route for a little bit

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and i know a few things about blender, not enough to make a game, but a little bit to get me going

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i'm not going to make direct decisions just from what i've gathered, i just want to know about the things i SHOULD be thinking about

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while i am planning

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so that when i reach that point i won't need to worry about thinking about all the little nitknacks

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so if you're not going to provide a suitable answer then i don't understand what your point is here

sleek phoenix
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there's nothing you should be worrying about, thats my point. work on it as you learn, planning every single nitty detail ahead is a waste of time

azure cliff
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maybe there's a misunderstanding

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i'm not talking entirely technical

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i'm talking about the wallpaper the presides over the drywall

sleek phoenix
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Yes, and my point still stands

azure cliff
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deterrent

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i'm not entirely convinced it is a waste of time

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yes i know things will change, the current idea won't last, which is why while i'm practicing, i can plan for change.

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i really don't WANT to be thinking about everything after the fact, as it'll just take even more time

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so, try and convince me that thinking about the project at a constant while i'm working towards it is a waste of my time

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taking small notes and revising the story to match with the flow

sleek phoenix
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I already said think about it as you learn, I'm saying whatever details you do before you even start getting a grasp on the tools is a waste of time

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if you do it later you'll actually know your abilities and limitations instead of working around a theoretical

azure cliff
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well i obviously wasn't going to do it before, but, i think you misunderstood.

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i do not intend to simply come to a decision

sleek phoenix
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your original question was "so, when coming up with the game itself, i have the story all figured out, but, what else should i plan before i actually start using blender and unity?"

azure cliff
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yes

sleek phoenix
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my answer to that is "nothing"

azure cliff
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i've worked on the story for a very long time

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guess i did phrase that wrong

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i should have asked, what can i think about while i'm learning blender and unity

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what things can i think about that won't force me into corners or make mistakes

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though maybe it'd be easier to answer it myself than to have someone tell me it's a waste of time to be coming to choices while i work

sleek phoenix
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imo, its better to work towards a prototype with all the core gameplay loops and get that playable and iterate on that

azure cliff
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i also did say i didn't want to think about technical, i already know i'm going to be doing prototypes, seeing what sticks

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that's for later

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i mean for the games designs, not how combat will work, i mean, it'll be good to collect ideas and try them, but that's not exactly what i'm talking about

sleek phoenix
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but combat is part of the game's design?

azure cliff
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i'm just looking for what others think may be good to think on while i work towards the goal, aesthetic wise, maybe a tiny bit of technical, if it fits and isn't going to affect the main flow

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well obviously

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but that's not what i meant, i know combat's apart of the design process, but i mean outside of the stuff that'll evolve with how i learn

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maybe i'm just a bit too confusing

marsh edge
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anyone know anything ab SQL lol

sleek phoenix
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like I said, asking for ideas around these vague design questions isn't exactly helpful at this stage. If you're literally just looking for an artstyle I guess you can just look at other games for inspiration

sleek phoenix
azure cliff
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maybe it'll just be best to think about this stuff as it comes to, as i know i'm not going to come anything major, but this early on, even in planning stages i feel like it'd be good to think and not come to choice

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for instance, the things i'm already going to be thinking about is the combat, aesthetic, little niches, level layouts and whatnot

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but i'm not coming to a decision, i just wanted to know what others think about when designing a game

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instead of being told to think about it later

sleek phoenix
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I would just say look at other GDDs as reference 🤷
I'm obviously not a designer myself, I've just seen my share of overambitious projects

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with too much planning and not enough doing

azure cliff
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what would you describe as overambitious, besides the too much planning

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because i only really want to plan the paint and maybe some of the level design (only as i go of course)

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and the paint will change, because monster hunter rise seems kinda fun as of late-

sleek phoenix
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beginners thinking they'll make the next fortnite or mmo or jrpg

azure cliff
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that's

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ah, no, this is just a passion project

sleek phoenix
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passion projects can still be overambitious

azure cliff
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it'll also look good on a resume if it's a good game, if i were to go for a game studio job, depending if the studio uses the same engines

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that's fair

sleek phoenix
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how about this: what is your game?

azure cliff
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well the original idea (that i'm just using as a base) is a bit along the lines of KH1, or something along the ps2 era, and yeah, i know it'll probably take an ungodly amount of time

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or maybe not, depending on how well i figure things out, who knows

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wanted to separate the game into bits, develop each bit differently as i learn

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stopping as i please and using it as points of growth, look back on each version and change things up

sleek phoenix
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saying KH1 isn't exactly descriptive. do you just mean the combat and levels? gummi ships? characters? disney license?

azure cliff
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ah, specific

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combat i wanted to have it like a more grounded KH1, it's a bubbly game

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levels similar, though the idea is floating around to give weapons levels as well, swing faster and such

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but i also wanted to do some kind of stamina system so you couldn't spam and had to watch yourself, a lot of it is still a thought though, so it may change as i learn

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and definitely no disney

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character wise i had the idea of a switchout system with a few characters, having a classic RPG character system for combat, so you'd switch out donald for herc (in the sense if it were disney) at whatever point in the game you'd like

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of course the character stuff would only happen after i finish the protagonist and their niches

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which is why i'm separating it into several bits so i don't get frustrated working on one BIG project

sleek phoenix
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ok gonna be frank here, even an experienced developer is not gonna be able to finish this in a decade

azure cliff
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not on their own, probably not

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buuut i still wanna do it

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even if it's not everything i described

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what's your thought, what would be manageable

sleek phoenix
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even polishing up a combat prototype is going to take you years

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so the question is, what are you willing to cut?

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and do you ever want to finish the project

azure cliff
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probably the character system, leave it to one extra character, maybe the weapon level up system, maybe stamina, but that ones pretty enticing

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i know unlike KH i didn't want to do magic

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and as far as finishing the project

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nope, unless i can get a team up and going for it, nope, it'll just be passive, i do still want to eventually work in the game design market, but i've shoved any hope of ever finishing the story into a pit unless some studio likes the concept enough and asks me to, which, again, i've shoved into a pit

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chances are "finishing it" will be me just making comics

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it's a passion project to simply grow, but i still wanted to think of things

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passive project focused on just growing and doing more art stuff, because i know it's at least going to help in my art

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along with understanding how developers think

sleek phoenix
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eh, at least you recognize that I guess. That makes it even more reason not to think about that many details at this stage tbh, and you're more likely to waste less time thinking about it later when you have a better grasp on the development process

azure cliff
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that's true, it won't stop me from coming up with ideas that'll eventually change though, kinda hard NOT to

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a small bit of me hopes that if i can atleast pull off a few versions i can get a group of people interested enough to help me

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but that's a low chance

sleek phoenix
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coming up with ideas as you go along is fine, but sitting down and planning a bunch of details without any development experience isn't

azure cliff
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well yeah, it's not like i meant to plan a bunch of details without the experience, i wish merely to think

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maybe if i do well enough i can get myself hired somewhere lol

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not tryna be the next undertale

sleek phoenix
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thinking is part of planning

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getting a job is a whole other beast

azure cliff
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hahah yeah

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oh to work at a large company, though, if i develop more skills, i'll be more valuable

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the idea of being a concept artist is nice, which was actually my main drive to do this project

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to do concept art

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but then to develop another skill for that concept art

sleek phoenix
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yeah uh you're not going to be a better concept artist by making a whole ass game

azure cliff
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actually, having talked to a few artists in the business, they talk about how their art has vastly improved, especially with the modeling department

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so that's not entirely true, the coding parts just a personal goal

sleek phoenix
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okay but not a game as huge as yours and probably not by themselves

azure cliff
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hmm, still wanna do it, it'd be a fun process, as aggravating as it will also be

sleek phoenix
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you become a better concept artist by making concept art. That means actually working on a team on a project and learning what the team needs from your art, and how to make designs suitable for the project you're on

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you can only learn so much by working solo

azure cliff
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guess i didn't think about that, arts not good enough to do concept art now so it's solo riding until i find a project thats looking for members

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but i assume by all that, you are saying to go and join a team of some kind

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you keep mentioning how it would take too long solo, and how it's not going to be done solo

sleek phoenix
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well yeah, game dev is rarely a solo endeavor for a reason

azure cliff
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that's true

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certainly never going to tackle music or sound on my own holy hell

sleek phoenix
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if your ultimate goal is to get a job, then joining a team and working on projects is probably the best way to boost your portfolio

azure cliff
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of course

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but i don't see the use in joining a team without having the experience

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so making whatever i can with this game will still provide good experience

sleek phoenix
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plenty of gamejam teams take people with 0 experience

azure cliff
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a h?

sleek phoenix
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ideally you'd know some engine basics but thats usually good enough

azure cliff
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a h..

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that's an idea that's now existing

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maybe you can explain a little more?

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since obv solo isn't the way, i'm still going to do solo for a little bit, but, i do wanna know more about this

sleek phoenix
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do you know what a gamejam is?

azure cliff
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it's a kind of event right?

sleek phoenix
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yes, and?

azure cliff
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it's an indie game event where people show off games?

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that's as far as i know

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i've been interested in making games for awhile, but, i never thought about gamejams

sleek phoenix
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not quite, its a thing where people get together to make games within a short period of time, like 3 days or a week, usually centered around a theme

azure cliff
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ah ?

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is it a local thing?

sleek phoenix
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global game jam has local events, but many of them are online

azure cliff
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suppose these may look good on a resume if i did go through with them

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working on multiple teams to develop a game of a specific theme

sleek phoenix
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if you come out with a game you're willing to showcase, sure

azure cliff
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i am now stuck at the dilemma, i guess i could work solo but still attend these events

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still learning while learning

sleek phoenix
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the thing about gamejams is they're not a huge time commitment, so its fine to just take a few days to work on something new with other people

azure cliff
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which is why i feel it'd be nice to join one

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i'm still nervous, working in teams has NEVER been my strong suit, even at work, i did everything better solo, so this stuff is a completely different direction

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suppose it'll be healthy

sleek phoenix
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you have to work in a team when you have a job, so its inevitable

azure cliff
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that's true

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god, thanks for telling me about this stuff though, i might've come off as a bit rude, sorry if i did

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not going to put the idea on the back burner though, it'll still be something to do while i'm doing whatever else

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you know what, i think i will join this game jam

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see if it works out

cinder hamlet
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when looking for a team be careful that you dont end up with someone who will stop caring halfway through

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happened to a surprising amount of people during GMTK jam 2022

lone mulch
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Is there a channel for jobs and stuff? Looking for 3d modeling work

sudden pendant
lone mulch
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ok

nova plover
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I'm giving myself a challenge to try and make a small game slice based on this prompt I came up with "a point-and-click adventure, but remove either the point or the click part of the game."

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I can certainly figure things out on the "point-only" method where your character will only move to or interact with items you hover your cursor over, but I'm curious how someone would do a "point-and-click game but you can only click"?

sudden pendant
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How about a game where left click = left path and right click = right path. So it's a bit of a choose your own adventure. Dialogue can be satisfied by also using left/right to choose between two options.

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Or, a side scrolling point-and-click (like curse of monkey island), where you just use left/right clicks to move the character. When you're near something you can interact with, clicking both mouse buttons will do so. No pointing needed.

nova plover
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That is an interesting idea...I can perhaps take that idea further by making middle mouse button the interact button or something.

Alternatively, a point and click adventure using text commands can also qualify perhaps. For example, you type the command to the player ("walk to door") and then just click on the left mouse button to confirm it, or the right mouse button to cancel it.

unique oracle
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I was making a space game and i was not sure about the player ship.
What do you think about these ships?
The player ship will evolve from 1 to 8

vocal kestrel
vocal kestrel
unique oracle
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What changes would you advice?

vocal kestrel
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5-6 a little bit too

unique oracle
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So if I make 5 a bit more similar to 4 and then 6 more similar to 7?

vocal kestrel
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But I suggest you get more feedback from others first, someone else might say the opposite of me.

unique oracle
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ok, tnx UnityChanThumbsUp

wild meadow
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What sort of things should I keep in mind when deciding desktop vs mobile?

snow nacelle
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do you want your game to run on a computer? then choose desktop
do you want your game to run on a smartphone or tablet? then choose mobile
those are pretty much the most important considerations when deciding between targeting desktop and mobile

wild meadow
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Well by run on a smartphone, do you mean from the app store or from a web page?

snow nacelle
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from the app store. unity's webgl doesn't really support mobile very well at the moment

wild meadow
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Yes now I just have to get that bolted into my memory so I stop forgetting it.

finite yoke
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should clouds be marshmallowy or thin and wispy

finite yoke
cold onyx
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yea I just thought the same

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4 > 8

sour anvil
# unique oracle I was making a space game and i was not sure about the player ship. What do you ...

There's an old coin-op game where your ship evolves as you pick up drops. If you don't pick up anything for a while, it starts de-evolving. https://www.youtube.com/watch?v=vwNzHw7dUYE

Darwin 4078 (ダーウィン4078, dāwin yon zero nana hachi) is an arcade game released by Data East in 1986. The game is a vertical scrolling shoot 'em up like Xevious, but as the title indicates, Charles Darwin's theory of evolution is incorporated into the gameplay.

▶ Play video
unique oracle
unique oracle
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@vocal kestrel @finite yoke @cold onyx @cold onyx
What do you think about the order now?

cold onyx
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looks better it gradually upgraded bigger that’s better!

unique oracle
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What do you think about the drag lines? Too much? Should I remove them? UnityChanHuh

cold onyx
unique oracle
vocal kestrel
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What all would I need to know how to do to be able to make a two player card game?

sudden pendant
vocal kestrel
sudden pendant
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Then, what about a card game is the issue? Seems like you're relatively well equipped to make an attempt if that's the case.

vocal kestrel
sudden pendant
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There's nothing special on the multiplayer side of things. Being turn based, it should be relatively simple. The hardest part will not even be that, it'll be the actual gameplay.

vocal kestrel
sudden pendant
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Always better to prototype anything first yep

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Being multiplayer, and a card game, paper would be the easiest way to know if it's worth spending time on.

lament mango
cold onyx
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EVERYTHING you do has to go through the host then be sent back to all players

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i had to remove it from one of my projects because of just how long it takes to sync even the smallest things

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then bugtest every little aspect of it

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there are a few good additions to help you though, like clientside transform sync

cunning rover
#

Has anyone has any reference for Need For Speed Mapping that takes place at bottom left in unity?
I wanted to use that kinda thing

hollow forge
#

can someone tell me a horror game idea? I tried asking ChatGPT but it gave me only At Dead Of Night but just different plot. (something unique)

cold onyx
#

how creative do you want to get? @hollow forge

hollow forge
cold onyx
#

the issue with writing or designing horror games is that everything you can think of has been done to some extent.

#

small magic things? how do you mean

hollow forge
cold onyx
#

what is the source of the magic?

#

interdimensional gateway? already in universe?

hollow forge
cold onyx
#

so where does the horror come in

pseudo yacht
#

hey where channel support

cold onyx
hollow forge
#

where you gotta move, complete puzzles and things

cold onyx
#

how about a black book of banned spells is stolen out of protection and opens a gateway to a realm of pure evils

#

then these beings of unfathomable horror escape and you're tasked with banishing them

pseudo yacht
cold onyx
#

some creative freedom in enemy design

cold onyx
cold onyx
#

i.e. a forest with a known being somewhere inside and as you're exploring the trees get stranger and stranger until you see them start to move then realise they aren't trees but the contorted bodies of these demons

pseudo yacht
#

Uhh ! No one answered me 😦

cold onyx
#

would be better than a jumpscare imo, because it would build a lot of tension around the environments. and can really make you uncomfortable when you figure out they were all around you the whole time

cold onyx
hollow forge
pseudo yacht
#

Okay, I understand

cold onyx
#

although, my personal favourite type of horror is Capitalist Body Horror featured in like only 2 games. Cruelty Squad and Space Warlord Organ Trading Simulator.

#

look how cool this design is

pseudo yacht
#

Oh no ! Cringe !!!!!!

cold onyx
cinder hamlet
boreal finch
#

can anyone help me i need a 2d sprite rpg design with animations "top-down"
ref-

sudden pendant
boreal finch
sudden pendant
#

Just search Google 🤔

boreal finch
#

I did for like 4hrs straight

sudden pendant
#

Nobody has any secret database of perfect artwork. Whatever you found is what's available.

pastel portal
#

hey guys iam new to unity and i just started in learning it and i have already aproblem

boreal finch
sudden pendant
#

Nobody is being rude. You asked and you've been given an answer.

sudden pendant
pastel portal
boreal finch
cinder hamlet
cinder hamlet
#

don't ask to ask

#

you can just ask directly

buoyant turret
#

is it bad if my character has super short legs?

steep umbra
#

Depends on the size on the screen, the mood of the game and a lot other things I'd say.
Lots of character designs have humanoid body shape but certain aspects being very small and others being very large to emphasise certain characteristics, e.g. large arms and hands because this baddie is going to slap you

unique oracle
#

Is it more cost efficient to have 20 box collider in an object or a single mesh collider?

wary halo
unique oracle
#

ty for the info

cold onyx
#

Yoo, I was wondering how textures are done, because when I downloaded a texture i got AmbientOcclusion, Color, Displacement and NormalGL files that somehow are merged in games. Could someone explain it?

wary halo
steep umbra
#

They're different things used primarily for lighting. Color is just plain color, the base color for the object, Normal represents the surface normal, the vector going perpendicular to the surface and is used to add depth to the texture ("crinkly surface" basically), AmbientOcclusion has a somewhat similar effect but it's kind of like self-shadowing from environmental light (so not light sources, just the light that's ever present).
Displacement I think is the one used for actually adjusting the vertices - another depth type thing for visual quality.

#

And as Steve said, they're for materials, not textures.

cold onyx
#

thxx

heady lantern
#

is it ok to make terrains using unity shapes

#

are there like drawbacks than making the whole thing in blender

alpine marsh
# heady lantern is it ok to make terrains using unity shapes

There is a dedicated 'Terrain' asset / gameobject. It provides terrain-specific tools but it can be pretty expensive performance-wise. If you're making a game for mobile I would recommend modelling it in Blender, otherwise it's more flexible to use the Unity Terrain system.

sudden pendant
#

@hollow moth There's no off topic here.

hollow moth
brisk yew
#

Hey guys how do I make the bars not change their size depending on screen resolution

#

pic 1:

#

pic 2:

#

How can I scale it based on screen resolution?

vital void
#

@gritty pike Do you mind if I ask you some more questions about the shader baker in DMs? I got it to work at runtime but there's some issues.

cold onyx
#

How do you think a zombie game like this would play like? With that far camera and hordes

sudden pendant
wintry briar
#

But it seems like a cool game idea

cold onyx
#

I'll tweak it and i'll see if it goes somewhere

weary thicket
granite kindle
gilded plover
sinful sigil
#

if i have a bunch of objects in the scene that are disabled will that affect performance?

#

im making a fps multiplayer game and rather than changing the scene I want to just enable the different maps in the same scene

candid haven
#

how hard would it be to build a 2D game world based on bitmaps? black values of 255 would become walls and floors, white values of 255 also for example could become spawn points

sudden pendant
#

Don't think it would be. Harder still would be someone translating those colours into meaning. Unless you swap them out with sprites, but then you just have a normal 2D world.

lavish pier
#

Hello, budding Unity user here, I am having some trouble with colliders in my first ever project. I've been searching for similar issues/solutions for 2 days now but with no luck. The red area is blocking movement even though there is no collider attached to that location. I am very new to game design/dev (started this week!)

cold onyx
lavish pier
cold onyx
#

Go into the player's collider and there it should show the contacts

#

On info > contacts

grizzled tree
#

i need help brainstorming ideas. im making a game for a game jam where its a platformer and you are tiny and need to jump to the top to escape. i need ideas on what that place that the player is escaping from could be. suggestions?

cold onyx
#

The player is a demon and you are escaping from a church, idk

#

and the traps are crosses

#

And the church's choir are your enemies

lavish pier
lavish pier
cold onyx
#

You could ask it in the unity-ask channel, maybe they have an idea why

#

I would check with OnCollisionEnter2D with what exactly you are colliding with

grizzled tree
#

i just had an idea, i could make the game kinda like stray aesthetic wise. problem is, would it be too much like stray in concept lol

cold onyx
#

2D or 3D?

grizzled tree
#

3d

cold onyx
#

Then maybe yeah lol

grizzled tree
#

agh i just had an idea that could work, but idk if id have time to make all the assets needed in time, and id have to change the game name to something else

lavish pier
cold onyx
#

It's in the DISCUSSION section

#

the first one

lavish pier
#

i disagree 😉

cold onyx
#

ah i mean unity-talk lol

#

that's where i ask my stuff

#

i almost got it right lol

lavish pier
#

hehe i'll check it out, thanks for the attempt!

cold onyx
#

When I resize the game view window the canvas I made with a legacy text in it changes positions, anyone know how to fix it so it stays in one spot?

ornate forum
#

Was wondering on how I could make a game based on certain topics.
3 topis:
A dream for the future,
Contemporary concerns and provocation. Any idea is welcome

cold onyx
#

A Dream for the future create a game where everything you witness happens in a Dream.. basically create a dystopian future and make the story based on a Dream like none of it ever truly happened idk just an idea😂🤨

#

Or again create a story that someone probably your main character can see the future and create some sort of a gameplay around that

nova plover
#

I have this thought about non-linear games and interactive choice making...so I'm a huge fan of Telltale style point and click adventure game, where major decisions change how the story is presented, but for obvious reasons they are pretty much required to be played chronologically in order for the choices to have the effect intended. I recently saw Netflix's Kaleidoscope series, which is designed specifically for viewers to watch each episode in whatever random order they choose, and thought it would be cool if there was a telltale-style game like that where the player can do the episodes in a random order, make choices and still have the choices reflect in the game's narrative.

And then I realized Telltale had a special DLC episode for the Walking Dead called 400 days.

cold onyx
#

does anyone know a fix im really new

#

idk what to do i just started

#

oh sorry

sudden pendant
#

@quartz coyote We don't have a job and collaboration channel as you've said. You can use the forums for the #📖┃code-of-conduct.

However, it has to be a Unity project to post there

steep linden
#

I know its kind of a open ended question, but what does exactly make a controller tight

#

I'm working on a fps game, and I can't help but feel that the player controller I made is kind of slippery

#

I'm trying to make it precise and fast at the same time

#

kind of like titan fall

#

where I can always feel I can gain speed

#

but I can't really figure out where I am going wrong

woeful glen
#

anyone knows why my light isnt emitting light?

steep linden
dusky bobcat
#

one question, i have a tactical tablet in the game rn which Will sserve as a map aswell as a support caller. should i limit that to just the squad leaders/radio dudes or should i give to everyone and just limit it for non squad leads/radio dudes

dusky bobcat
# steep linden kind of like titan fall

try searching dani tutorials movement, he did a rigidbody movement tutorial similar to the one in his game(karlson), also there might be alot better tutorials but thats the first one that came to my mind

steep linden
#

its not about the implementation it self, although that might help

#

my main question is about the feel it self

#

why does mario's controls in odyssey feel tight af

#

but in sunshine its a bit on the slippery side

dusky bobcat
#

i mean, i think that has to do whit that ur using?

#

rigidbodys slide more than character controllers for example(i think)

#

like something moves trough set position, the other moves by adding force which will get you to the position but more smooth

#

thats my look on it

steep linden
#

whats your game about?

dusky bobcat
steep linden
#

multiplayer?

mint temple
uncut pecan
# dusky bobcat one question, i have a tactical tablet in the game rn which Will sserve as a map...

If its a zombie shooter then you would probably want to give the tactical tablet to everyone unless you wanted to make the game alot more reliant on teamwork, if you wanted to be unique, but personally I don't think that would work that well for a zombie shooter. If your squad leader wasn't communicating then it would make completing the objective ( assuming its like L4D2 ) significantly more annoying.

cold onyx
#

Anyone got any ideas for how I could make the sprites not get lost with the background?

#

I tried with a dock but couldn't get it right

sudden pendant
#

This is a screenshot of your desktop ...?

cold onyx
#

I mean the sprites to the right

#

they are an overlay

sudden pendant
#

In Unity? 🤔

cold onyx
#

yeah

sudden pendant
#

I'm confused. Is this all in Unity? As in you took a screenshot of your desktop and put it in Unity and have icons on top?

#

As for having them standout, put a white border around them?

cold onyx
#

the program has a transparent background

#

that's why you can see behind

#

it's just a normal window, but transparent

#

and I'm trying to find a way for those sprites to not get lost with the background

sudden pendant
#

Put a white border around them

cold onyx
#

I did both a black and white border, but it didn't look right

#

will try again though

buoyant elbow
#

give option to put sprites in a panel with a slightly less transparent dark bg. like a group or side bar esk thing. .. check out windows fences, its a desktop mod app allows for grouping of icons.

cold onyx
#

I hadn't though of that, will try

woeful glen
mint temple
woeful glen
#

cant really say i fixed it, i added an area light in it and made it transparent

sudden pendant
woeful glen
#

alr sorry

zinc heart
#

Hey guys, so, naming-wise, this feels like it falls in two camps. Do you call the items you can pick up:
1️⃣ Collectable
2️⃣ Collectible

sudden pendant
#

I struggle with this all the time, just yesterday even. I haven't settled on a spelling.

#

Prefab is collectable, my script is CollectibleController. 🤷‍♂️

faint burrow
sudden pendant
#

As a non-american, I do like the look of collectable

faint burrow
#

Me too

heady terrace
#

non-american too, but collectible sounds more familiar than collectable, at least for game terms.
Collectable sounds more like something financial.

sudden pendant
#

@deft acorn We don't allow job postings here, no. You can use the forums for the #📖┃code-of-conduct, or other discords that have a space for postings.

wise scaffold
#

Hi, i have a question, how to make my camera view inside of an interior when the player goes inside an interior, like the roof and walls will be removed and the inside will be visible, just like in zomboid

#

this is game design related right?

cinder hamlet
vocal kestrel
#

Game design would be if your camera should do that. How to make it do that is not game design

river onyx
#

someone has ideas for a first person adventure game?

cinder hamlet
fast cloud
#

hi everyone, i have tried to learn unity so many times and i just give up when i need assets for my game

what do you recommend? i really want to start developing games but im horrible at drawing pixel art and even worse at 3d modelling, should i keep trying to learn art design or are there other options?

river onyx
dusky bobcat
river onyx
#

genius thank you

#

someone got a idea what the story of the game could be?

mild void
faint burrow
steady heath
#

So I've got a relatively ambitious idea for a game I would like to make.
I'm wondering if anyone in here has any advice for me before I start this project.

The core concept of the game is essentially a visual novel type of thing. But each character is an AI construct inside a digitally rendered mindscape.
The plan is for the characters to be represented with basic low-poly shapes and somewhat intricate patterns that move and pulse with their voice modulation.

It's gonna need to be a somewhat 3D game, in the sense that you can move within the gameworld between locations. But the only camera movement you will really be doing yourself is more like 3D menu parallax, to nod yes and no, and to help you feel more in the game world.

#

I've got an aesthetic in mind, but the mechanics are not set in stone, as I'm familiar enough with programming to know not to get my heart set on something that may not be feasible.

#

As for voices. I'm not gonna be voice acting them all while testing. I'll just use some 8-bit noises with text on screen for testing purposes until the game is in a more completed state

sleek phoenix
steady heath
# sleek phoenix how many projects have you worked on before this?

Various simple scripted game mods(starbound, MCPE, Rivals of Aether), robotics competition programming back in HS, updated an old GBA ROM hack a few years ago.

I've messed around in unity a bit with the FPS microgame. Know enough to know how little I know, but that's not too intimidating. Just looking for some advice on where to start, cause there's a lot I need to learn, and I've spent enough time in tutorial videos to know that it's usually better to jump in and fiddle with things till you understand them

#

Oh yeah and the time I did audio mods in Star Wars BF2 EA. Hah

sleek phoenix
potent timber
#

Does every game have an antagonist the same way every story has one?

sleek phoenix
potent timber
#

In games you're almost always interacting against something

sleek phoenix
#

does snake have an antagonist?

#

also you're definitely stretching the definition of antagonist a little there

potent timber
#

Your own tail + your unending growth

steep umbra
#

A concept is an antagonist now?

potent timber
#

what would you call it then?

#

im not married to the word

steep umbra
#

You're the one asking the question

sleek phoenix
#

obstacles to a goal, I suppose

potent timber
#

Like every story has a protagonist / antagonist, every game has a goal / obstacles to that goal

steep umbra
#

at that point you're getting into the definition of what a game is, and... a lot of them agree that a game isn't a game without a goal and/or obstacles to beat

cinder hamlet
dusky bobcat
#

and when you die you wake up in the middle of the night, act like it was a nightmare and go back to sleep

river onyx
#

nah its not fitting, i already found a story with my frienddoomtroll

dusky bobcat
#

alr

cold onyx
#

sandbox games for example

vivid spindle
#

Chess/fps vr game idea

ancient sphinx
#

Hello there, I've got an idea for a 2D platformer, where the character has 4 types of attacks available. The thing is, it's a rather fast paced game with lots of jumping, fighting and climbing and I don't know how to deal with the inputs. What do you think? In RPGs I would just make a menu, but here I would need 4 buttons just for attacks.

#

the character is supposed to learn the attacks one at a time, not know them all from the beginning. Maybe one button to switch attacks and one to attack?

steep umbra
#

Start with platform and intended interface.
Because if it's computer, is it keyboard and mouse? Just keyboard? Do you intend to support gamepad?

That's pretty core to designing a control scheme

ancient sphinx
#

PC game, preferably keyboard, but would be cool to include gamepad support (a standard PS4 gamepad design when it comes to number of buttons)

#

anyway, no touch or sensor input for now

#

and I'd like the controls to be intuitive

steep umbra
#

Intuitive is not something you just do, and how the different controls feel or behave is a huge part of that too.
But think about what controls you want for the basic movement (A+D for left-right and space for jump?) and try to find keys that are easily reachable and better yet have fingers resting on them naturally while using those controls.

My best advice really is to start with the movement controls, try, test and iterate.

ancient sphinx
#

movement controls would be arrow or wsad keys, left-right-up-down (I want toinclude climbing ladders or other obstacles and crouching), space for jumping and the attack keys. I need one for melee attacks, one for magic attacks and one for switching between the 4 attacks I mentioned

ancient sphinx
#

question is how do I control 4 attacks at once? Make a switcher? Or map them to different inputs?

cinder hamlet
#

you might want to take the DMC approach where you do different moves if youre aiming your left stick towards or away from enemy

#

or Witcher 3 where it's just two buttons for 4 attacks: press the button for one attack, hold for a different one

sleek phoenix
ancient sphinx
# cinder hamlet what kind of attacks are we talking about?

Let’s say the character can use a water attack, an earth attack, a fire attack or a wind attack. The player has to choose between them. Apart from them, there’s a sword always available and basic movement and jumping, climbing or ducking as I mentioned

faint burrow
#

what's the question

daring eagle
#

can i curve a quad?

sudden pendant
#

Not a game design question.

You can model it in a program or do it in shader by moving the vertices.

cinder hamlet
normal lance
#

Hi

hallow brook
#

So
I'm trying to make a Visual novel
and I'm working on all the visual UI stuffs in terms of design and locations
and I've noticed from images and stuff that the character you are seems to be in the back, and not above the text box
Does anyone have any insight of game design to help me figure out what's best?
I'll send an example
random image I've seen in google images

#

characters are on the back, even when the character you play as is not a narrator type of character

#

If you play a fully visual and standalone character, I think it'd make sense if it appeared like dialogue in lets saaay, Hades looks

sudden pendant
#

And you're asking why that is, or?

hallow brook
#

I'm trying to figure out what is the best way to design my ui

#

for example I've made this little thing real quick

#

to mock up the direction

sudden pendant
#

Do these examples not work for you?

hallow brook
hallow brook
#

Should the main character also be on the back, despite you playing as them, or should they have more focus?

#

And for example when someone talks to you, the text box and portrait location would be reversed

steep umbra
#

I think your mock up is fine. Possibly with a few options for the dialogue box as right now it seems like the player character is speaking and reusing the same box for NPCs could look weird

sudden pendant
#

The best approach here is honestly whatever you think fits the look you want.

The main reason for them being behind the dialogue is simply so you don't have to deal with blocking the text since each portrait is different.

From your mock-up, there's a nice clean vertical edge that, if all portraits use, will work fine for being on top.

steep umbra
#

Or that flipping idea, that's a neat solution to it too.

hallow brook
#

obviously wont be transparent but just gone

#

Just for the visuals of it

#

Would that make sense visually?

sudden pendant
#

You also have to consider smaller width aspect ratios, especially if this is for mobile. What happens on a thin resolution, and the characters have to slide in towards the center.

Being behind the box means they can without sacrificing the textbox size

hallow brook
#

true

#

the main issue with flipping it is how text is treated

#

because english goes left to right

#

And it might look odd

sudden pendant
#

If your portraits all have that clean edge, then your text simple never goes beyond that in either direction

hallow brook
#

Mhm

#

I think I'm set on the first non flipped option

steep umbra
#

Resolution is a legit concern. And localisation if that's relevant at all.

hallow brook
#

But I'm not really sure about the npc dialogues

#

Going back and forth with flipping the location would be weird

#

so the textbox itself has to stay fixed no matter what

#

There should be some sort of theory about these type of things

#

in most games however, the portrait stays the same location

#

So maybe it's better to do that?

#

Just a fixed location for both portrait and dialogue box

#

Although when I do look at it

#

games like celeste have the portrait the same, but the location of it depends on if you're on the right or left of the screen

#

But it is a visual novel, so I guess that doesnt matter

sudden pendant
#

If it doesn't hurt the player, then it doesn't matter. It's purely visual preference.

hallow brook
#

I guess so

#

I think the states of dialogue boxes are to have a 'narrator' like type

#

and a portrait type

#

the only difference is that there's no portrait in one

#

so it wont ruin the flow of text

cold onyx
#

hey guys do you think a final boss should lean towards being more climactic/atmospheric or more difficult

#

because i think a too difficult final boss diminishes the awe factor of the game coming to a close if the player gets more frustrated than excited

#

but it cant be a cakewalk either

#

if you had to choose

#

which is more important

hallow brook
#

I think an easier but satisfying boss fight is better than a challenging but boring one

#

I think it should have challenge

#

But like, lots of scripted events are nice

cold onyx
#

thats fair enough

hallow brook
#

As long as it's fun ofc

#

Fun is the most important factor imo

#

If it's not fun, why bother?

cold onyx
#

wise

#

thanks

hallow brook
#

Reggie said that UnityChanThumbsUp

vocal kestrel
#

Depends on the game, too

cold onyx
#

true

#

obviously it should be a mix of both

#

but its very hard to pull that off

#

like the only example i can think of off the top of my head is slave knight gael from dark souls 3

#

and thats it

#

or asriel from undertale

hallow brook
#

I'd advise to take inspiration from Zelda games

#

The final bosses are almost always super climactic

#

Sometimes hard too

#

Demise for example, or twilight princess ganondorf

#

They do these right

#

The guy dies standing up with a sword in his chest

cold onyx
hallow brook
#

Who dies standing up

#

That's so cool

#

And like you fight him on horseback and stuff and whatnot

#

The setting is important too

cold onyx
#

i'd say imo after losing at least 6 or 7 times any excitement has been replaced with frustration

vocal kestrel
#

If you're making an arcade style game, for example, then a final boss should be more hard than thematic

cold onyx
#

good point

steep badger
#

I wanna make a scene where the player is in a car, but the trees and road and everything are moving back like the players driving but they can't control the car. Sorry idk how else to describe it but does anybody know how to do that? I can't find ANY tutorials on it.

sleek phoenix
steep badger
sleek phoenix
steep badger
#

oh alright, tysm!

cinder hamlet
steep badger
dreamy hatch
#

anyone have some sort of resource for a Road map for building 2d games in unity, like from the very beginning?

zealous pollen
late vapor
zealous pollen
#

I stopped playing it a few months ago, the devs gave up on it

late vapor
#

I played since day one and still can't go for too long without reinstalling

zealous pollen
#

The progression system, which is what most people hated, is mostly fixed

#

It's just everything else

late vapor
#

even though I rage uninstall every time because an ability I tried to micro fired off 1-2 seconds late

#

better make a thread before we flood this channel

zealous pollen
#

They still havent fixed their netcode after over a year, and the meta is super stale

zealous pollen
late vapor
#

btdb2

sonic badger
#

Could yall help me with a 5 minute survey for a game class im in? Thank you!!!

chilly oriole
#

What are some good places inside of a work building, besides, work areas, and offices, like pipe rooms and stuff like that would be good for adding to my game?

modern orbit
#

Hi, i want to make an enemy that is huge and when it jumps it sends a "shockwave" in a long direction, i cant figure out how i want it to look (the shockwave) has anyone seen something like that? dont know what to google

calm river
chilly oriole
# calm river needs more context

I'm saying that i'm looking for more rooms to add to my game, that arent rooms that normal employees can casually walk around, like Pipe rooms or electrical rooms, or a room, that only proffesionals are meant to be in.

calm river
chilly oriole
calm river
#

np

versed ocean
forest ember
#

its a sad day for me today that i realised i lost the progress on my old game and i have to restart

chilly oriole
cinder hamlet
#

or use a version control

forest ember
#

i was looking at trying to decompile the version i had but everyone ive asked how said itd be way too much work than what its worth

cinder hamlet
#
  • you'll be able to throw in some improvements on the way
forest ember
#

like one major mistake i wish i made from my old game was making everything organised

#

i never knew what was what so i was guessing alot of the time

#

and imma start being more patient too, i was askign around and everything trying to get stuff done as soon as possible, now i know to just sorta take my time and do what i can instead of stressing myself out over it

cinder hamlet
#

ok nice

forest ember
#

i tend to ramble at times 😭

cinder hamlet
versed ocean
vocal kestrel
#

Is there one genre of game that you intend to never make(or play)? For me it would probably be horror.

chilly oriole
zealous pollen
sick blaze
#

I have a gaming question in a game if you die and you reload for last check point would you expect your health to be 100% or would you expect your health to be what it was at that check point?

vernal bolt
#

What it was

sick blaze
#

Ok so say last check point you only have 2% health and not potions to sort out your health.
Would that not be a unplayable loop?

#

This is where I’m stuck as it’s only a demo and if they can’t beat the first boss and they run out of potions, it kind of breaks the game?

#

Ok let me re phase that.
So say you fight one person and you only have one health and you had to use your potion and you beat the guy with only 2hp remaining. You then save the game. You then fight another boss but you lose and your last check point will be 2%hp. I’m kind of lost

visual tide
#

Could spawn more health drops in during the fight

sick blaze
#

I’m thinking in Pokémon if you die you go back and reheal. But my thinking is well really you should have what your last save was

alpine marsh
#

Is it a respawn or a reload ? In other words, does the world reset to what it was at the time of the save or does the player simply respawn as a continuation of their actions?

sick blaze
#

You respawn at last save point

#

Sorry reload at last save

alpine marsh
#

Then you resume with what you had and you need (as a designer) to include a way for the player to not get stuck.

#

or if you're trying to make the game harsh on the players, you can also just let them get soft-locked

wintry briar
#

Why not make the player respawn with the health they last had but outside of the battle. So they can either choose to battle again or stay back and reheal

sick blaze
#

Yh so in the demo there is one potion for you to collect and every time you enter a grass area you find a npc if you win you get 1 potion. Now to me that seems ok. Yet some one played my demo. And managed to get Stuck at last save with only 2% and no potions lol

#

Thanks tho guys I have an idea

late vapor
steady heath
#

So I took a few days to think over my game and figure out what things I needed to learn. Talked it over with a few people and set up a text doc for laying out how the game needs to be structured and what mechanics it needs to have, plus how they interact, and which ones I could add on top of those if I have the ambition to.

Came to the only major hurdle of figuring out the little hacking puzzled I wanted, and what kind I was willing to program.. And I ended up scrapping the original slide-puzzle minigame idea and changing it into some sort of puzzle/combat system using BOIDs as an interactive menu.

It's a bit beyond the scope I had intended, but I've messed with 3D BOIDs in unity before, and they're not that hard to mess with once you've set them up. And well documented.
Plus, there's only so much you can do with them, so this isn't going to scope-creep too far on me, which I like.

Much preferable to making dumb little grid puzzles in a non-diegetic menu

late vapor
#

uhhh

#

this is just me

#

but I'm in the 'f slide puzzles' group

cinder hamlet
#

slide puzzles are a pain if you don't know the method for solving them

#

if you know the method, they're painfully easy

neat cave
#

Want to pick some people’s brains, working on my first commercial release and it’s a 2D metroidvania game and I’m only really doing this type of game to start smaller and understand the the full process for a commercial game, ideally I want to make 3d rpg games, my question is it really worth me investing time learning 2D art and the tools for it like asesprite or should I just grab 2D assets from the store to get the game done then focus on what I really want which is learning tools like Blender and to make the games I want to make

sleek phoenix
#

a metroidvania is still a huge scope for a solo dev even if its 2d

neat cave
sleek phoenix
neat cave
sleek phoenix
#

depends on your goals, don't see anything wrong with just grabbing assets if you just want to learn the dev process

#

I would still suggest cutting down the scope though

late vapor
#

even enemies are optional I feel

late vapor
#

otherwise you could just use 3d models but still have restrict the playing field to 2d

neat cave
blissful drift
#

hey i was wondering if theres like a chat for like helping issues

hollow night
#

Hi everyone, does anyone know how to add the bloom effect to a singular game object?

forest ember
#

hi guys

#

i was plannign on adding a jump onto my character

#

just wanted to check the vaildity of a text tutorial i came across

#

could you guys lemme know if this would be good?

late vapor
#

wrong channel

wraith flume
#

When should coding begin for a game? I am of the opinion that you shouldn't code until you know exactly what you are coding. My team members want to make art and basically make nuclear throne as step 1, then keep adding items and content. Idk but that sounds like a bad idea, any experienced people have an opinnion?

#

Is it best to treat it like carving marble where the game reveals itself to you, or to sketch out the whole thing before a line of code?

broken dirge
#

@wraith flume 99.9% of cases the specs change after the feature is coded. So I don't believe it matters when you start. There will be re-works anyway.
Ofc its impossible to code anything unless you have at least some idea of what you want.
Also sounds that the project is waaay overscoped 🤔 maybe pick a smaller game than nuclear throne. That game's weapons and upgrades are pretty complex.

dense trellis
#

Are 3d games any harder to make than 2d games?

cold onyx
pine swan
#

What are your thoughts on Light Gun Shooter games?

upper atlas
#

how can i import from blender to unity animation

#

can someone help me i have finished animation in blender but i cant import in unity

deep barn
#

A reviewer criticized on steam that my early access game has no objective. What would be an objective for a hunger games inspired game other than survive as long as possible? How do you keep your players engaged in a battle Royale game?

undone owl
#

Hi I'm having this issue when creating a 3d game. How can I fix it?

vocal kestrel
unborn terrace
#

So I have this game mechanic of breaking walls and stuff similar to rainbox six siege but I am not too sure what sort of minigame I can make out it, this is more for a showcase not an actual game so the idea needs to be easy to implement

#

Anyone has any suggestions?

late vapor
#

@unborn terrace the carnival air gun game

ashen inlet
#

Need ideas for a 3D endless runner for mobile

vivid cedar
#

Hey. How would you guys make complex buildings for a 3d game ? take for example tarkov like buildings etc with a lot of entities inside it etc. Would you just build a 3d house with nothing inside of it as a seperate object and then add everything in side of it seperately and would you build the house in a 3d program like blender or straight inside of unity ?

dire mantle
#

Hello, I am pretty new to the channel. I made a question in the Discussion board (#1066426467736625312 message) mind if you guys have a look if anyone can provide me with any help ?

dire mantle
cold onyx
slow gyro
#

hello anyone thinks that a game about a dad trying to get his son milk a good game?

slow gyro
#

yes my dad left me

cold onyx
cold onyx
#

@undone owl fix modifications normal and flip for its 3d redactor. Maybe it's Unity. I'm sorry it's bad English. I its I'm Ukrainian

cyan chasm
#

Wait, is he not just inside the model with the camera? And the model is not made hollow. So it would look like that? I might be missing something, but my first reaction would be "This guy needs to model the inside of the building, if he wants to be inside it."

vocal kestrel
jaunty cipher
#

hello

#

im ner

#

new

#

can u guys help with an issue

sleek phoenix
#

although I have a feeling this isn't going to be a game design issue 🫤

jaunty cipher
#

im having this issue fixed in another channel

jaunty cipher
#

how to add a scoped in optipon for my pistol

hot hull
#

there are lots of way to do it. one idea is to set a point above the pistol that you can move the camera to while scoping. when in that camera mode you could also activate some sort of overlay, if you want black borders and a crosshair showing like in some games.

jaunty cipher
#

whta would be the simplest way to just gewt the gun into iron sights mode

grim garden
#

Bro imagine a game where everything is in a window

#

Like an fps game but the walls

#

The enemies

#

The guns

#

They’re all windows

#

RamSpam

fair swan
#

would it be a macOS exclusive?

zealous pollen
#

I think I remember seeing a few game jam games that used multiple windows and/or window resizing as a mechanic in game

bleak moat
#

bullet hell, but you are avoiding windows

cold onyx
#

why the hell cant i turn this little thingy on.

late vapor
#

not a game design question

olive dove
#

could someone explain how these numbers work? from observing it my best guess is that after "e" is the number of digits but I could very well be wrong. I'm going to be using breakinfinity soon so I'd like to understand how this works

icy timber
#

Scroll down a little bit :D

olive dove
#

and from the image I sent earlier its 1.12 * 10^39?

icy timber
#

Wait, yeah I just saw that the numbers in the image are really weird but I think so yes

olive dove
icy timber
#

It should be 1.12e+39 I think

olive dove
#

no idea what the game I took it from is coded like (tap titans 2) but I assumed its because maybe they put like ToString(000) and thats how it displays it? or something along those lines

#

im very new to coding tho so im prob thinking about it wrong

icy timber
#

Yeah, might be some weird thing were the + got turned into a 0

olive dove
#

anyway thanks for the help I think I understand scientific notations somewhat now 🙂

jaunty cipher
#

can you guys help with a crouch animation

olive dove
lilac ermine
#

hello, is this menu design an asset?
If anyone knows, I'd be happy to write.

faint burrow
gloomy thicket
#

How can I control the size of the window my game is when I build it. I am trying to make sprites that are reasonably sized and the camera/aspect ratios are confusing me, resizing the window seems to make it so you can see more instead of scaling up the art and I would love if someone could point me in the right direction.

chilly oriole
#

Yo, so i have a scene based in a Public bathroom, for puzzles, what are some good ways to hide a code in the environment?

faint burrow
#

soap

bleak moat
#

yup soap on the mirror, and you have to steam up the mirror with hot water to see it

zealous pollen
cold onyx
languid gorge
#

Where is the appropriate channel for discusssing naming of projects?

zealous pollen
#

I would assume this channel?

#

Idk for sure though

zealous pollen
#

This is pretty much where all game discussion that doesn’t have a channel goes from what I’ve seen

#

I’m fairly new though

wheat hare
#

Hello, this is my project so far, it is a 3d runner, where one plays as zyzz (famous deceased bodybuilder). I need an environment for the game, basically meaning I need something that is to the left and right of my obstacles, however I have no idea what exactly to do. I thought a gym environment might look decent, though I do not really have any idea how to do this, I tried just putting walls left and right but that looked pretty bad. 😂 😅 Any help would be much appreciated thanks in advance 🙂

zealous pollen
#

I feel like a gym theme could work well since different gym equipment could be obstacles and stuff. For example you could use tread mills as a booster pad type of thing to speed you up

wheat hare
# zealous pollen I feel like a gym theme could work well since different gym equipment could be o...

yeah I currently have gym stuff as obstacles, such as dumbells, barbells, gym locker as one can see in the video but I have no idea what to put to the left and right of these obstacles, maybe more gym equipment, maybe decorated walls, i really don't have a clue. Otherwise I could also just have gym equipment as obstacles and have the environment be a forest or so😂 , cause that would be a bit easier I guess

cold onyx
wheat hare
# cold onyx It seems to go by a little too fast but people working out on the side?

that seems like a pretty good idea, though I don't know if it might get a bit to performance heavy, if all of the people are not just standing still but have their own animations, my game is supposed to be targeted towards mobile after all, though maybe it would also look good if people are just standing there and not doing active movements

cold onyx
#

First thought was probably a mirror on one side but that might be a little much as well

wheat hare
lavish wharf
#

So i just downloaded an asset from the unity asset store. I clicked on the demo and it erased all of my game's project. Does anyone know how to get it back?

cinder hamlet
craggy terrace
#

Can anyone help me identify what kind of armor style this is? (From Eve online). Like this polygonal, sharp looking armor? Trying to match this aesthetic for my game but can't find anything else that looks like this for inspiration. Thanks!

cold onyx
#

or sci fi in general

open seal
#

Why can't I jump in unity

#

First person 3D

#

I followed a tutorial because I couldnt get it to work

#

But it still doesnt work

#

Idk if its just my computer

#

Could someone please help

round aurora
scenic meteor
#

My topdown rpg have different animation for 4 different directions, the idea I have to make my player use different animation for each direction is based from the last wsad input from the user.

For example, the user pressed W .so the next attack would be the W -attack anim
Would this work?
Or are there better ways to do this?

cinder hamlet
#

check it out

scenic meteor
#

Like I set a condition for each attack(trigger) + the x and y position

#

I shouldnt use a blend tree,right?

cinder hamlet
#

depends on your needs

scenic meteor
cinder hamlet
#

yes

scenic meteor
#

Any ideas how to do this? Im only been using unity for like a week

#

Also, I think this kind of mechanic can backfire if the monster closest is weaker than the enemy farther

#

But sounds goods if all monsters are the same kind

cinder hamlet
#

loop through all of the enemies, that can be a lot easier if theyre all parented to same thing

cinder hamlet
#

or use ranged attack perhaps

scenic meteor
#

Yes yes...I think , I might just combo it

#

Like attack button + a movement to a direction = att to that direction

#

Thanks thanks

cinder hamlet
#

yw

sudden pendant
#

Respond in what way? To argue that it's not true or what?

fiery dawn
#

nvm

olive dove
#

I'm curious as to how the items showing on the character were done in the binding of isaac, obviously it could just be that the creator made a ton of different character sprite variations but I feel like there is some other method that was used, does anyone have any ideas?

#

here are two examples of different combinations

#

i feel like there definitely has to be a better way of doing it since there are a couple hundred items, most of which show on the player and the character has 4 different "sides" (left, right, front and back)

orchid cliff
#

@olive dove this actually quite interesets me as well, I'll follow this

proud sluice
#

it's definitely just sprite layering

#

different "slots" that each sprite can take up, and so some overwrite each other while others are additively layer on top

teal karma
#

This is just 2 cents on this and i truly do not know what i am talking about so take it with a sea of salt
I think it might have something to do with applying an effect on the appearance for every items
Danon says it better than me

#

You preshot me🥲

#

Tho i wonder how does sprite layering works now

proud sluice
#

each item probably has a "modification" and that modification can make various changes to the body sprites. For example, a modification could apply a 20% size reduction of the head and add a new layered sprite on top of the head (could be a drawing of a syringe, whatever). You could then get another item that changes the "eye" layer to something new. Then if you get an item that is supposed to put a helmet on them, it would remove all "head overlay" sprites which would get rid of the syringe, for example, but keep the eye layer active.

#

some modifications would have a limit of 1 as well, such as the body color

#

as that would get immediately overwritten

olive dove
orchid prism
#

Hi there, I’m currently looking for some game ideas for my research study. It’s about developing a personalized game to learn binary search trees to computer science students. If someone has an idea let me please know. The idea I have is a top down adventure game: the player moves in a binary search tree layout where the rooms are the nodes. He starts at the root node and can travel to the first 2 child nodes. The objective is that the player collects a package and delivers it to the node where it belongs. He fills the binary Search tree nodes with the correct values to proceed. If the correct package was delivered, the door opens to the next node. The game is completed if the player has delivered all packages to the nodes. There are enemies who chase the player to take his package. When this happens the package will be dropped and needs to be picked up again. The player can take out the enemies. Any thoughts, I’m looking for inspiration 🙏

olive dove
proud sluice
#

no, it's just like 4 billion drawings from every angle

#

this is why I do not make 2D games most of the time haha

bright hedge
#

The texture is gone if i convert to FBX

#

@proud sluice

cold onyx
#

I'm currently using free assets from the asset store but down the line I'll have custom ones, is it possible to replace assets in a tilemap easily, or is there a better way to make place holders for my level design currently?

jade blaze
#

How to enable colors in this object? In blender, I used UV Editing and a color pallette. This is how I colored it, and this is my object.

sleek phoenix
jade blaze
sleek phoenix
night shoal
#

Why are you still posting here after being told twice that it's the wrong channel

jade blaze
#

Sorry

fathom cypress
#

Working on a car controller, its merely for transportation, might add some mechanics too it but its def not the center of focus, and doesn't technically matter how it looks.. BUT which one of these looks more better

cold onyx
fathom cypress
#

i hate wheel colliders and i still spent a week trying to get them to work

cold onyx
#

Yeah that’s what I thought lmfao, I hate them

fathom cypress
#

this was my attempt at wheel colliders

#

and i didnt just give up, this was after days of tuning

#

and i still couldn't get it to work correctly..

#

so i still use em, but heavily heavily modified

cold onyx
#

Personally for me, they take way too long to speed up

fathom cypress
#

went thru github repo's and found the best parts of each controller i could find and frankensteined em together

fathom cypress
#

and have it ramped up first thing

#

so it feels more torque / arcade style

cold onyx
#

Ohhh interesting

fathom cypress
cold onyx
#

Well yeah nice car, thanks for speaking with me

cold onyx
fathom cypress
#

np 🙂

fathom cypress
cold onyx
#

Yeah

fathom cypress
#

still isnt perfect, i grabbed the bulk of the asset from a Unity5 project

#

needless to say, lots of work to be done to get everything to be NOT deprecated lol

cold onyx
#

Lmfao

fathom cypress
#

still better than wheel colliders 😄

cold onyx
#

Yep

fathom cypress
#

this shows off teh wheels a bit better

#

lmao i was messing around with camber... thats why it looks like that 😄

cold onyx
#

Ohhh you can even rotate them like that

#

Nice good job

fathom cypress
#

alright back to work, good chat 🙂

pine swan
#

I'm experimenting making a platformer rougelike with light-gun shooting mechanics

#

But lately, I am contemplating on this decision since there is not a lot of feedback to go by and see if it can work.

#

Since you could potentially shoot anywhere on the screen, you are forced to remain still as a tradeoff in order to attack enemies

#

and resources to attack is limited

#

perhaps I should ditch the light-gun element

winged prairie
#

I know this is a lot to ask, but does anyone think they can make something on blender like synty? I have absolutely no funding as I'm in hs.

#

Or any advice?

sudden pendant
#

Advice:learn or pay someone. Nobody is going to do this for free. Nor is this the place to ask.

sudden pendant
#

Reducing your scope isn't a reason to ask for free work.

vocal kestrel
#

I was just playing Astroneer, and I love the way they do UI and inventory. It's just amazing to me for some reason

late vapor
lavish harness
#

Hi guys , I'm making a top down shooter rn in a post apocaliptic desert world , do you guys have any tips for creating maps ? It would be a mix of 2d and 3d : 2d back ground , 3d buildings / objects ( to use as cover for example )

#

oh and i forgot to say : pixel art

junior briar
#

what are this lines?

sharp robin
simple haven
#

hey im having a problem with my collision code not picking up i have set a tag and i have also checked like 3 other ways to code it also everything is spelled right. any code i can copy and paste? or a link idk whatever works just want my box to detect my wall at first hit...

high jetty
#

I'm making 3d game with a lot of verticality and i need some advice on level design. i got what you call primary gameplay loop and all the numbers finished. Made a lot of concepts in blender but cant fit them together for my game. I need something similar to say doom eternal or ultrakill levels. Gameplay is most important, anything unrelated like art isnt. Some links would be appreciated.

glacial wing
#

actually

#

play Half Life 1

#

basically what I kinda learned from it is that while you want verticality you dont want the player to be super awkwardly trying to look directly above them

#

have the different areas exposed to each other at a maximum of a 70 degree angle as anything more than that will be painful to aim at

#

one thing I actually noticed about this exact same question is that in assassination/spy type games most of the vertical areas one has access to are basically scaffolding on a wall, as trying to awkwardly 360 around to see the enemy that just ran past from directly under you is the main buzzkill in a vertical gunfight

#

dishonoured is a pretty good example

#

a lot of the time you're on the side of a building looking down into an alley, rarely are you having the experience of trying to awkwardly spin around to get someone who only moved maybe 5 meters directly below you

high jetty
#

thanks for the help. Havent played half life yet

azure cloak
#

Hello everyone, I believe this is the right place to ask this question. I'm working on a small game that has grid-based movement and turns, where the player moves to an adjacent cell and then the enemies do. I'm currently facing some difficulties in implementing the AI for the enemies. I've searched around, and most people suggest using A* pathfinding. Are there any simpler or better alternatives?

urban jasper
#

you could also use the basic building blocks to prototype while learning blender... just make a couple "legos" if you will and start prototyping. I'd work on getting the idea on paper first though. IE a GDD or game dev doc

lavish harness
late vapor
#

two and only two ways?

sharp robin
#

2 directions = active action
3 directions or more = decisive action

late vapor
#

I can see that.

sharp robin
#

It depends on the goal of the level

late vapor
#

I've noticed that in nearly every shooter, there's few to no rooms with 1 entry point

sharp robin
#

A shotgun battle underground, you probably want a lot of 2 direction areas with lots of visual instructions.

A strategic area, you want to start having high points of advantage and low ones etc.

late vapor
#

in a survival shooter, rooms like that could either be used to cheese fights, or the player'll have no way to leave if overwhelmed

sharp robin
#

Yeah exactly. It depends on the narration and goal of the level

late vapor
#

I've always loved ledges, because there's a way out at the cost of fall damage or being placed in an unfavorable area

sharp robin
#

I should probably add too that we have someone (else) that does the level design kind of full time. I just set some of the rules for it

#

But in bigger projects, we create use-cases for various user types. Introvert-active, Extravert-active, Introvert-strategic etc. And you balance the levels to play to certain advantages. A tunnel shotgun warfare could benefit an extravert-active player more than a strategic-passive player (someone who thinks before going into battle versus reacting on instinct)

#

But with at least two entrances, a strategic player could at least try and pinch from both sides. And if one of the entrances is from the other player base, it means their ally needed to go through an entire enemy base before getting to that half of the tunnel, etc.

#

But "gdc level design site:youtube.com" is a great place to gather up some level designs and why they were built how they were built and why they work so well

plush orbit
#

What would a Snowman's HP bar look like? Maybe a thermometer that goes up to signify you getting warmer and melting?

full karma
full karma
#

You could apply a shader for either, the heat portion could be as simple as distorting the bar a touch, like when you look at the road just right on a scorching hot day, ya know? 😄

full karma
plush orbit
full karma
cinder hamlet
quick harness
#

Ok

silver venture
#

Could unity handle a space map of 1000x1000 Km cubic?

#

There won’t be many props but areas where there are clusters of asteroids

full karma
#

Yes, and you can always apply a scaling factor to everything in your scene to shrink stuff down.

vocal kestrel
#

Are LEGO bricks good for prototyping level design?

wintry briar
silver venture
#

float 32's have support for much bigger numbers tho right

wispy pivot
#

At this distance from the origin a float doesn't have enough precision for the physics or rendering to work properly

#

Most probably you'll need something like origin shifting