#archived-game-design
1 messages · Page 4 of 1
Double click the Unity Hub icon on your desktop
You should make a tutorial on this
Video tutorial better 
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
And how much will I need to learn at first
game design is such a hilariously broad field that there isn't a "most important thing". The best way to get started is to, well, make games
Of you don't know anything about computers, you can always start with tabletop games.
I know some about computers lol
Let’s be a bit more specific, what if I wanted to make a kingdom hearts/souls like game? Knowing that’ll it take a long time of course
I don’t really know how I’m gonna go about approaching a project like this with the little know how I have
May I suggest you google 'how to write a game design document' to start with
Oh?
Helpful website, Danke
bitte schoen
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?
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 😭
I need to find something to make my game more original but I'm stuck
don't know why you're asking here when you've asked in #🥽┃virtual-reality before. I doubt anyone would be willing to walk you through the entire process though, thats a huge time commitment
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
you generally want to learn how to debug that kind of thing yourself instead of throwing it all away for another tutorial
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
should the player be able to respawn on a moving platform?
What reason would you not?
If it would cause them to reach the other side, then probably not. If the platform resets, then probably not an issue.
so the platform won t reset,atleast for now
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
The tutorial sent to me told me to add in xr and whatnot. I did exactly what the tutorial said and it wouldn't finish building. So I started over with a brand new scene and my computer died JUST before it finished building so I lost my motivation to keep going. All this trouble to get unity to recognize input from an oculus controller
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?
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.
are you sure this is necessary? I think it'd be more comfortable to just let the player sprint in any direction
I'm not sure I understand... They can sprint in any direction regardless, I just want to give them the ability to look behind them while running. For context, this is a horror game.
then the player can just turn around while running, without any additional mechanic
that would be more intuitive
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.
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.
the thing is, using the shoulder look would lock the player's movement direction, preventing them from making adjustments. The only use case I see for this is if you only let the player sprint forward.
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
it's intuitive
and the shoulder look feature sounds rather unintuitive
Agree to disagree then.
Look how Dying Light does this
should help
I didn't realize any recent games used any similar mechanics. I don't own the game, and I'm having trouble finding any videos. Can you recommend any that showcase it?
the first night has a segment that tutorializes it if i remember correctly
you can get Dying Light for super cheap on sale if you want to see how it plays / feels
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.
well the former with a simple animation is how I'd go about it
remember almost anything can be animated
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
this process is going to take a long while
which is fine, i expect this kind of project to take absolute years
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
You can definitely sprint backwards. You'll only risk tripping over something xD
The moment you write more and more then remember all the lore you made, so you start realizing the scope of this project
It’s grown out of control since day 1, wonder if it’d still be worth it
Unless I simply do parts and release bits at a time in a continuous story
well that tends to happen a lot
how do i get good at level design?
i mean this looks bad af :/ idk how to make levels lol
-learn theory
-make levels
-ask people to test your levels
-learn from your mistakes
-take inspiration from existing games
where do i learn theory?
online, for example on youtube
1 sec let me check
Game Maker's Toolkit has some nice level design tutorials
and also game design in general
Game Maker's Toolkit is a deep dive into game design, level design, and game production, hosted by Mark Brown.
BEFORE YOU EMAIL:
- I do not do sponsored videos, ad reads, or paid integrations on GMTK.
- Do NOT email me about NFTs, blockchain, or Cryptocurrency
- I am sadly not able to help with individual student projects
- I do school / unive...
check them out, his tutorials are amazing
That's when you give up on a game and write a book. And then in 10 years when your book is famous, some big company will want to make a game of it and you can work on it.
and then they make it a mobile f2p mmorpg
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?
i refuse.
like hell i'd ever be able to write a decent book
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
actually the main question is where do i even begin after the GDD
make pong
Fair enough
Is making 3D firearms that arent exacly the most barebone basic things in unity a funny idea?
What does that even mean?
I don't see how it's funny
Making just a rely bad 3D asset that shoots cubes seems not as intresting
So don't? What's the issue here?
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.
I know that. 🙂
Fallout 4 was a AAA galme known for some poor quality default content for example.
But Im just imagining a small hobby project.
But what's the actual issue you're having with your game design regarding guns?
I'm just curious of how ambitious is to make them have some degree of detail.
Stuff like reload and shooting animations.
Not at all?
🙂
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?
@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.
you can probably mask the fact that you're just swapping the models with particles
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.
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?
i feel like style would be one right?
by the time you are proficient enough to actually be able to implement your idea your tastes would have changed. Start learning the tools now instead of theorizing what you can do with them
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
i hope you're not planning to make this your first project
oh no, this is after i take on a few smaller projects
then make those first, learn your limitations, and come back to this later
that's true
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
getting ideas down
fleshing things out
if that makes sense
no plan survives contact with the enemy
a plan can be made while you are training
the plan will obviously change during that time of course, i'm accounting for that
also, lol
don't think the process of learning the original stuff will take long
i know how it'll take, and i know how long the project could take
so i'd rather not be brushed off as ignorant for wanting to prepare and gather information while i'm learning
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
i know well that learning can take beyond a year depending on what i want to do
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
of course, what did you think i was going to do, go straight into it?
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
idk you've been in this channel for a while, could have learned some unity basics by now
i chose to go for the blender route for a little bit
and i know a few things about blender, not enough to make a game, but a little bit to get me going
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
while i am planning
so that when i reach that point i won't need to worry about thinking about all the little nitknacks
so if you're not going to provide a suitable answer then i don't understand what your point is here
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
maybe there's a misunderstanding
i'm not talking entirely technical
i'm talking about the wallpaper the presides over the drywall
Yes, and my point still stands
deterrent
i'm not entirely convinced it is a waste of time
yes i know things will change, the current idea won't last, which is why while i'm practicing, i can plan for change.
i really don't WANT to be thinking about everything after the fact, as it'll just take even more time
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
taking small notes and revising the story to match with the flow
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
if you do it later you'll actually know your abilities and limitations instead of working around a theoretical
well i obviously wasn't going to do it before, but, i think you misunderstood.
i do not intend to simply come to a decision
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?"
yes
my answer to that is "nothing"
i've worked on the story for a very long time
guess i did phrase that wrong
i should have asked, what can i think about while i'm learning blender and unity
what things can i think about that won't force me into corners or make mistakes
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
imo, its better to work towards a prototype with all the core gameplay loops and get that playable and iterate on that
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
that's for later
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
but combat is part of the game's design?
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
well obviously
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
maybe i'm just a bit too confusing
anyone know anything ab SQL lol
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
not exactly a game design question, so no
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
for instance, the things i'm already going to be thinking about is the combat, aesthetic, little niches, level layouts and whatnot
but i'm not coming to a decision, i just wanted to know what others think about when designing a game
instead of being told to think about it later
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
with too much planning and not enough doing
what would you describe as overambitious, besides the too much planning
because i only really want to plan the paint and maybe some of the level design (only as i go of course)
and the paint will change, because monster hunter rise seems kinda fun as of late-
beginners thinking they'll make the next fortnite or mmo or jrpg
passion projects can still be overambitious
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
that's fair
how about this: what is your game?
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
or maybe not, depending on how well i figure things out, who knows
wanted to separate the game into bits, develop each bit differently as i learn
stopping as i please and using it as points of growth, look back on each version and change things up
saying KH1 isn't exactly descriptive. do you just mean the combat and levels? gummi ships? characters? disney license?
ah, specific
combat i wanted to have it like a more grounded KH1, it's a bubbly game
levels similar, though the idea is floating around to give weapons levels as well, swing faster and such
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
and definitely no disney
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
of course the character stuff would only happen after i finish the protagonist and their niches
which is why i'm separating it into several bits so i don't get frustrated working on one BIG project
ok gonna be frank here, even an experienced developer is not gonna be able to finish this in a decade
not on their own, probably not
buuut i still wanna do it
even if it's not everything i described
what's your thought, what would be manageable
even polishing up a combat prototype is going to take you years
so the question is, what are you willing to cut?
and do you ever want to finish the project
probably the character system, leave it to one extra character, maybe the weapon level up system, maybe stamina, but that ones pretty enticing
i know unlike KH i didn't want to do magic
and as far as finishing the project
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
chances are "finishing it" will be me just making comics
it's a passion project to simply grow, but i still wanted to think of things
passive project focused on just growing and doing more art stuff, because i know it's at least going to help in my art
along with understanding how developers think
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
that's true, it won't stop me from coming up with ideas that'll eventually change though, kinda hard NOT to
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
but that's a low chance
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
well yeah, it's not like i meant to plan a bunch of details without the experience, i wish merely to think
maybe if i do well enough i can get myself hired somewhere lol
not tryna be the next undertale
hahah yeah
oh to work at a large company, though, if i develop more skills, i'll be more valuable
the idea of being a concept artist is nice, which was actually my main drive to do this project
to do concept art
but then to develop another skill for that concept art
yeah uh you're not going to be a better concept artist by making a whole ass game
actually, having talked to a few artists in the business, they talk about how their art has vastly improved, especially with the modeling department
so that's not entirely true, the coding parts just a personal goal
okay but not a game as huge as yours and probably not by themselves
hmm, still wanna do it, it'd be a fun process, as aggravating as it will also be
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
you can only learn so much by working solo
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
but i assume by all that, you are saying to go and join a team of some kind
you keep mentioning how it would take too long solo, and how it's not going to be done solo
well yeah, game dev is rarely a solo endeavor for a reason
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
of course
but i don't see the use in joining a team without having the experience
so making whatever i can with this game will still provide good experience
plenty of gamejam teams take people with 0 experience
a h?
ideally you'd know some engine basics but thats usually good enough
a h..
that's an idea that's now existing
maybe you can explain a little more?
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
do you know what a gamejam is?
it's a kind of event right?
yes, and?
it's an indie game event where people show off games?
that's as far as i know
i've been interested in making games for awhile, but, i never thought about gamejams
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
global game jam has local events, but many of them are online
ludum dare is coming up actually https://ldjam.com/
but a lot of them are on itch https://itch.io/jams
suppose these may look good on a resume if i did go through with them
working on multiple teams to develop a game of a specific theme
if you come out with a game you're willing to showcase, sure
i am now stuck at the dilemma, i guess i could work solo but still attend these events
still learning while learning
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
which is why i feel it'd be nice to join one
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
suppose it'll be healthy
you have to work in a team when you have a job, so its inevitable
that's true
god, thanks for telling me about this stuff though, i might've come off as a bit rude, sorry if i did
not going to put the idea on the back burner though, it'll still be something to do while i'm doing whatever else
you know what, i think i will join this game jam
see if it works out
going solo is an option too usually
when looking for a team be careful that you dont end up with someone who will stop caring halfway through
happened to a surprising amount of people during GMTK jam 2022
Is there a channel for jobs and stuff? Looking for 3d modeling work
Not here, no. You can post on the forums #📖┃code-of-conduct
ok
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."
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"?
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.
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.
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.
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
And I'm pretty sure games like Celeste, the witness, and others all started as game jam projects.
The ships are amazing, but don't look right for progressing from 1 to 8
What changes would you advice?
I think mainly the transitions from 4-5, and then 6-7 look a bit off
5-6 a little bit too
So if I make 5 a bit more similar to 4 and then 6 more similar to 7?
But I suggest you get more feedback from others first, someone else might say the opposite of me.
ok, tnx 
What sort of things should I keep in mind when deciding desktop vs mobile?
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
Well by run on a smartphone, do you mean from the app store or from a web page?
from the app store. unity's webgl doesn't really support mobile very well at the moment
Yes now I just have to get that bolted into my memory so I stop forgetting it.
wow, it looks interesting. Is there any place I can see devlogs or progress? will thsi game be released?
bro number 4 looks like a god ship
yea I just thought the same
4 > 8
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.
Ah, mine will be like haunting aliens and then you upgrade ship parts (damage/speed...) And when max out your ship upgrade and so on...
@vocal kestrel @finite yoke @cold onyx @cold onyx
What do you think about the order now?
looks better it gradually upgraded bigger that’s better!
What do you think about the drag lines? Too much? Should I remove them? 
i think on the last ship there is a little bit to much so maybe lower the amount on that ship?

What all would I need to know how to do to be able to make a two player card game?
It's impossible to list every little thing. You need to know how to make games.
If you're asking this question, you're not ready for multiplayer.
I've made a few small projects by myself, including a two player pong-ish game that worked over lan
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.
Ok, thanks, just wondering if there was anything specific.
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.
I was thinking of doing paper prototypes first
Always better to prototype anything first yep
Being multiplayer, and a card game, paper would be the easiest way to know if it's worth spending time on.
looks like im not the only one that wants to make a card game
Yes, I second this. Netcode for Gameobjects is a different beast entirely.
EVERYTHING you do has to go through the host then be sent back to all players
i had to remove it from one of my projects because of just how long it takes to sync even the smallest things
then bugtest every little aspect of it
there are a few good additions to help you though, like clientside transform sync
looks very nice!
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
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)
how creative do you want to get? @hollow forge
i don't know really. I don't want to go in a style where everything is magic. I really want it to be kind of realistic while also featuring small magic things.
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
like idk. maybe some items that look magic or contain magic abilities
i think that already in universe.
so where does the horror come in
hey where channel support
what type of support you need?
idk. maybe some jumpscares.
where you gotta move, complete puzzles and things
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
I can't download Unity
some creative freedom in enemy design
best channel to ask would probably be #💻┃unity-talk
ty so much
each enemy type could have it's own uniquely designed area of varying levels of horror
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
Uhh ! No one answered me 😦
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
it's the most popular channel, just wait a little
no responses come immediatly. u gotta wait. we all do. if someone isn't online on the respective channel, please wait.
Okay, I understand
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
Oh no ! Cringe !!!!!!
it's intended to look disgusting
can anyone help me i need a 2d sprite rpg design with animations "top-down"
ref-
Are you asking someone to make an entire sprite with animations for you? This isn't the place to ask for free handouts.
No i m asking if someone has a link to a free asset set or something like that 🙂
Just search Google 🤔
I did for like 4hrs straight
Nobody has any secret database of perfect artwork. Whatever you found is what's available.
hey guys iam new to unity and i just started in learning it and i have already aproblem
Well I was just asking no need to be rude
can any body help me
Nobody is being rude. You asked and you've been given an answer.
Noone can help if they don't know the problem. Feel free to ask in a relevant channel (this is game design). #🔎┃find-a-channel
thx
Okk thanks for your Answer
bro stop being rude
check on itch.io, theres a lot of nice free assets there
just say what your problem is
don't ask to ask
you can just ask directly
is it bad if my character has super short legs?
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
Is it more cost efficient to have 20 box collider in an object or a single mesh collider?
difficult question, it will depend on the complexity of your mesh collider. In general multiple primitive colliders are more efficient than a mesh collider
ty for the info
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?
I think you are confusing Textures with Materials
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.
thxx
is it ok to make terrains using unity shapes
are there like drawbacks than making the whole thing in blender
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.
@hollow moth There's no off topic here.
Sorry, boss.
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?
solved
@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.
How do you think a zombie game like this would play like? With that far camera and hordes
@brisk yew #🖼️┃2d-tools
I thinks it's too far away. Or make the zombies bigger and the buildings a bit smaller
But it seems like a cool game idea
I'll tweak it and i'll see if it goes somewhere
It depends on the type of game. For an RTS it can be fine.
how about displaying the shooting direction (like an arrow pointing at the direction if the player can shoot manually)
Looks cool, you can put in massive hordes this way. No need for crazy polycounts with that distance
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
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
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.
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!)
Do the player contact points show anything?
I'm not familiar with the term, would you elaborate a little? The player has a quite small capsule collider inside its sprite.
Go into the player's collider and there it should show the contacts
On info > contacts
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?
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
you're a cell inside a body, trying to get to the brain. Osmosis Jones style baby!
yes there are contacts shown when i touch the unseen colliders, but this is an entire tile before the Tilemap Collider should be present. Is it possibly the Rigid bodies interacting?
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
using Debug.Log(other.gameObject.name);
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
2D or 3D?
3d
Then maybe yeah lol
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
does that even exist?
i disagree 😉
hehe i'll check it out, thanks for the attempt!
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?
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
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
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.
@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
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
anyone knows why my light isnt emitting light?
check #archived-lighting
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
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
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
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
u got any answers on this?
whats your game about?
zombie fps, bit more tacticool
multiplayer?
What type of light do u have?
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.
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
This is a screenshot of your desktop ...?
In Unity? 🤔
yeah
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?
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
Put a white border around them
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.
I hadn't though of that, will try
it was an emissive material but i fixed it
Ok
cant really say i fixed it, i added an area light in it and made it transparent
#archived-lighting , this isn't a game design topic
alr sorry
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
I struggle with this all the time, just yesterday even. I haven't settled on a spelling.
Prefab is collectable, my script is CollectibleController. 🤷♂️
A collectible is something that has value in a collection or to a collector. A collectible means that the item can be collected. The spelling collectible is recognized as correct by the dictionary.
Importantly, "collectible" is more commonly used by Americans, while "collectable" tends to be the preferred choice for non-U.S. audiences. Both options are correct.
As a non-american, I do like the look of collectable
Me too
non-american too, but collectible sounds more familiar than collectable, at least for game terms.
Collectable sounds more like something financial.
@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.
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?
I'd say it fits more in #💻┃unity-talk or one of the coding channels
Game design would be if your camera should do that. How to make it do that is not game design
someone has ideas for a first person adventure game?
can you provide more information on what you have in mind?
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?
like "oh no i teleported to a weird creepy place and now i have to escape!" pretty much backrooms but im lacking creativity on what i should add :p
furniture that transforms into monster once you get past a certain point
Search Udemy for game assets, there's blender, aseprite, plenty of other starting points.
i had that same problem when i started, so i started learning pixel art and used free assets to learn unity.
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
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
then you could first come up with a minimum viable prototype that would show off the core concept, and focus on making that playable
Does every game have an antagonist the same way every story has one?
does tetris have an antagonist?
Yeah, it's basically whatever is throwing blocks at you
In games you're almost always interacting against something
does snake have an antagonist?
also you're definitely stretching the definition of antagonist a little there
Your own tail + your unending growth
A concept is an antagonist now?
You're the one asking the question
obstacles to a goal, I suppose
yeah that's fine too.
Like every story has a protagonist / antagonist, every game has a goal / obstacles to that goal
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
stardew valley antagonist?
stuck in the dream bc u hurt ur head
and when you die you wake up in the middle of the night, act like it was a nightmare and go back to sleep
nah its not fitting, i already found a story with my friend
alr
No
sandbox games for example
Chess/fps vr game idea
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?
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
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
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.
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
question is how do I control 4 attacks at once? Make a switcher? Or map them to different inputs?
what kind of attacks are we talking about?
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
then ask in the code channels#💻┃code-beginner
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
what's the question
can i curve a quad?
Not a game design question.
You can model it in a program or do it in shader by moving the vertices.
On controllers you could let the player hold a trigger/bumper and then press one of the XYAB buttons for each of the four elemental attacks, and without holding it these buttons would do jumping, sword attack and such normally.
On keyboard, you can probably just have separate key for each attack
Hi
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
And you're asking why that is, or?
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
Do these examples not work for you?
They work, I just want to figure out what is the best approach
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
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
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.
Or that flipping idea, that's a neat solution to it too.
obviously wont be transparent but just gone
Just for the visuals of it
Would that make sense visually?
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
true
the main issue with flipping it is how text is treated
because english goes left to right
And it might look odd
If your portraits all have that clean edge, then your text simple never goes beyond that in either direction
Resolution is a legit concern. And localisation if that's relevant at all.
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
If it doesn't hurt the player, then it doesn't matter. It's purely visual preference.
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
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
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
thats fair enough
As long as it's fun ofc
Fun is the most important factor imo
If it's not fun, why bother?
Reggie said that 
Depends on the game, too
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
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
oh damn i forgot about demise
Who dies standing up
That's so cool
And like you fight him on horseback and stuff and whatnot
The setting is important too
i'd say imo after losing at least 6 or 7 times any excitement has been replaced with frustration
If you're making an arcade style game, for example, then a final boss should be more hard than thematic
good point
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.
that sounds a little too specific for you to find a tutorial for. Break it down into simpler problems. Is this 2D or 3D? Do you just want to move the environment around the car? be more specific
It's 3D, and yes I only want the environment to move to create a loop.
okay, so you can look up stuff like "automatically scrolling background" instead of looking for something specific to cars
oh alright, tysm!
"subway surfers scrolling" keyword can help
oki ty
anyone have some sort of resource for a Road map for building 2d games in unity, like from the very beginning?
I'd recommend the Unity docs as your go to source for information. Learning to use it helped me a lot when I started
I don't want to start anything, but battles 2 has some serious game design flaws
I completely agree, I could go on and on about it
I stopped playing it a few months ago, the devs gave up on it
I played since day one and still can't go for too long without reinstalling
The progression system, which is what most people hated, is mostly fixed
It's just everything else
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
They still havent fixed their netcode after over a year, and the meta is super stale
Yeah
btdb2
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?
just did for ua
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
needs more context
browse the unity particle pack area and look up some visual graph videos
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.
board room, executive bathroom and lounge, server room, broom closet, utility (electrical/plumbing/heating)
those are some good ideas, i'll see what i can do with that, for some reason my brain could not think of some rooms that would normally be in a office building. Thanks.
np
I found out that for these kinds of context questions OpenGPT chat AI is great, it has pretty good knowledge of all kinds of architectural stuff too and you can further define the timeframe etc. for it to get more precise suggestions.
its a sad day for me today that i realised i lost the progress on my old game and i have to restart
Sadly i wont be putting my phone number into some random website that's been out for a few months and not many people are talkin about.
rip, remember to make backups next time
or use a version control
i think i did in the past im not sure
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
quite possible, recreating a game that you've already made should be a lot easier than making it from scratch
- you'll be able to throw in some improvements on the way
i might just recreate from scratch tbf, cause im quite new to unity and remember spending 2 days getting a walking and jumping animation working for my old model, so itd give me a chance to make the improivements i didnt on the last run and itll let me learn some more too
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
ok nice
that was nowhere near "a lot", don't worry
also there's nothing wrong with rambling
Not sure what you're referring to, but I'm talking about the one thing that's been on news and everywhere and has a free trial while they're improving it. I don't remember them asking for phone number either, but anyways, of course you decide where you login.
Is there one genre of game that you intend to never make(or play)? For me it would probably be horror.
Yea thats the one i'm referring to, but i'm using it now and its awesome.
Same here, IMO most games that fall under primarily horror are just dark atmosphere + jumpscares.
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?
What it was
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
Could spawn more health drops in during the fight
It’s a turn base battle system like Pokémon
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
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?
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
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
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
I feel like horror is usually a modifier to another genre rather than its own thing. Having a horror game where the only thing the player does is interact with npcs, run from a monster, collect objects to get to a goal (or any combo) is probably the most boring thing imaginable to make, design, and play
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
slide puzzles are a pain if you don't know the method for solving them
if you know the method, they're painfully easy
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
don't see why you can't just learn blender and make a simple 3d platformer to start
a metroidvania is still a huge scope for a solo dev even if its 2d
Is it not worth learning pixel art to polish the game more?
how would pixel art help you polish a 3d rpg
No I mean polish the 2d game I’m on now?
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
...I disagree. The essential mechanics are movement and level design that includes unreachable areas unless a condition is met (player gets upgraded or finds a key)
even enemies are optional I feel
also, you can always 3d model all your assets and render them as images
otherwise you could just use 3d models but still have restrict the playing field to 2d
thats my thoughts on why I went this route, im going through it pretty well and im learning alot but visually I wish I was doing a 3d game but i feel like this is good for me to just learn to code, understand good movement etc you know ?
hey i was wondering if theres like a chat for like helping issues
check #🔎┃find-a-channel
Hi everyone, does anyone know how to add the bloom effect to a singular game object?
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?
wrong channel
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?
@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.
Are 3d games any harder to make than 2d games?
Sometimes they are easier, sometimes harder
What are your thoughts on Light Gun Shooter games?
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
Not a game design question. #🏃┃animation
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?
Hi I'm having this issue when creating a 3d game. How can I fix it?
Not a game design question
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?
@unborn terrace the carnival air gun game
Need ideas for a 3D endless runner for mobile
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 ?
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 ?
Anyone that can help me with a 2D, Tilemap related issue ? I am working on my Dissertation as a Computer Science student and it's my final year project.
I think i would make the building and everything that's not interactable together and the rest as separate
hello anyone thinks that a game about a dad trying to get his son milk a good game?
yes very good game
yes my dad left me

@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
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."
Yes, you can only see one side of a face, which side depends on the normals. If you want to see both sides, you have to make a second set of faces for the inside. But once again, not game design related
although I have a feeling this isn't going to be a game design issue 🫤
im having this issue fixed in another channel
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.
whta would be the simplest way to just gewt the gun into iron sights mode
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
would it be a macOS exclusive?
I think I remember seeing a few game jam games that used multiple windows and/or window resizing as a mechanic in game
bullet hell, but you are avoiding windows
why the hell cant i turn this little thingy on.
not a game design question
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
so from my understanding for example 1e308 is 1 * 10^308 ?
and from the image I sent earlier its 1.12 * 10^39?
Wait, yeah I just saw that the numbers in the image are really weird but I think so yes
by weird you mean that there is a 0 before the 39?
It should be 1.12e+39 I think
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
Yeah, might be some weird thing were the + got turned into a 0
oh right could also be that
anyway thanks for the help I think I understand scientific notations somewhat now 🙂
can you guys help with a crouch animation
no idea but you should probably ask in #🏃┃animation
hello, is this menu design an asset?
If anyone knows, I'd be happy to write.
that's scientific notation, "e" means exponent
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.
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?
soap
yup soap on the mirror, and you have to steam up the mirror with hot water to see it
You could make one of the toilet seats have the code underneath it
intenta cliclearlo
Where is the appropriate channel for discusssing naming of projects?
I think here
maybe #💻┃unity-talk
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
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 🙂
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
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
ok thank you
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
Just have people mirin then. You can take advantage of the high speed to kind of blur the details
First thought was probably a mirror on one side but that might be a little much as well
yeah that seams like a good idea, so people posing and gym equipment alternating to the side, now I just need to find a good looking way to create walls for the gym, thanks for the help 🙂
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?
did you not make any backups?
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!
Hard surface art
or sci fi in general
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
Might be more helpful to ask in #💻┃code-beginner or #archived-code-general, if you can paste the code you're using over there.
Oh my bad
Will do
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?
the animator should be able to automate this
check it out
Im tweaking the animator rn
Like I set a condition for each attack(trigger) + the x and y position
I shouldnt use a blend tree,right?
actually I suppose this can be annoying sometimes, you might want to instead make it auto-turn towards an enemy when attacking
depends on your needs
Hmmm..like my script would detect where the closest enemy is?
yes
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
loop through all of the enemies, that can be a lot easier if theyre all parented to same thing
then the player can just walk up to whoever they want to attack
or use ranged attack perhaps
Yes yes...I think , I might just combo it
Like attack button + a movement to a direction = att to that direction
Thanks thanks
yw
Respond in what way? To argue that it's not true or what?
nvm
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)
@olive dove this actually quite interesets me as well, I'll follow this
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
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
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
So if I'm understanding it right, the character itself is made up of different parts (head, torso etc) that are also made up of different parts? (Eyes, mouth, arms, legs)
yes
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 🙏
thanks a lot! i was hoping there was some cheat to it lol 😭
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
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?
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.
You'll need to manually assign the texture to the object. Also, not game design related
Could you tell me how to do it? I'm new and don't really know how to texture objects. Sorry for putting this post on this channel 😅.
Just drag the texture onto the object, next time post in #🔀┃art-asset-workflow
Sorry
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
https://streamable.com/ohzdad Normal Lean
https://streamable.com/va80k1 or Inverse Lean
I think normal, also are you using Wheel colliders or your own?
ahaha, lord no
i hate wheel colliders and i still spent a week trying to get them to work
Yeah that’s what I thought lmfao, I hate them
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
Personally for me, they take way too long to speed up
went thru github repo's and found the best parts of each controller i could find and frankensteined em together
facts, i just use a speed curve now..
and have it ramped up first thing
so it feels more torque / arcade style
Ohhh interesting
Well yeah nice car, thanks for speaking with me
Oh that’s sick
np 🙂
ya, makes tuning alot easier to have curves for everything
Yeah
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
Lmfao
still better than wheel colliders 😄
Yep
this shows off teh wheels a bit better
lmao i was messing around with camber... thats why it looks like that 😄
alright back to work, good chat 🙂
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
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?
Advice:learn or pay someone. Nobody is going to do this for free. Nor is this the place to ask.
or reduce your scope
Reducing your scope isn't a reason to ask for free work.
I was just playing Astroneer, and I love the way they do UI and inventory. It's just amazing to me for some reason
I meant create something that you kinda already know how to
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
what are this lines?
My only advise is to either hire a level designer or really dedicate time to think about it and research it. We have some rules for FPS (always two ways into every room, etc). But there are some great free talks from GDC on level design for this type of game
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...
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.
Half life 1: Surface Tension
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
thanks for the help. Havent played half life yet
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?
why dont you just learn blender. Being in hs provides plenty time for you to learn the game dev pipeline
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
I wouldn't refuse more rules if theres more
two and only two ways?
No, just at least two 🙂
2 directions = active action
3 directions or more = decisive action
I can see that.
It depends on the goal of the level
I've noticed that in nearly every shooter, there's few to no rooms with 1 entry point
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.
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
Yeah exactly. It depends on the narration and goal of the level
I've always loved ledges, because there's a way out at the cost of fall damage or being placed in an unfavorable area
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
What would a Snowman's HP bar look like? Maybe a thermometer that goes up to signify you getting warmer and melting?
For a bit more, add an effect to the bar for both extreme spectrums, like a frozen effect when it's full and a fire or heat overlay or sorts when it's really low.
That's a great idea 🙂
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? 😄
Share it if you get it working properly!! I'd love to see it.
Totally! I'll report back once I have the shaders cooked up
Hell yeah!!
I've got some shader work to knock out after a couple beers later too. Haha
if you're hiring, theres links in #📖┃code-of-conduct
Ok
Could unity handle a space map of 1000x1000 Km cubic?
There won’t be many props but areas where there are clusters of asteroids
Yes, and you can always apply a scaling factor to everything in your scene to shrink stuff down.
Are LEGO bricks good for prototyping level design?
if it helps you visualize how the level looks then sure 
you mean I make everything smaller to fit in in the world?
float 32's have support for much bigger numbers tho right
It's not a matter of supporting bigger numbers, it's a matter of precision
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