#archived-game-design
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By 10000km you mean 10000000 units right?
1 meter = 1 unit I guess
Most games have issues already between 5000-10000 units from the center
I could reduce the scale of my assets?
Not really zones, it's like you move the entire world so the zone you are in is close to the center
You'll have the same issue
In the end is a matter of how much information you can save in 32 bits
I see
i heard of games loosing accuracy when dealing with object far away from the centre of the Instance / world , especially space sim game and flight sim games
shooters have also that problem on longer maps / sight-lines
Has there been a case of a popular indie game using assets from the asset store? Or do all of them make their own assets?
Also as to clear up possible confusion, I mean art only. Animations and such
My worry is that it'll make my game feel poorly "packaged"
some things i think yes, like bushes and crates , especially if it is an early experiment or a low budget production
Right. I've seen people say they used cheap or free assets to get the game out and once they got revenue they updated the graphics. I'm currently using a free asset package for development but I don't want to make too many levels since I'm gonna switch it out eventually
hi guys , i’m working on a « tactical top down extraction shooter » if i can call it that way ( later it’s gonna be multiplayer pvp , at least I hope so ), to make it quick its a wasd top down shooter with fog , i made it so you can see around yourself in the fog , now i’m trying to make a flashlight to reveal the fog in a sector in front of you , but i’m wondering, what angle should the sector be , do you have any suggestions ?
just go test it and see what works best
also you shouldn't bother with multiplayer development at all, until you're already pretty decent and singleplayer
Hello i have question. Where find good texture for terrain paint. I need stone sidewalk
The internet, as is the answer to all these "where to find ___" questions.
You can start with the Unity asset store.
Thank you... ☺️
what do you people think is the reason for most games being designed around having 5 characters on a team?
most popular mobile games do this,
lol, dota, cs:go do this and there are tons of examples.
Is there some kind of logic behind this or is it random?
At this point, mainly because it's a standard. The original reason is probably a balance in gameplay but also matchmaking.
They multiplayer game I had on mind would have three players.
But the only multiplayer thing I've made was a pong clone, so that idea is way out of scope
anyone have names of really appealing/stylized 3d unity games
jazzpunk
Tunic, Death’s Door
Sable!
Tunic, Rollerdrome, Outer Wilds, Subnautica
Firewatch
Also if just looking for style I would not limit myself to only looking at unity games
Lethal League Blaze
And for a 2D/3D blend, Disco Elysium
Ori is a great shout
Ori is beautiful
@cold onyx Don't spam the channel. !collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
anyone got ideas for a good game i cant seem to find a new game to work on
Try one of those silly idea generator things
ok lets what ill have
make a game where the objective is to make a game
bro i didnt know that mind blowing
then how about making a game where you make a game in which you make a game
like i make a game where in the game you are making a game
Is it possible to find anyone to make 3d models for me? I have a base model
Hello everyone,
My name is Aryan Saraswat. Recently I have completed my bachelor's degree in Game Design and Development and aiming to be a Game Designer. Right now I can't understand what company wants and what should I do in particular to get a job, so I needed little help and guidance with this. Kindly review my portfolio/resume and give your honest feedback on it, including do's & don'ts, where to improve and where to cut/stop. I will really appreciate all your help.
i need to design a better gui layout this looks like shit
it looks fine to me
Hey guys. Is transform considered a bad way to move characters vs adding force?
moving via the transform does not respect collisions/physics. so you'd have to implement those checks yourself to prevent penetrating other colliders. moving via Rigidbody or CharacterController (if 3d since CC doesn't work correctly for 2d) is preferred over moving via transform so that you don't have to implement those checks yourself
Okay thank you.
I'm going to rewrite to addforce because my zombies keep walking on top of my player
im starting a project in both unity 2022 and the latest unreal engine and my discords lagging just a little lol
i enabled ray tracing for my unreal project
i guess this is a great performance test for my rtx 3060
i started the unity one later and unity is already done lol
Is jsfxr sounds for free use even after I publish my game?
how did you get enemies to spawn
Hi, I have a very stupid question
what do you call a scored based game in videogames? in contrast to Deathmatch?
Probably just score-based or arcade
Yeah I was thinking about Score_based but does not quite have the same ring as deathmatch
SCORED MATCH?
you mean, something like deathmatch except the win is decided by score points instead of kill amount?
It would depend on the game, and how points are scored I suppose
Not a game design question. Ask in #💻┃unity-talk
deathmatch..
all games in a way i guess are score based. but chess say can be won by the lower "scoring" player because the win condition is finite. I believe the general world wide accepted term for a game who's winner is determined by score is: Sport
how do i tell the player about a relatively mundane yet central and integral mechanic of a game without telling them outright
the game will be mainly about growing a plant for a variety of purposes, but most importantly, how much youve grown the plant determines game progression, so it is very important that the player learns the correlation there
if i make the plant be in the center of the starting room, and make every other feature (combat, the generator, consumables, secrets,ect) blocked until they grow the plant enough, will they remember to keep growing the plant after they unlock everything else? (the ending is achieved by growing the plant to its max growth state)
if i have an announcer directly tell them about the mechanic, will it seem to forced?
How can i naturally nudge them towards learning this very important central mechanic without forcing them to?
Depending on how obvious you want it, you could basically make a small cut scene the first (couple of) time the plant grows to show that it grows and then show what it unlocked, such as a door or the character going through their attack animation or whatever
Little Shop of Horrors, the video game.
What?
Actually in real life I get mad at people when they ask one word questions, and here I am doing it now!
they are talking about a game of feeding a plant and it grows bigger.. kind of the basic plot of this classic musical play that was made into a movie. @vocal kestrel
If I were to create a game thats similar to the game made in Roblox but using my own assets, would that make it kind of illegal or not? I guess in that way I'm only using their idea/getting inspired by the idea?
what is the roblox game like and what is your game like?
like, what's the differences between the two
would be more versatile than the roblox game*
First of all, making a multiplayer game as a beginner is a bad idea, and probably impossible due to the learning curve
I'm not a beginner xD I did multiplayer before
in unity?
Yes
alright good
well, doors seems like the kind of game you can easily make something similar to without it being a copy
I can make the game I'm just worried about copying the game accidentally by making it maybe too similar
Its basically just going into rooms, getting scared and doing simple puzzles
typical indie horror game
Its inspired by the game from steam called Spookys Jump Scare Mansion
you don't have to worry about that now
You think so?
yes, especially if you change the gameplay loop a bit
so for example instead of going through 100 doors, it's more like searching a house
Yup changing the gameplay loop a bit would make it feel different
(didnt notice he pointed out that its inspired by spookys jumpscare mansion)
so i should have like a cutscene of the plant growing and a door opens or something to immediately unlock something and show correlation between said unlockable?
actually that might work, especially if the door opens to reveal a watering can or something
Yup in the description!
It doesn’t matter as long you don’t use any assets they use
Thats what I was thinking! Thank you!
An interesting idea I had for a way to make turn based combat a bit more involved, while still maintaining its heavily strategic elements, is making the speed difference between an enemy and the player determine the amount of time they had to select their actions
i'm wondering, in moving vehicles with turrets is it common for the projectiles it fires to change speed based on where you're pointing to keep the lead u need to have on your target consistent?
Hello everybody! Tell me sites or youtube channels where you can learn about level design
have a look at yt Game Maker's Toolkit, he makes great game design videos, including level design too
and also watch talks at GDC, they share very valuable information
Design Doc, Adam Millard - The Architect of Games, and Masahiro Sakurai on Creating Games are all great for general video game design stuff
I second this, best YouTube channel that covers level design IMO. He has a lot of videos breaking down dungeon and level design techniques for different games
In a game where the player is a light, should enemies be black light removing blobs, or differently colored lights? In your opinion.
different colored lights gives you more options
maybe agar.io style
What do you mean?
Maybe I'll have both. Like various types of normal enemies are lights, and bosses/story related enemies or whatever are black things
lol
what
wat
@untold crest You can share your works in #archived-works-in-progress and use threads for feedback.
@vivid depot If you have nothing to contribute to a channel, please don't spam it.
ok thanks
Hey, I'm working on a 2D metroidvania, that has a melee combo system with branching combo paths (Light and heavy attacks mixed results in different results... ex: Light > Light > Heavy, or LLLH, or LLL^H)
heres a little example of that: (dont mind the character sprite changing, Im currently in the middle of making new animations for them)
https://giant.gfycat.com/CraftyDistantHornshark.mp4
now, when you are in the Light combo chain, you can't move, you're locked in place... however, I have this... if you start attacking while holding run first, you can do a running 1-2 chain
(currently it looks like sliding because I have not seperated the legs and upper body animations)
You can also heavy attack out of the running combo chain, and you'll do heavy2 (the dash slash) if you're holding forwards, or heavy1 (the hop back slash) if you let go of a direction before pressing heavy
I think its pretty smoothly integrated, however, I'm considering removing it
does anyone have any thoughts on this?
The reason I'm considering removing it is that it doesn't work very well with how my enemies are designed, and the poise system I want to implement... more often then not its used by mistake by me when play testing, and I up running into the enemies body hurtbox... or when I do use it intentionally, it feels a little overpowered, because I can just running slash -> dash slash through everything, or running light slash -> back hop over and over for a safe attack
its cool, but feels a bit too strong... makes the game feel too easy
Give it a cooldown?
Also, maybe not require it to be part of an already moving forward combo, to avoid running into things. It should feel snappy and responsive above all else.
the running slash is the thing I'm considering removing
not the dash slash per say
as weird as it is, this feels better to me: (you can mash slow and walk forward a little between hits in the chain without dropping the combo)
this is the running slash more clearly
https://giant.gfycat.com/PotableRightGrayfox.mp4
its the ability to run and light attack at the same time
The first gif is nice. I can see the running slash being annoying if you can't stop it mid animation.
you can stop it mid animation, and there is no delay if you want to stop moving and instantly hop backwards, you just hit heavy with no direction held
you can give it a try and feel it for yourself if you want
no download needed, plays in browser
current build is using old attack animations though
Am on mobile at the moment, sorry
ah ok, no worries
But regarding moving forward, it does probably feel slightly out of control. Maybe the player can move themselves, just at a walking speed when forming those heavy attacks.
look into version control. I use github desktop
the problem is its TOO MUCH control
Counter it with difficult enemies
it feels better to me when you have to stop moving to attack
If the heavy attacks knock the enemy back slightly, it would give reason for the player to move forward as they're swinging, giving my weight to the attack.
I want ti implement a poise system on my enemies that works like this:
enemy has hidden poise value, every attack does a specific poise damage... when you hit an enemy, they wont flinch unless you reduce their poise to 0... and once they do flinch, they will gain super armor afterwards, and attack, so you only have a small window to spam attacks
the running slash doesnt really work with this system, cause you'll just end up running into the enemy, or you can just ignore the poise system and spam L-> back hop slash, or L->dash slash
Hence a cooldown, or have the poise block dashes. The player gets stopped.
I think a cooldown is a bad idea, it will lead to frustration when the player tries to do the attack, and it doesnt come out, leading to them getting hit
bad game feel
this is the issue Im talking about though:
https://giant.gfycat.com/SlushyExcellentBluemorphobutterfly.mp4
its just a bit too strong
and lets you kind of ignore any danger the enemies pose
keep in mind, you can still do both of these attacks without the running slash
they are Light Heavy, and Light Light Heavy combos
but having to stop and attack first just works better I think... and needing to do two lights before the dash slash makes it a bit less overpowered
In my mind it's completely separate.
Light attacks, heavy attacks and dashing. Just remove dashing from the combo system entirely and let it be a weak attack that lets the player reposition (and also to move quickly around the map when not in combat).
also to be clear: you can stop moving on a dime when doing the running slash
Then have the enemies stop the dashing of you bump into them while they're shielded/poised.
oh yea, this is intentional speed run tech, to move fast before you unlock the dash 😛
https://giant.gfycat.com/KindSophisticatedAustraliancurlew.mp4
I still want that dash attack to be in there, but its going to be an unlockable heavy attack, not something you start the game with
heres the other thing: the running light attacks clash a little with the combo system....
example scenario: your close up with an enemy, and you want to do Light Light forward Heavy combo
but you hold forward too early, and end up doing running slash, and running into the enemy
without the running slash, you can just be holding forward before starting the light combo, and it will work as expected
and that just feels better to me
I think I will remove it, thank you for joining this conversation, even though it was mostly me talking through my own thought process, it has helped me decide on a course of action
Quick game idea I had: Alternative history game where you controlled an army in a historical war, and control units through a turn based combat system like fire emblem or XCOM. Units/generals could be lost in perma death. Each level would be a famous battle from said war. Different "alternate history" endings would be given based on which battles were won/lost, and which units/generals were lost
Completely outside of the scope of what I could create, just sharing the idea I had because I thought it was pretty cool
I think you just made c&c: red alert @zealous pollen
well, except rts vs turn based
never mind then
And isn't red alert already set in an alt history world? This game would start in normal history, and transition to alt history
making a 3d fighting game, anyone know any good templates for a base class for all the characters?
Uh not really. I’m still thinking of ideas and stuff for the game so I wanted to have a template that I can add onto in the future
Mainly just looking to see if there’s a template for housing the controls, attributes, states, stuff like that. I’m kind of new to this stuff so I just wanted some additional input to see what other people have done
I had a game idea for a bit now
It could essentially be summed up as Space Americans vs Interdimensional Lovecraftian Automatons that feed off soul energy
Definitely create a game design document with all of the stuff you want and are interested in first. This step breaks down your project into manageable chunks. Put everything you wrote there into it and after you are satisfied with it, tackle the game step by step that is laid out to you in your game design document.
That sounds neat! Although I wonder what a "Space American" looks like 🤣
Think of a stereotypical patriotic American soldier
But in space
Guns, cheeseburgers, and f r e e d o m
It would be funny to have health recovery items be cheeseburgers
That’s exactly what I was thinking lmao
So would your game be a boss rush style game?
I'd recommend writing all your ideas for the project into a game design document so when you have gone through the tutorials you'll have the skills to develop your game with a handy guide available to you!
With doom paced combat :D
Just speed fighting hordes of enemies through a large gauntlet
Great idea! That’s gonna help a lot in the future!
I also wanna implement a bestiary that logs enemies and bosses you kill
I feel like that concept is really good and pretty underused in general
Write that down!
It sounds like a good idea.

bruh I have a really great game idea of a 2d action packed roguelike with a time travel storyline and prestige layers and lots of progression, but I can't even figure out why having about 50 enemies is lagging the game so bad.
its my first 2 weeks using unity
so far I've gotten player movement, camera follow, enemy spaw, collecting coins, and player and enemy health and death
klk
its almost as if ideas don't actually mean anything if you can't execute them
I might just drop that idea and make an Idle clicker game
that don't actually require movement
cause movement and physics in Unity is too complicated
too laggy
probably a better project for a beginner yes
Whats your pc specs
I made a theme for my game idea
What do you guys think?
I think its nice! idk why but when on 0:30 it remembers me a bit of some Mario game i've playied when i was younger
very blank memories but makes me feel good 🙂
Thanks! :D
rtx 3060, ryzen 5 5600g, 16 gb ram, 1 tb ssd, 500 w Psu
Ok I got movement controls working
Hello I have a question which one do you think I should make Party Game like Mario Party, VR Party Game like Mario Party, FPS game, or VR FPS game
Hello guys, a question: Could you give me a good control layout for a 2D platformer game where the player can move, jump and use 4 moves?
for the standard pad and/or a keyboard?
I have a question how do I make like a hotel/room.
Making a landlord game having problem making a room
whats this art style called? not low polly but like fantasy? non realistic? genshin impact style
like this fantasy setting. i really want to make games that look like this. so what should i google to find these type of assets
probably anime / stylised / low poly will all yield some decent results
alternatively if you search "ghibli style assets" on youtube or google there are some pretty similar results
https://orikalin.itch.io/project-kobolds-tale/devlog/489275/melee-overhaul-part-2
part 2 of my melee overhaul is available to playtest!
any feedback is appreciated~
Damn, game looks super pretty, I really like the art style
Thanks~!
I’m actually getting somewhere with my project :D
So far i’ve gotten my camera AND player to actually move when I use the keys and stuff
Dave /GameDevelopment’s tutorial is great
Hey there!
I have some form of idea of what I want to do for a game but I would like to hear your input's on how I could improve it.
I want to design a couch co-op game, based around the idea of running a postal service/parcel delivery system. I want all the players to work together in order to sort packages, get them onto the right trucks at the right times and so on- however I need to give the idea and core gameplay mechanics a lot more depth to actually make it interesting to play.
I'm thinking that I may want to make it play somewhat along the lines of Overcooked, but even then I don't quite know how to make it interesting.
I'd love to hear your thoughts, and please ping me with any suggestions you have :D
So something like KeyWe?
https://store.steampowered.com/app/1242980/KeyWe
Uh kinda? I've had a look at that but I was thinking with less craziness
A thought I've had could be having to try and create your own sorting system w/ your friends, so rather than packages just kind of showing up on a shelf, you can get a main delivery but then have to decide where to put it, you could then maybe have some walk in collections which you have to be able to locate quickly before the customer get's upset?
idk thats just a thought
WOOOO I FINALLY GOT MY CHARACTER TO BE ABLE TO JUMP
Now the movement is nearly complete!
I’m considering on wether I wanna add a wallrun feature
Or something
Actually maybe I should try crouch first
That might come in handy against AI somehow
I wonder if my game should have human-ish soldier models for the player character team
Or just be funny capsules with military armor while the enemies have humanoid-ish looks
I seem to have accidentally created a sprint ability
Now movement is complete I guess lmao
Cartoony maybe
Yeah, Ive been hearing this and stylized . Pretty hard to find specific tutorials and assets tho
What does anyone else think?
capsules will be easier to make
Yeahhh I got the coding for capsules done anyway
Settled then
For the humor factor the player and the allied team are all Capsules
Stereotypical American Patriot beans vs Sinister Automatons of Lovecraftian origin
Anyone have any good ideas to start your first 2D-game, for beginners?
(Please ping, if you do respond)
making Threes! for your phone is a good one
"toon" is the broad name. there's also "bubblegum" which is the cutesier version
Yes
that's up to you
any of them really, just choose what audience you want to make it for
Audience would be a book reader
what kind of book reader
people like different genres
Fantasy one
then make a fantasy text-based game
But I would make a sci-fi mystery game
Cause I love space and stuff
Plus the story would be insane. Its gonna epic adventure and a lot of choices that will affect the game
So what would be the ideal state machine for an FPS
wait maybe this wouldnt be the place to ask that question
what does state machine mean in this context?
player movement
Actually i think there could be: Grounded Movement, Air Movement, Sliding, Crouching, Swiming
well, depends on the movement mechanics. Tlthe most basic is just planar movement and jumping
I type slow on mobile, you beat me to it
But if you wanted like classic boomer shooter movement, these would be the ones
In my fps, the most noteable thing about it is that you can execute a dive by jumping and crouching while in midair
once that is executed, the player is basically locked into the crouch state until the player is grounded again
I don't prevent my player from jumping while crouched (as long as they're grounded)
when underwater, crouching and jumping should probably be restricted
depending on what you want, you can prevent crouch jumping or jumping while crouched
that's basically it
for a boomer shooter, movement should ideally be very unrestrictive. It's quite fun to have as much control as possible, and for bonus points, hardcode movement exploits
Yeah i was trying to think of what kind of state machine would work best
do you even need one?
Prevents spaghetti code irrc
parameters could be:
IsGrounded
IsSwimming
IsJumping
IsCrouching
not grounded when jumping or swimming
not grounded, jumping, or crouching when underwater
can't jump or crouch when underwater
can't jump while crouched (if you want)
See i know know of two types of state machines, Finite, and Hierarchical
the later sounds a bit complex
can't crouch while jumping (if you want)
can't jump when not grounded *
can't slide when crouching/jumping/swimming, etc. you get the idea
At my work they asked me to develop a kids educational game (10-14 y/o).
The concept is about 3 travellers who walked the same river in different eras and described the same location with similar or different descriptions due to the fact that a river changes its shape over time.
Their simple idea is to select one of the three mini games and just show the character and some texts about their journey where the user will read like a book with a next button.
In the end of the texts there will be some multiple questions.
I believe this is boring but there is not so much time. I have around a week and the art team haven't gave me the artwork yet..
Anyways, do you guys have any ideas around that concept?
Maybe a river map with a path that is getting filled as the pages go on?
For the more technical stuff, I suppose that I will make the whole thing just Ui based with each button to enable the new page, but I saw a Timeline option is this the appropriate method?
Thanks in advance
Thats basic stuff, i mean congrats but thats a very small step
Yeah it is
Wish i had problems that small / easy lmao
But i’m celebrating the fact that I actually created a model without screwing up lmao
This is the 3rd proper gun model i’ve made so far :)
im curently stuck on clientside prediction with mirror
oof
ive seen videos and help but its more complicated then it seems
also its not just prediction its also remerging the position he actually took
maybe i should scrap that all together and just do no prediction, i think thats better for a shooter anyways
not that it predicts you moving further then you actually do and you get hit even tho youre behind cover
cuz the server would have to check if the current position is true, but i have no server i have a host since i use peer 2 peer over steam
I’m just working on a singleplayer PVE game so the only MASSIVE hurdle i’d have to go over is AI
Which is really, really hard
If all goes swell most of my other issues shouldn’t be too big
Ai is pretty easy imo, but thats maybe cuz its more logical to me then these networking stuff
Besides the actual campaign scripting of course-
I’ve only scratched the surface of scripting so it’s a long dive for me lmao
I’ve only gotten the gun model and basic movement down so far
if in range move towards but keep distance, sprinkle in a bit of random behavior, give him the objective to fire at you if line of sight is clear
idk video game ai is pretty easy if you break it down
True
It’s just the scripting that intimidates me lmao
I wanna add a couple of different types of enemies to encounter
Basic ranged units, flying drones, small spider bots, stationary turrets, large spider walkers, yk the gist
i would make a basic enemie class that you can choose the type of enemy from a dropdown in the unity editor and then drop that on the enemie
but i just like to put way too much code in one file
For enemies I just gotta make the models, animations, and AI luckily
Weapons is where it gets complicated because I wanna do something like Halo
The player gets three weapon slots to swap
Weapons can be picked up on the battlefield and such
The problem with that is I gotta make a weapon swap and enemy weapon drop script
I’ve seen that visual scripting seems easier than writing down code manually
I just don’t get it though lmao
@fast pasture it may be from 2005, but this book is very useful.
Thanks!
Although since there's so much info online, it might be a waste of money buying a book😄
true lol
Hey there folks! Is it generally a better idea for a settings menu to be a separate scene from the main menu, or is it better practice to include all of my menus as part of the main menu?
I'm not sure, I just want to make sure I keep everything organized from the start the best I can.
Would it be a better idea to group each menu screen under separate parent game objects?
Oh well I guess you pretty much answered that before I finished, thank you very much!
can anyone tell me why are borders transparent?
Hi, does anyone have any advice on how I can be an effective team lead for a dev team of 5-7 people? I am participating in a game jam and I want to be able to make things run as smoothly as possible.
clear task distribution
and recognize which members or teams are progressing slower than expected for whatever reason and try to account for it by redistribution of some members from faster than expected teams.
also your job is to manage that the work runs smoothly but not direct everything in the game, so try to spend time in the beginning to discuss ideas from all members so that motivation is high and everyone feels they work on something they can call theirs in the end. Let room for creativity for each team as well and make sure when a team decides to change something that all teams that are effected know about that change
ok so i have an idea for a game where its kinda like hotline miami in terms of movement, aiming, art style, etc. but its literally just dodgeball
any ideas for how i should go about trying to make it?
i figured its a pretty simple thing that i could gradually improve based on feedback as i improve
rn im waiting on unity to get done unity-ing or smth
Hey so, I'm trying to make melee combat in my 2D metroidvania more interesting. There wasn't much interplay between the player attacking and the enemy attacking previously, other than giving the enemies super armor when they attack.
Now, I've implemented a basic poise system. All attacks have a poise damage value, and enemies all have poise totals.
When you attack an enemy, they wont be hit stunned unless you do enough poise damage to break their poise, and they do still get super armor, but only during a short time in their attack animations
after they attack, they are reduced to 0 poise
a short time after reaching 0, their poise will return to full, and they will attempt to attack again
If you'd like to actually try this system, I have a web build and several downloadable builds on my itch page here https://orikalin.itch.io/project-kobolds-tale
but, I need some feedback on this system, I still feel like the combat is lacking and I'm not sure what to do to make it more fun and interesting
i make a game where if you where killed by an enemy you will become the enemy and get his powers. but the thing is, how can i make the player try to survive, to not die
a twist
so he would try to survive longer
The more power you get the less health you have in total
And you can only die a certain number of times
Probably
hello! i got a task from my uni course to create a game level (not an entire game, literally just a single level), however the deadline is in 7 days. ive got all the designs down, and i know what i want to do. however, im not experienced in unity at all and im struggling to figure out where i even begin to ask questions on how to use this program. specifically tile palettes. even the things i knew about the program, theyre not working now and ive no idea what to do honestly. if theres a specific channel i can ask about this, id highly appreciate it! thank you ❤️
I’m slowly working on a master projectile script that dictates wether a projectile is explosive, bouncy, can track enemies, a standard bullet, or is a flat out laser beam
So far i’ve succeeded with the standard bullet function
thank you ❤️
Do you know any game like cult of the lamb with 2d characters and buildings but it is a voxel based game?
preferably roguelike game
paper mario
Hi all, Trying to learn the new XR interaction toolkit. I have seen a few tutorials from a few years ago. that use XRbaseInteractor.
OnHoverExit etc tried converting the script to 2023 XRI. But can't get it to work anyone has a fix for this?
https://www.youtube.com/watch?v=pmRwhE2hQ9g Tried it with this tutorial
Greetings! Today we're going to be making a button using Unity's XR Toolkit.
Template:
https://github.com/C-Through/VR-Button
If you would like to support me or have access to the project files, feel free to check out my Patreon.
https://www.patreon.com/VRwithAndrew
Not a game design issue, #🥽┃virtual-reality
I was watching a youtube vid earlier today that reminded me of this. You ever finish it? 😄
I did finish but I ended up short on time and having to skip the shader part of the HP bar 😦 I might go back to it though, or do something similar for the current brackeys jam
Gotcha, was just curious. Good luck with the game jam!
Thanks, perfect. Mario here Mario there, Mario everywhere
only game that came to mind here
wait actually I remember there's a turn-based strategy with pixel art that's also like this, idk its name though
can someone help me with setting up my project for unity servers (multiplay)
Question not sure if anyone would know here. I have a game outline, story and characters all made up BUT I wanted to know if it can be like Valorant or Overwatch. It follows the same theme of an fps with abilities. Does anyone know if I'd be able to produce this or would they come after me for that style?
My store, characters and abilities are different then what they have
If they could go after you for that blizzard would have sued riot long ago
are you sure youre even capable of making a game of such size? These games were made by companies with hundreds of employees
in my game when the player gets killed by the enemy he will beacome the enemy and gain his powers, tho i don't know what ability to give the player at the start of the game
it's a shooter btw
the enemies just shoot different and have different guns
basic shooting
without anything special
im so dumb
i made a vr game but theres no gravity 🤦♂️
so your just stuck in the air
that's vr
someone should make a mario vr game
then add gravity
i thought there was no gravity but there was lol
which one of these should I add to my game?
it's a flappy bird copy
The moving through the player bit seems odd
how about this
Obviously this is just a prototype, but have you ever heard of object pooling?
object pooling ?
When you have something you use over and over again, like a projectile, it's very inefficient to repeatedly instantiate and destroy them. Object pooling is a (insert good explanation here [I can't think of a good way to explain it, even though it's quite simple. Go ask Google]) @astral knot
how about, the enemy to have a reload time
that it won't make it so repetitive
ok, i got it, i will do it later
does anyone have any good psx styled horror game tutorials on yt or something?
what do you think of the enemy behavior
Pretty good. The bouncing back and forth is a little odd though.
when i scroll into my unity 3d project why does it go very fast then its almost impossible to scroll just to scroll 100km away
fixed it
Nice!
in the vid the enemies where also jumping when they were close to each other, fixed that also, so could you give me some tips on how they enemies shoot and how the player changes characters when he dies ?
ok so I have a 2d topdown game in progress, the game has 2 rooms(in the same scene) does anybody know how would I make one room darker when the player is not currently in that room?
then lighter when he enters and vise versa
ontriggerenter and ontriggerexit, on enter do that it enables the light, on exit that it disables, you could also just put a light on the player
and if you arent using 2d lights than do same with triggers and just put a black layer on top of each room that you will again, enable/disable
do you guys have any tips on finding a good name for my game ?
play with the words, get your main mechanic of the game, or, find a theme that fits your game and build a name
or just name your game, like untitled shooting game,
idk just saying
Very broad question. How is lifesteal balanced in games usually? Seems like healing from damage dealt is op. What are common ways to balance it?
its either temporary or heals a insignificant amount of hp
and if its not both
then your enemies might need a chance to oneshot
idk
Bloodborne has a pretty dope life steal mechanic - activates when taking damage and for a limited time. The effect is encouraging more aggressive play.
Thanks all for your input!
You could make it so that you have to stay still, or lose armor, or something when you do it
how does one become a game designer ?
By designing games
well i quessed that part😂
just like programming
either through academia or self-taught + experience
Hey so, Im mulling over changes to the magic and mana system in my game. Its a 2D metroidvania with an in depth melee combo system consisting of branching combos of Light attacks and heavy finishers.
I also have a magic system where you input spells to prepare them, and cast using mana.
these two systems intersect by opening up new melee combo branches depending on what element you have prepared.
At the moment, the magic system is a bit unbalanced and Im trying to address that...
the problem: currently you regen just enough mana to use an elemental spell, but this leads players to resort to using only magic once they get the first spell...
my proposed solution to this is to lower the max amount of mana you regen (and have it be raiseable by equipment or upgrades later)
but this presents a new problem: there currently isn't a way to get rid of your prepared elemental spell, aside from getting hit (which I plan to change to a two-hit system, rather than losing it in one hit)
so I need a way for the player to drop their spell that doesn't involve adding a new dedicated button, and is easy to understand and interact with.
my end solution looks like this:
-Lower max regenerated mana to just enough to use 1-2 basic non elemntal spells
-Change the way the player gets mana outside of regen (currently, you get mana when hitting enemies, but I want to change it to enemies dropping orbs on death that vacuum to the player and restore mana)
-In places like boss/mini boss fights, have either the boss generate mana orbs when attacked, or have environmental things to attack to get mana (ex: boss slams, causing rocks to fall from the ceiling... one of the fallen rocks will be a condensed mana crystal that sticks around and can be attacked to generate mana orbs)
-If the player has an elemental spell prepared and tries to cast it with not enough mana, let the cast happen, but consume the readied spell?
Looking for opinions on this.
I have some ideas regarding that
- Have the enemy drop mana orbs but lower the chance of it drops. This may lead to player farming certain place but it will make player do more physical combat
- Remove mana regen and rely on environment for mana orb drop
- Have the magic input be one time use and the mana bar need to be refilled completely before manually inputting new spells (kind of like a talisman) or add the bit where later in the game the player can put recipe of certain spells instead of inputting the spell manually
As for boss fights I like the idea of environmental mana resources, it kinda reminds me of cuphead and the pink object system. Having environmental sources of mana allows players to keep getting mana from bosses without it spewing from bosses like confetti or relying on a bunch of adds in the arena to regen it.
Hello all, we want to collaborate with my friend in a game project using Gitlab, but game file size too much to upload web. Do you recommend something about it?
Dudes, could you help me? I would like to know about the rules of task assignment in oxygen not included. A blog, technical documents, papers
For example how does it decide to send a duplicant to a destination to dig for example. Because the task can be finished before they reach. Does it calculate the duration of traveling and compare it to required construction time?
Another question, I have changed the priority of building a ladder to higher value (7) and digging has the lower priority (5) but they dig even the priority is lower and so on.
or a duplicant has lower priority to build but they build while others are digging
you can share project, code etc through gitlab and large assets somewhere else?
so I implemented the changes I talked about yesterday:
-Enemies no longer give mana on hit
-Enemies drop mana orbs on death of various sizes
-The notch on the mana bar moves to show you how much mana your readied spell will cost
-The line on the mana bar shows you your natural regen cap
-If you try to cast an elemental spell without enough mana, it will still be cast, but it will consume your prepared spell and whatever mana you have left, and the notch will flash red
-If you try to cast the basic spell with less than 5 mana, it will just fail and the notch will flash red
hey,is there a help and support channel here or can i just ask here?
noob question,how can i find my asset in outliner?is there any hotkey for that?
thanks
Hi, im making a mobile game in unity but im unsure how to do player movement. Its a top down game but idk if i should use touch to move on teh screen or use a virtual joystick. What would u guys use?
Go ask here #💻┃code-beginner or #💻┃unity-talk (maybe)
That looks sick
thanks~
got the environmental recharge made today too
https://giant.gfycat.com/VigilantImportantAsianelephant.mp4
What you guys think are great AI based game project ideas?
Does pathfinding count as ai?
Yes
Depends. If you want to showcase programming skills then A*, your own behaviour trees, your own GOAP ai, your own Minimax with AlphaBeta prunning.
If you want to showcase your "design" skills for enemy AI then probably you want to be using behavior trees. Combine a framewok for behavior trees (such as Node Canvas) and probably go for a 2D or top down boss fight or stealth type game as those are the hardest to get right 🤔 I would say.
Reading it again I am not sure I got your question right. Specify it more if I did not.
It would heavily depend on the gameplay
No you are on point. I am thinking of an rts game ai or a stealth 2d game
Tho the ai aspect in a stealth game is more based on a set of rules rather than AI strategising on it own
Do you like orienteering in video games?
you mean like a tutorial?
No?
ok?
Hiking?
Nevermind lol
um ok? googling shows the same thing as hiking so what's the difference ?
Sure hikin
so what is it then ? still provided no answer or difference than what google spews
There are games like that? Damn. I mean. That actually sounds very interesting.
There is a lot of design space to play with the atmosphere. You can have difficulty settings. And implementation vise it should be pretty simple 🤔
There isn't so I want to design a survival that is harder
The survival games I've been playing are kinda easy
I mean yeah.
They either don't want you to actually "fail" and not survive, or they are more combat focused.
I agree that there is space in the market for a more hardcore Bear Grills survival type game.
I've been thinking about the player finding points of interests on scrap pieces of paper and having to use a compass and map to navigate the terrain
Rather than an arrow pointing towards it
51° 30' 37.2852'' N and 0° 7' 0.3828'' W.
Yeah. For sure. 
There are a lot of interesting techniques you can incorporate from the real world.
I guess look at what people use for geo caching 🤔
But you can have more exotic stuff such as stars and sextants even.
Navigating with stars would be for travelling by sea
Don't know about the survival aspect. Personally I would go for something more like a "treasure hunt" style but its your game ^^.
I'll keep watching people doing it in real life and see if I can make a video game version
The biggest problem is attracting a hardcore audience
Too many casual players nowadays
People forcing FromSoftware to make easier games smh
I've not even touched on identifying wild fruits
Do you enjoy getting lost?
I want to get back into Unity and learn some of the skills required to code, so my friend and I are going to try to make a pokemon-esque game over the summer. I was thinking first doing brainstorming of what we would want a beta test to be like, then making a battlefield (we want to do a 3d hexgrid), then making a simple pokemon template and going from there. I used to do programming in Processing, so I understand logic and basics, and I've used Unity and 3d modelling before but never too much or really on a project. What should I do to start and where should I go from there?
Also is this the right place to ask
https://giant.gfycat.com/EssentialCarelessGoldfinch.mp4
Working on the tutorial system today! Made it more versatile and scalable~
I'm not the biggest fan of tutorials that pause the game and throw text at you... but I think if I use images, and animations, and keep the text short it should be ok
open to opinions on this
How about using a ghost player to demonstrate the working of the mechanic.
The camera can span forward showing a ghost character do the same mechanic while buttons to do it are shown above.
Then it's the mechanic is stored in a diary that the player can access any time to see the same mechanic again
But your format is good too.
It's simple and easy and not much hassle
Even a player would like to get this odd book notes scattered across the path
@broken dirgethanks for chatting with me yesterday i've decided to design some maps of various difficulties, small being easy, medium being medium, large being hard and very large being very difficult in terms of orienteering
No. Not the right place to ask for tutorials. This is about game design!
But you can start with unity learn.
Also the project seems quite overscoped for a single summer. Just saying. Maybe keep your expectations lower.
just need to make a list of ways someone can receive information
I wonder if you could use real world data as a starting point for some of the maps. 🤔
Identifying fruits sounds.... fun but way too eazy to do with models that always look the same.
yeah it's not gonna be super realistic
maybe a few variations of the same species for difficulty
its up to the player to inspect and identify whats safe to eat
no hand holding
i'm going to make some fictional maps
of course i could use real islands for inspiration
i'm learning to model low polygons trees for now
rocks too
how do you choose an art direction?
You se other people's work, you like it, and copy what you think it's good.
Like the Romans to the greeks
(Just Don't straight up
Ctrl + v / c try to be original so that your game ain't just Zelda Breath of the Wild 2
I was thinking
i wanna keep it low poly but immersive with atmosphere
What's the genre?
open world exploration game
starting with a small island (easy difficulty)
You played muck? Maybe it can give you some ideas about how to maintain that
i have not played Muck
i've played a few open world survival games but they're too easy
i want to make a harder game
with no hand holding the player
Like rimworld?
thats 2D?
Ye
this is 3D
Mmmh, there's a story behind like forest?
oh i should play that Forest game
find others that like the same stuff
discuss it
improve it
nope just ideas on paper at the moment
Oh.. then we are on the same page
Yep, Here's a good place to be
i mean i know what i want its just making it thats the hard part lol
it'll start very simple lol
When you finish making a house and gain everything then what?
Humble home for a homeless man (¿)
Not plato, lmao
i played one where you crash on an island and have to survive until you can build a ship and sail again
then game over
Yeah, it's weird if there's no game over
Like, it's an eternal limbo of suffering and torment
Torment?
not that
Not that?
I don't know if they took it from minecraft
I mean, atleast there you can explore 'till death and add mods and stuff but.. well, you know what i mean
you can leave the island at anytime just by sailing out of the border
kinda like The Truman Show lol
Combining raft and island survival game? That's a good mechanic
no?
Pretty dumb i know
Also, was thinking about DroneStrike games
But, i want to stick about my central idea
(Promise, it ain't some of that stuff)
Im just tired
Goodnight bakagaij.. gaijin war thunder?
goodnight bro
I'm working on a game for uni that's fairly unique and I intend to release it after
But I'm concerned with how much content I could put into the game to make it worth buying
Anyone ever run into this thought?
start by making the bare bones
then worry about the rest
@lean knollwhats the theme?
Survival as a lone wolf
Ie, you play as a wolf, the last of your pack hunted to death by hunters
I intend to have a stealth and hunt mechanic
yes!
And if the survival game doenst work out I might repurpose it into a roguelike wolf open world game
howl to see enemies
Wolf with swords and magic ahaha
Nah that will be used for communication and intimidation. Or just for fun keke
hunt small critters to replenish health
Well it'll be a survival game
So it'll be semi realistic in that tegars
Hunger thrist and health. Health will regenerate over time
If you're good on food and water
lick my wounds to heal
let me design humans dying
Please take this to a thread so it doesn't flood this channel
Working on a top down game where the movement system's "Sprint" equivalent is incredibly potent, and with the smoothing I have it makes things slippery.
Considering it's bullet hell-esque, would that be something that you think would be an appreciated feature or more of an overall hindrance for moving to point a to point b, with the idea being it's intentionally harder to control with the trade off of MUCH higher mobility?
!collab
We do not accept job or collab posts on discord.
Please use the forums:
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@remote cobalt Don't post off-topic. Read #📖┃code-of-conduct
Hello all! Just redownloaded unity again an im taking a crack at learning all over again.
does anyone have a physics based game idea
Boxing game that uses physics (Like Punch A Bunch)
Yo, quick question. I have recently taken a big brake from game dev and for my return, I decided to challenge myself with making an FPS out of scratch. However, I have stumbled upon a problem. I'm wondering if I should implement my basic, core shooting mechanic with raycasting or spawning bullet prefabs? I would usually opt for spawning prefabs because with ray casts you can't really see the bullets flying out of the gun because there aren't any. What would you recommend?
Depends on the game really.
For example, raycasting is fine for fast pace single player FPS, especially if you keep things at least somewhat close quarters to avoid the "instant bullet across the battlefield" situation where a pistol is a less powerful sniper.
@wintry briar could be cool but dont you think people will think thats just a knockoff
Trying to think of a way of handling aim assist for a faster-paced top down shooter partially inspired by Armored Core. One of the things I was considering was using the sort of "area lock-on" effect that's present for those with a top down circle that selects targets within it for you to cycle through. Default target will be whichever is closest if you just want to start shooting, but you'd be able to cycle through and do a hard lock-on for that single target if you'd prefer. Trying to think if that seems reasonably easy to implement or if it'd be user friendly to learn, I want to say yes, but I'm not as sure. Thoughts from anyone on that or ways it'd be made better conceptually?
People think everything is a knock off. Try making a game with a grappling hook without Dani fans rolling in saying you copied him (Even though Dani himself hates when ppl do say that lol)
https://giant.gfycat.com/ImpishSnarlingApe.mp4
finally got around to changing the way you replenish mana in this boss fight~
is this bad graphics for a survival game?
You are right
i'm having to learn pixel art for a new asset prototype haha
as a solo developer you shouldnt worry too much about graphics
oh i don't its a simple task but i lack artistic ability
i'm gonna see if i can copy other peoples work as a placeholder
yep, start with a placeholder, worry about looks later
aye
still has to look somewhat good haha
no MS Paint drawings
its the look and feel i'm after
still, start by making the core gameplay so you can test it
and then youll know what assets you even neef
i'm inspired!
Hey, I'm not sure how my stealth game guard should behave.
Currently, if a guard spots 2/3 body parts (head, torso, hips), it counts down from 2. If the guard can still see you, it tracks you. My question now is.
How? Should a game object spawn where the guard last saw the player? Or would that be too easy for the player? The player only needs to go around a corner and the guard is no longer a problem.
My other solution would be:
The guard follows the player for 10 seconds, and if he hasn't seen him in that time, he returns. Otherwise the 10 second timer is reset.
What do you guys think about this?
For context: As a player, you don't have any weapons. Only a knife.
You are in a small warehouse, with tables all over the place.
So no place, for running around. Because Guards are all over the place
So how can I make the guard behave naturally but still be balanced?
I think with this kinda thing you just have to get volunteer playtesters to feel what the game is like
I think you can only do so much on paper
Watching someone playing your game will teach you a lot more
Thanks for your help! I really didnt want to program both methods, but I think I have to 😅
I like stealth games but they're difficult to balance. If the guards constantly spot you the game doesn't feel fun. If they never spot you the game doesn't feel fun.
I like how Assassin's Creed and Metal Gear Solid does it the most
What I like is when I get caught the enemy is on alert and patrols the area causing me to hide and move from one place to another while keeping an eye on guard locations
After a while the guard gives up and I can continue
Sometimes I can engage in combat and hide the body
The guard should know the players last whereabouts and patrol that area
Maybe you could have two patrol paths depending if the player has been seen or not
Depending on how difficult you want your game to be
Are you focusing on casual new players or hardcore stealth players
Are you doing horizontal vision or vertical too?
I am looking for a more casual player base. It shouldnt be that hard.
Thats always a great part. Trying to have an overview of all the guards and still managing to find your way out
Im using a 3d cone (like a spotlight, as my vision) I know, not ideal. But the best I can do for now
I'd love to play and help you to balance the gameplay
Ive been working on it for 2 days and the only thing possible is: Move, Crouch, 3Point-Player-Detection, NavMesh and that is it
So I need some days
but I will come back to you!
Sounds impressive for two days
I am a student and dont need sleep...
Personally I would make guards walk on a grid system
Never thought about a grid-system. How exactly would it benefit?
Well the guard would walk around the grid interacting with stuff
You could have a guard using a vending machine
Making a coffee
The player could switch a kettle on so the guard has to switch it off
Not bad! I like it! These points-of-interests. You could turn light off, unplug power cables, destroy chemistry equipment.
The Map (how I imagine it) will look grid based. So it would make sense. Definitley taking a look into it!
I've not done any path finding yet
The player could leave a coin on a table and hide so the guard buys a drink from a vending machine
Or the player could drug a coffee
Holy, this is turning out into a hitman game. Really cool, but not that easy to implement, right?
If guard has coin use vending machine
If guard drinks drugged coffee sleep for 5 seconds
If guard has no coffee make coffee
So I need new states: Patrol,Chase,Search,Dead,MakeCoffe,Sleep,VendingMachine
Yeah
If making coffee use coffee path on grid
Return to starting position
If guard has coffee do drinking animation for 15 seconds
This sounds really nice! If guard sees stolen money, go and get boss.
One question on the programming side: Im using booleans as states
i have multiple scripts (one for detection/vision for example) these scripts control the booleans in the main script. Is this an good idea? Im not really familiar with StateMachines or BehaviourTrees, so this was my approach
I'd use a case statement
Give the guard a value
1 = idle
2 = patrolling
3 = making coffee
4 = drinking coffee
5 = sleeping
The guard can only be doing one thing at a time
0 = attack player
Everything is ignored
0 is just engaging in combat
Which is just guard runs towards player and attacks
This would be a far more easy approach (instead of turning on and off all booleans in for every state) I just need to keep track, which number is which state.
Ok, Im going to implement these new states. You will hear from me in a few days (if its ok)
Great, thanks for your help!
is .01 per ad good
Sure?
?
I've watched adverts for rewards but I don't know how much they earn
I doubt it's much
I'm not sure what term to search to get a tutorial/help with this. Searching background anything just gets me tutorials on menu backgrounds and unrelated things. I am a modeler/animator with many years of experience so no issue on the modeling side, the challenge I'm running into is giving the game what it needs so that the player/npcs won't fall through gaps inbetween environment pieces (it is not a solid hunk due to being separate pieces reused- think metaphorical lego bricks) or also how to ensure that the rigidbody/collider accurately represents the shape of the floor as it isn't always flat. Sometimes it slopes and curves!
For my hotel interior I made segments of the wall and floor similar to the style fallout games use when building a house (i.e. it isn't one solid model, you can use different floor and wall pieces in the game to construct different styles of houses, here's a vid for ref if you haven't played this game: https://youtu.be/ViV5XgNqi14?t=690)
Aside from my hotel interior I'm also trying to make a track for a mini-game level (Think similar to Mario Kart rainbow road https://youtu.be/3UdRDlyJXLg?t=58) and this is even more difficult to try to figure out. I'm currently making segments that are flat, slopes up, slopes down but starting to think maybe I should just model the entire track as one solid piece- but I'm not sure how to tell unity where the ground/collision is since all the courses I've taken so far define collider shapes as rectangles/capsules/spheres. I don't know how to get it to see the actual model structure.
I'd look for a tutorial but I don't even know what terms to use to find such a thing.
Oh wow too technical for me lol
I'm guessing it's probably simple, I'm just not as familiar with unity game creation 🥹
I know you can design hitboxes using primitive shapes
hi, i have an issue with designing my ui,
i need 3 buttons somewhere (can be like one is accesiible when i click another one)
@humble sable I think it's called custom collider
rn it looks kind of bad, i mean the buttons
Cute graphics
thx, i found them on assets store (i guess) and i really like them
the car, i got it from ai
I searched that term and found this video https://www.youtube.com/watch?v=mkErt53EEFY This might handle the custom shape. Thanks for pointing in the right direction!
If anyone knows of any tutorials for creating a game background specifically using separate elements to be combined like lego pieces in Unity I would much appreciate that- so far I've mostly been trying to figure that out on my own and it's confusing at times.
Alright, Hitboxes... Learn how to make them, and how to program them in Unity in the next 3 minutes!!!
If you enjoyed this video, I have a small 1$ Member perk available for anyone who would like to help us save up for Facial Motion Capture :)
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Oh same video 😂
I wonder if you can design a 3D model in Blender and convert it to a hitbox in Unity 🤔
That might work 🙂
i think i could put the leader board button inside of the settings panel, move upgrade button up, and put setting button next to upgrade button
I don't know sorry 😔
does this look better ?
@humble sable "combined like Lego" is called modular assets
It looks cute
@humble sable also check out parallaxing
Thx
Reminds me of idle games I play
Thank you! I will try researching the term modular assets!
I hope so, otherwise the race track course will be a beast. (Though the player is levitating just above that, if I could get the player to fly along a spline/curve that'd work too.)
Wipeout?
(I'm not sure if this message is for me, and if so what it means.)
Something like this! The player will be the white ball, the enemies the red balls. These aren't the final graphics obvs, just trying to figure out how to get it to work. The player in this game will be dodging between four lanes to not hit the red balls. (Didn't include all that as I didn't want to overcomplicate my question more than necessary.)
Seems kinda neat
I hope it will be. ^_^
I'm good at art and animation. I just struggle at figuring how to get it to behave in unity, especially if I'm not following along with a tutorial where someone else knows the tools and best way.
You could cheat a little 🤔
You could try putting the sphere model inside a bigger collision sphere 🤔
It'll give the illusion of the player levitating 🤔
You could do a ground check and if the player is on the ground lift them up by X amount
Haha found someone working on a Unity Wipeout HD project lol
This sounds like a tutorial I need to learn how to do
I was planning to cheat and yeah, have the actual model lower and apply the sphere as a visual
(final will be a glowing orb of electricity- the track is a flat cable used to connect things inside a computer X3)
is Wipeout a racing game? Or is it an engine? (Like sonic style games use Bumper engine?)
@humble sable check out "unity 3D ground check" and also check out "raycasting"
That question hurts my soul
Gameplay of Zone mode in WipEout HD, recorded in 1080p 60FPS using the Elgato HD60.
In this footage, I reached Zone 75 (Supersonic) on Syncopia. Reaching Zone 75 unlocks the trophy "Zone Zeus," which I already obtained prior to this gameplay. I could have gotten past Zone 75 probably, but I haven't played this game in awhile, and I made a few d...
Okay! I will research this after any modular asset tutorials I find.
That is very pretty
Did they do a video? It'd be interesting to see how they're going about it
@humble sable apparently so
ship hovers, goes on walls, is hooked up to the controller, and has a drift option
prototyped in an afternoon
Check out the github
Has all the source code
I like how the vehicle bounces as it lands
Thank you! Not having to reinvent the wheel entirely is nice when you can
I thought you might like the github more if you're a coder
@manic wind can you help me with my first game please
I can try
(I'm attempting to learn, I'm not good at it but yeah I'm trying to do it all myself. It's nice of them to include the link in the description. ^_^ )
@manic wind i ned halp now
Sure
Thoughts and opinions on the look of this menu?
It's serviceable. Nothing awful about it, but nothing that stands out amazingly either. 1st pic has it framed well, 2nd one is a bit more awkward since it's lopsided towards the left with a blank space on the right, though if it's an animated menu w/ a pan that'd make sense if it's just it mid-pan.
The camera pans from left to right and then back yeah
Honestly I'd say fixed angle that was caught in pic 1 might be better to use with the models having idle animations playing than a general pan, but that's personal preference.
what u think of my drone squad?
The third guy is a recycle.. My old assets I made for absolutely no reason are finally paying off 🙂
sent the wrong screenshot haha, well after a bit of tinkering this is my main menu now!
anything that can be changed? or is it good? Oh btw it's for a mobile game, a platformer
looking good!
Thanks ^^
too bright imo
ok, i will add an option to darken the screen then, thanks!
more bloom!
i like bloom :<
ok but i will remove it then
i totally forgot, i have a graphics menu with volumes, so i will have default, more bloom, no bloom. darkened screen, and any more?
just add a button in the settings to disable bloom and toggle a nightmode
well i also wanna add more fun ones, like inverted colors and pink tinted etc...
welp got this set up, hope it does not look too bad lmao
If you want to get feedback on your game, you can make threads in #archived-works-in-progress. This is the game design channel.
Do you think it would be fair to implement a feature where the character loses experience points over time if the player hasn't made any progress after a certain amount of time?
ie. If no experience is gained after 5 IRL days, the character will lose 10 exp points every 10 minutes.
Almost like how Duolingo educational app works?
"if you don't use it, you lose it" kind of thing?
I have a character (2D pixel) who has a long beard he can control - what kind if game (that isn't a fighting game) could fit around this idea?
Soorryy i'll do that from now on
@stuck harnessmaybe if you make that clear from the start
you lose experience points dying in Maple Story lol
i think its 15%
oh i didn't know that! thank you!
i mean you could weaken the player over time that would be more fun
kinda like a curse
where you have to kill to feel normal
like, keep the level and experience, just bring down their other stats?
yeah
after a certain amount of movement time in game (key pressed) the stat will slowly return to normal
oh man lol i haven't played something like that yet
well it would encourage the player to play in your style
Keep in mind if you reduce a player's ability to kill, and killing is required for undoing this restraint, you're really hamstringing them.
You might also want to consider the consequence of "killing is good" and if you really want to show that
in Devil May Cry you have to do various combos or you're much weaker
i think it would be better if the amount of time the keys are pressed was used as the way to return the stats back to what they originally were
well if you're weaker and have to kill to feel normal you would kill weak enemies to get the taste of blood back
to get your speed back up, hold down and press the forward key longer
if you can make that fun then sure
maybe just doing the actions and not just attacking things
like "swing your sword around to get the feel for it again"
spam the button
make the player slowly get colder and colder and they have to sprint to warm up again
ooooOOOOoooo
weapon durability? have you heard of....BODY durability?
until he falls over dea--....
Need to balance that well or it'll be a pain in the ass to undo.
"Enjoy 30+ seconds of monotonous actions to get back to where you ought to be status wise".
you could have a camp fire location where it takes longer to get cold
it's like that old movie with the bomb on the bus
light a camp fire which pauses the effect
might be more fun later in game when the curse is lifting
a lot of fun games have a big negative like that
they're asleep during the day in the sunlight, and have to be more active at night
my friend is working on a video game like that where you play as a female character where her sword is too heavy for her to wield so her attacks are very slow so you have to anticipate when to attack before attacking
the pro being she dodges/rolls really fast
so the fun in combat comes from combining the positive with the negative
use the sword's momentum to carry the player through the dodge/roll movement really fast X)
that sounds awesome
might like she rolls around her sword but sure
you could have a gauge bar that quickly builds as you run around and slowly drains when there is no inputs
if you swing a heavy weapon around fast enough, you could let it carry you up onto higher platforms
thats the point she can't swing it fast enough
thats the point of the combat
you play around this limitation
Focus?
huh?
As you run you gain focus which grants a little buff
yeah, i like the idea of holding down a "swing" button long enough to charge up the momentum
i don't know sorry
to spin around and around
you could make it so as you're running around you gain bonus stats
instead of losing stats
then you're weaker with normal stats
good AOE attack too
As well as that you could also make the input to where you can hold down the input to then have a charged up attack that is powerful
so you run around doing combos to get stronger than normal
Bingo
Well things like dishonored it kind of punishes you in the end
afaik, it's generally better to reward a player than punish them. Not that you can't punish them but being rewarded feels better, so punishing should ideally be a case of "this is part of some point I'm trying to tell"
so you're level 5 but if you play risky you can have bonus stats of a level 10 player vs level 12 players
but when you stop you go back to level 5
against level 12 players
high risk high reward combat
then you fight level 7 players to get level 10 bonus stats and return to fighting level 12s again
when the gauge is max the player could say something like "i'm feeling stronger already"
I am making a game. I couldn't find where the game will take place, do you have **any suggestions ❓ **
cute game 😄
maybe add some obstacles to jump over?
maybe some rolling barrels donkey kong style
it's gonna be** M a y r o P u r t y** kind of game?
hello all, im not sure if this fits into game design, but either way im deciding on revisiting unity and building something that may not be of small size, and i thought of source control. i am in between github and plasticscm, and i am already familiar with github. what i do recall with github once is that my file was just slightly too big to commit, and i see that plasticscm can handle it very well? but ive also heard of problems with plasticscm... and github too. are there examples of big games using github as source control/git in general?
I think there's something you can do maybe in git config to make it work better with large files
Use git lfs
no it's not going to be a M a y r o P u r t y kind of game
I REMEMBERH
you played Little big planet 2?
or 1
tell me you played this map
Little Big Planet is hella fun
this guy understands me
Isn't there a skateboard too?
i dunno
I have never played this game before
You need to check it out
Is what you are doing
But with a floor that is destroying because of bombs
Maybe can inspire you or something i don't know
Thank you I will check it out

im trying to create an endless runner game and i just wanna ask if it's necessary to put these grass in a cube? i did those for the trees and rocks which is gonna be my obstacles. i want to add some grass to make it look more foresty but idk if its gonna randomly generate. im following a youtube tutorial but it wasn't mentioned there if i could do this
i'm wondering if i can replicate the feeling of Nintendo games
effectively replicating nostalgia is going to be challenging
Not nostalgia just the look and feel of Nintendo games
Colourful graphics with fun gameplay
graphics are mainly a matter of artstyle, especially the color palette
and the gameplay is a whole large topic, you probably want it to be simple, not hard and smooth
what do you guys think of this attachment system?
still not finished
here is going to be the inventory
which is only gonna show the weapon attachments
and nothing else
if you have any in your inventory
Looks good, are you going to have to drag attachments onto the gun or just click them from the inventory?
Yeah, dragging might make it feel more "immersive" like you're actually attaching it to the gun
Yeah it's good for the player
but i dont like that in unturned the're like flat
the slots
if you know what i mean
Idk if it should go here, but I don't see a level design channel
How do you make levels? At least, without pulling your hair out. Unity doesn't have any BSP or CSG tools, and even some pretty basic shapes get ludicrously hard with kits, not even mentioning tediousness
What approach can be taken to speed up the process?
I don't aim at high fidelity or anything, the art style is pretty simple and blocky, so that's not a concern
So, I added a potion tray where you can buy potion in world map, and use potion in battle. But the problem is, since player's lifebar is in the left, the potion tray is switched from right in world map to left in battle
What do you think if a potion tray switch position? Or should I switch the buttons and potion tray in the world map so the potion tray potion stays in the left?
You could try making modular level kits where you attach pieces to each other like Lego bricks to design levels or you could try making DOOM maps using official software. I've made a few Tomb Raider 2 levels using third party software. Depends what your end goal is.
I like it how it is at the moment
No but you can just un equip the weapon again
Or just press escape
Or tab
Or the key which is for this
like switching from rifle to knife
To play the out animation
during the animation
Yeah
it would be cool if there were stages
u can
nice!
thanks
ale gotta go to college cause im 30 mins late because of this
lmao
see ya
Yh thats also cool
pro builder? blender?
Last time I checked, probuilder didn't support subtraction
I've considered my options and looks like I'm gonna make levels in a 3d editor
i was thinking of making 3 d modular chunks of levels and put em together how i want unity but that depends on the game if you can even do that
The further you stray from rectangular shapes, the harder working with modular kits becomes.
As an example, an octagon is pretty much impossible to create from separate pieces, yet alone non-refular polygons
It's kind of a shame Unity doesn't have CSG geometry, but I can see reasoning behind not implementing it
i'm thinking about designing some patterns to help assist the player with navigation
trash can next to broken vehicle
you've been here!
Hi guys, someone knows how to use pretty well Dungeon Architect? I am making a game using this procedural generator plugin, but I'm facing some issues and would like to know how to use it at his maximum power.
it is not 🙂

