#archived-game-design

1 messages · Page 5 of 1

silver venture
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you mean like having zones within a game area?

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but 10000 KM will not have any precision problem right? I don't need more

wispy pivot
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By 10000km you mean 10000000 units right?

silver venture
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1 meter = 1 unit I guess

wispy pivot
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Most games have issues already between 5000-10000 units from the center

silver venture
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I could reduce the scale of my assets?

wispy pivot
wispy pivot
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In the end is a matter of how much information you can save in 32 bits

silver venture
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I see

vital harbor
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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

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shooters have also that problem on longer maps / sight-lines

cold onyx
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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?

cold onyx
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Also as to clear up possible confusion, I mean art only. Animations and such

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My worry is that it'll make my game feel poorly "packaged"

vital harbor
cold onyx
glad yoke
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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 ?

cinder hamlet
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also you shouldn't bother with multiplayer development at all, until you're already pretty decent and singleplayer

prisma loom
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Hello i have question. Where find good texture for terrain paint. I need stone sidewalk

sudden pendant
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You can start with the Unity asset store.

prisma loom
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Thank you... ☺️

coral adder
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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?

sudden pendant
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At this point, mainly because it's a standard. The original reason is probably a balance in gameplay but also matchmaking.

vocal kestrel
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But the only multiplayer thing I've made was a pong clone, so that idea is way out of scope

rocky summit
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anyone have names of really appealing/stylized 3d unity games

late vapor
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jazzpunk

ocean stratus
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Tunic, Death’s Door

vital swan
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Sable!

bleak moat
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Tunic, Rollerdrome, Outer Wilds, Subnautica

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Firewatch

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Also if just looking for style I would not limit myself to only looking at unity games

proud sluice
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Lethal League Blaze

vital swan
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And for a 2D/3D blend, Disco Elysium

vocal kestrel
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I love outer wilds and Subnautica

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Ori and the will of the wisps is 2.5d as well

vital swan
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Ori is a great shout

faint burrow
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Ori is beautiful

hard fog
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@cold onyx Don't spam the channel. !collab

desert martenBOT
slow gyro
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anyone got ideas for a good game i cant seem to find a new game to work on

vocal kestrel
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Try one of those silly idea generator things

slow gyro
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ok lets what ill have

manic wind
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make a game where the objective is to make a game

slow gyro
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bro i didnt know that mind blowing

severe burrow
slow gyro
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like i make a game where in the game you are making a game

north vector
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Is it possible to find anyone to make 3d models for me? I have a base model

midnight cargo
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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.

tiny marsh
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i need to design a better gui layout this looks like shit

cinder hamlet
austere gate
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Hey guys. Is transform considered a bad way to move characters vs adding force?

snow nacelle
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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

austere gate
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Okay thank you.

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I'm going to rewrite to addforce because my zombies keep walking on top of my player

hollow token
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im starting a project in both unity 2022 and the latest unreal engine and my discords lagging just a little lol

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i enabled ray tracing for my unreal project

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i guess this is a great performance test for my rtx 3060

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i started the unity one later and unity is already done lol

thin carbon
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Is jsfxr sounds for free use even after I publish my game?

timid egret
tiny marsh
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...what

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Its a picture drawn in ms paint

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But youd use instantiate

analog crater
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Hi, I have a very stupid question

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what do you call a scored based game in videogames? in contrast to Deathmatch?

vital swan
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Probably just score-based or arcade

analog crater
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Yeah I was thinking about Score_based but does not quite have the same ring as deathmatch

analog crater
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SCORED MATCH?

cinder hamlet
vocal kestrel
night shoal
umbral basalt
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th x

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I will send there

subtle blaze
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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

tawny canyon
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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?

steep umbra
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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

real sky
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Little Shop of Horrors, the video game.

vocal kestrel
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Actually in real life I get mad at people when they ask one word questions, and here I am doing it now!

real sky
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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

true river
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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?

cinder hamlet
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like, what's the differences between the two

true river
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would be more versatile than the roblox game*

cinder hamlet
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First of all, making a multiplayer game as a beginner is a bad idea, and probably impossible due to the learning curve

true river
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I'm not a beginner xD I did multiplayer before

cinder hamlet
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in unity?

true river
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Yes

cinder hamlet
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alright good

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well, doors seems like the kind of game you can easily make something similar to without it being a copy

true river
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I can make the game I'm just worried about copying the game accidentally by making it maybe too similar

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Its basically just going into rooms, getting scared and doing simple puzzles

cinder hamlet
true river
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Its inspired by the game from steam called Spookys Jump Scare Mansion

cinder hamlet
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you don't have to worry about that now

true river
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You think so?

cinder hamlet
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so for example instead of going through 100 doors, it's more like searching a house

true river
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Yup changing the gameplay loop a bit would make it feel different

tawny canyon
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(didnt notice he pointed out that its inspired by spookys jumpscare mansion)

tawny canyon
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actually that might work, especially if the door opens to reveal a watering can or something

coarse wind
cold onyx
true river
zealous pollen
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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

analog briar
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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?

mossy rover
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Hello everybody! Tell me sites or youtube channels where you can learn about level design

cinder hamlet
dull stratus
zealous pollen
zealous pollen
vocal kestrel
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In a game where the player is a light, should enemies be black light removing blobs, or differently colored lights? In your opinion.

cinder hamlet
vocal kestrel
vocal kestrel
vivid depot
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lol

untold crest
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what

vivid depot
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i said lol bc i have anything to talk

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i just wantedd help

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but no one helped

untold crest
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wat

sudden pendant
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@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.

untold crest
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ok thanks

granite prism
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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

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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

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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

https://giant.gfycat.com/FittingDistantBrontosaurus.mp4

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its cool, but feels a bit too strong... makes the game feel too easy

sudden pendant
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Give it a cooldown?

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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.

granite prism
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the running slash is the thing I'm considering removing

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not the dash slash per say

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its the ability to run and light attack at the same time

sudden pendant
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The first gif is nice. I can see the running slash being annoying if you can't stop it mid animation.

granite prism
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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

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you can give it a try and feel it for yourself if you want

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no download needed, plays in browser

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current build is using old attack animations though

sudden pendant
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Am on mobile at the moment, sorry

granite prism
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ah ok, no worries

sudden pendant
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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.

granite prism
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look into version control. I use github desktop

granite prism
sudden pendant
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Counter it with difficult enemies

granite prism
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it feels better to me when you have to stop moving to attack

sudden pendant
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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.

granite prism
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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

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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

sudden pendant
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Hence a cooldown, or have the poise block dashes. The player gets stopped.

granite prism
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bad game feel

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its just a bit too strong

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and lets you kind of ignore any danger the enemies pose

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keep in mind, you can still do both of these attacks without the running slash

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they are Light Heavy, and Light Light Heavy combos

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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

sudden pendant
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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).

granite prism
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also to be clear: you can stop moving on a dime when doing the running slash

sudden pendant
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Then have the enemies stop the dashing of you bump into them while they're shielded/poised.

granite prism
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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

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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

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without the running slash, you can just be holding forward before starting the light combo, and it will work as expected

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and that just feels better to me

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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

zealous pollen
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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

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Completely outside of the scope of what I could create, just sharing the idea I had because I thought it was pretty cool

late vapor
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I think you just made c&c: red alert @zealous pollen

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well, except rts vs turn based

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never mind then

zealous pollen
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And isn't red alert already set in an alt history world? This game would start in normal history, and transition to alt history

thorn thistle
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making a 3d fighting game, anyone know any good templates for a base class for all the characters?

ivory otter
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Do you have a good Game Design Document?

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@thorn thistle

thorn thistle
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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

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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

fast pasture
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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

ivory otter
ivory otter
fast pasture
ivory otter
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It would be funny to have health recovery items be cheeseburgers

fast pasture
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That’s exactly what I was thinking lmao

ivory otter
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So would your game be a boss rush style game?

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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!

fast pasture
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Just speed fighting hordes of enemies through a large gauntlet

fast pasture
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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

ivory otter
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Write that down! UnityChanClever It sounds like a good idea.

fast pasture
timid egret
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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.

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its my first 2 weeks using unity

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so far I've gotten player movement, camera follow, enemy spaw, collecting coins, and player and enemy health and death

cold onyx
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klk

sleek phoenix
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its almost as if ideas don't actually mean anything if you can't execute them

timid egret
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I might just drop that idea and make an Idle clicker game

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that don't actually require movement

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cause movement and physics in Unity is too complicated

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too laggy

sleek phoenix
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probably a better project for a beginner yes

fast pasture
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I made a theme for my game idea

What do you guys think?

wanton wadi
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very blank memories but makes me feel good 🙂

fast pasture
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Thanks! :D

timid egret
keen basin
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Ok I got movement controls working

plain mulch
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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

ancient sphinx
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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?

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for the standard pad and/or a keyboard?

fiery coral
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I have a question how do I make like a hotel/room.
Making a landlord game having problem making a room

glass river
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whats this art style called? not low polly but like fantasy? non realistic? genshin impact style

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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

full musk
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probably anime / stylised / low poly will all yield some decent results

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alternatively if you search "ghibli style assets" on youtube or google there are some pretty similar results

granite prism
ocean flame
granite prism
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Thanks~!

fast pasture
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I’m actually getting somewhere with my project :D

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So far i’ve gotten my camera AND player to actually move when I use the keys and stuff

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Dave /GameDevelopment’s tutorial is great

obsidian jolt
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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

steep umbra
obsidian jolt
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Uh kinda? I've had a look at that but I was thinking with less craziness

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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?

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idk thats just a thought

fast pasture
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WOOOO I FINALLY GOT MY CHARACTER TO BE ABLE TO JUMP

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Now the movement is nearly complete!

I’m considering on wether I wanna add a wallrun feature

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Or something

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Actually maybe I should try crouch first

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That might come in handy against AI somehow

fast pasture
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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

fast pasture
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I seem to have accidentally created a sprint ability

Now movement is complete I guess lmao

glass river
cinder hamlet
fast pasture
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Yeahhh I got the coding for capsules done anyway

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Settled then

For the humor factor the player and the allied team are all Capsules

fast pasture
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Stereotypical American Patriot beans vs Sinister Automatons of Lovecraftian origin

fierce dove
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Anyone have any good ideas to start your first 2D-game, for beginners?

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(Please ping, if you do respond)

pine sleet
pine sleet
static reef
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Yo!

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Anyone here?

fierce dove
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Yes

static reef
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Yo which genre would you choose for a text based game adventure!

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?

cinder hamlet
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any of them really, just choose what audience you want to make it for

static reef
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Audience would be a book reader

cinder hamlet
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people like different genres

static reef
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Fantasy one

cinder hamlet
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then make a fantasy text-based game

static reef
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But I would make a sci-fi mystery game

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Cause I love space and stuff

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Plus the story would be insane. Its gonna epic adventure and a lot of choices that will affect the game

small moon
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So what would be the ideal state machine for an FPS

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wait maybe this wouldnt be the place to ask that question

late vapor
small moon
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player movement

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Actually i think there could be: Grounded Movement, Air Movement, Sliding, Crouching, Swiming

late vapor
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well, depends on the movement mechanics. Tlthe most basic is just planar movement and jumping

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I type slow on mobile, you beat me to it

small moon
late vapor
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In my fps, the most noteable thing about it is that you can execute a dive by jumping and crouching while in midair

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once that is executed, the player is basically locked into the crouch state until the player is grounded again

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I don't prevent my player from jumping while crouched (as long as they're grounded)

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when underwater, crouching and jumping should probably be restricted

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depending on what you want, you can prevent crouch jumping or jumping while crouched

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that's basically it

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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

small moon
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Yeah i was trying to think of what kind of state machine would work best

late vapor
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do you even need one?

small moon
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Prevents spaghetti code irrc

late vapor
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parameters could be:
IsGrounded
IsSwimming
IsJumping
IsCrouching

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not grounded when jumping or swimming
not grounded, jumping, or crouching when underwater
can't jump or crouch when underwater

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can't jump while crouched (if you want)

small moon
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See i know know of two types of state machines, Finite, and Hierarchical

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the later sounds a bit complex

late vapor
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can't crouch while jumping (if you want)

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can't jump when not grounded *

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can't slide when crouching/jumping/swimming, etc. you get the idea

wraith socket
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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

fast pasture
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I DID IT

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My gun model works in Unity and I figured out bloom!!

feral mountain
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Thats basic stuff, i mean congrats but thats a very small step

fast pasture
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Yeah it is

feral mountain
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Wish i had problems that small / easy lmao

fast pasture
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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 :)

feral mountain
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im curently stuck on clientside prediction with mirror

fast pasture
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oof

feral mountain
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ive seen videos and help but its more complicated then it seems

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also its not just prediction its also remerging the position he actually took

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maybe i should scrap that all together and just do no prediction, i think thats better for a shooter anyways

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not that it predicts you moving further then you actually do and you get hit even tho youre behind cover

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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

fast pasture
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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

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If all goes swell most of my other issues shouldn’t be too big

feral mountain
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Ai is pretty easy imo, but thats maybe cuz its more logical to me then these networking stuff

fast pasture
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Besides the actual campaign scripting of course-

fast pasture
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I’ve only gotten the gun model and basic movement down so far

feral mountain
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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

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idk video game ai is pretty easy if you break it down

fast pasture
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True
It’s just the scripting that intimidates me lmao

I wanna add a couple of different types of enemies to encounter

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Basic ranged units, flying drones, small spider bots, stationary turrets, large spider walkers, yk the gist

feral mountain
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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

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but i just like to put way too much code in one file

fast pasture
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For enemies I just gotta make the models, animations, and AI luckily

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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

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The problem with that is I gotta make a weapon swap and enemy weapon drop script

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I’ve seen that visual scripting seems easier than writing down code manually
I just don’t get it though lmao

vocal kestrel
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@fast pasture it may be from 2005, but this book is very useful.

fast pasture
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Thanks!

vocal kestrel
# fast pasture Thanks!

Although since there's so much info online, it might be a waste of money buying a book😄

fast pasture
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true lol

cyan oracle
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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?

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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!

upper atlas
#

can anyone tell me why are borders transparent?

cold onyx
#

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.

lilac plinth
#

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

obtuse pier
#

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

obtuse pier
#

rn im waiting on unity to get done unity-ing or smth

granite prism
#

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

astral knot
#

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

fast pasture
#

The more power you get the less health you have in total

And you can only die a certain number of times

#

Probably

lime thorn
#

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 ❤️

fast pasture
#

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

lime thorn
oak wind
#

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

hybrid condor
#

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

▶ Play video
night shoal
full karma
#

I was watching a youtube vid earlier today that reminded me of this. You ever finish it? 😄

plush orbit
full karma
#

Gotcha, was just curious. Good luck with the game jam!

oak wind
cinder hamlet
#

wait actually I remember there's a turn-based strategy with pixel art that's also like this, idk its name though

elfin verge
#

can someone help me with setting up my project for unity servers (multiplay)

bronze phoenix
#

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

sleek phoenix
cinder hamlet
astral knot
#

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

cinder hamlet
#

without anything special

halcyon remnant
#

im so dumb

#

i made a vr game but theres no gravity 🤦‍♂️

#

so your just stuck in the air

tight belfry
#

someone should make a mario vr game

cinder hamlet
halcyon remnant
#

i thought there was no gravity but there was lol

tight belfry
#

which one of these should I add to my game?

#

it's a flappy bird copy

astral knot
#

?

vocal kestrel
#

The moving through the player bit seems odd

vocal kestrel
#

Obviously this is just a prototype, but have you ever heard of object pooling?

vocal kestrel
#

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

astral knot
#

that it won't make it so repetitive

astral knot
winter zealot
#

does anyone have any good psx styled horror game tutorials on yt or something?

astral knot
vocal kestrel
dense trail
#

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

vocal kestrel
astral knot
# vocal kestrel 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 ?

worldly zephyr
#

So I finally made my first GDD

#

feel very proud of it

restive rivet
#

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

cold onyx
#

HALO longsword assualt

#

Next is gonna be Halo Starship wars

dusky bobcat
#

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

glad yoke
#

do you guys have any tips on finding a good name for my game ?

astral knot
#

or just name your game, like untitled shooting game,

#

idk just saying

vast hill
#

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?

glad yoke
#

they don’t add it or they make it a very low amount

#

depends on the game also

spare belfry
#

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

shut mesa
#

Bloodborne has a pretty dope life steal mechanic - activates when taking damage and for a limited time. The effect is encouraging more aggressive play.

vast hill
#

Thanks all for your input!

vocal kestrel
#

You could make it so that you have to stay still, or lose armor, or something when you do it

lilac sleet
#

how does one become a game designer ?

vocal kestrel
lilac sleet
gentle fossil
granite prism
#

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.

pine fiber
#

I have some ideas regarding that

  1. 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
  2. Remove mana regen and rely on environment for mana orb drop
  3. 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
fiery onyx
#

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.

novel trellis
#

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?

oak wind
#

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

viral remnant
granite prism
#

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

https://giant.gfycat.com/DelayedWarmArabianwildcat.mp4

merry gorge
#

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?

sleek phoenix
merry gorge
#

thanks

cold onyx
#

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?

granite prism
silk sedge
#

What you guys think are great AI based game project ideas?

proven bluff
silk sedge
broken dirge
# silk sedge What you guys think are great AI based game project ideas?

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.

vocal kestrel
silk sedge
#

Tho the ai aspect in a stealth game is more based on a set of rules rather than AI strategising on it own

manic wind
#

Do you like orienteering in video games?

gentle fossil
manic wind
#

No?

gentle fossil
manic wind
#

You've never done this?

gentle fossil
#

Hiking?

manic wind
#

Nevermind lol

gentle fossil
manic wind
#

Sure hikin

gentle fossil
broken dirge
# manic wind Do you like orienteering in video games?

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 🤔

manic wind
#

The survival games I've been playing are kinda easy

broken dirge
manic wind
#

Rather than an arrow pointing towards it

#

51° 30' 37.2852'' N and 0° 7' 0.3828'' W.

broken dirge
# manic wind Rather than an arrow pointing towards it

Yeah. For sure. SeemsGood
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.

manic wind
#

Navigating with stars would be for travelling by sea

broken dirge
#

Don't know about the survival aspect. Personally I would go for something more like a "treasure hunt" style but its your game ^^.

manic wind
#

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

manic wind
#

Do you enjoy getting lost?

compact widget
#

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

granite prism
silk sedge
#

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

manic wind
#

@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

broken dirge
# compact widget Also is this the right place to ask

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.

manic wind
#

just need to make a list of ways someone can receive information

broken dirge
manic wind
#

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

manic wind
#

how do you choose an art direction?

remote cobalt
#

(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

manic wind
#

i wanna keep it low poly but immersive with atmosphere

remote cobalt
manic wind
#

starting with a small island (easy difficulty)

remote cobalt
manic wind
#

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

remote cobalt
manic wind
#

thats 2D?

remote cobalt
#

Ye

manic wind
#

this is 3D

remote cobalt
manic wind
#

oh i should play that Forest game

remote cobalt
#

But going back for the question

#

What's the

#

Purpose

manic wind
#

no story just a demo for exploration

#

i want to give myself stuff to do

remote cobalt
#

That's cool

#

You have something built up

manic wind
#

find others that like the same stuff

#

discuss it

#

improve it

#

nope just ideas on paper at the moment

remote cobalt
#

Oh.. then we are on the same page

manic wind
#

haha

#

gotta start somewhere

remote cobalt
#

Yep, Here's a good place to be

manic wind
#

i mean i know what i want its just making it thats the hard part lol

remote cobalt
#

Yep

#

Just one thing

#

I don't understand about survivals

manic wind
#

it'll start very simple lol

remote cobalt
#

When you finish making a house and gain everything then what?

manic wind
#

just a small island you can walk around

#

thats it first

remote cobalt
#

Not plato, lmao

manic wind
#

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

remote cobalt
#

Yeah, it's weird if there's no game over

#

Like, it's an eternal limbo of suffering and torment

#

Torment?

manic wind
#

not that

remote cobalt
#

Not that?

manic wind
#

Torment

#

wasn't that game

#

yeah people seem to think games should have no end lol

remote cobalt
#

I don't know if they took it from minecraft

manic wind
#

oof

#

i'd give the option to stay on the island or set sail for home

remote cobalt
#

I mean, atleast there you can explore 'till death and add mods and stuff but.. well, you know what i mean

manic wind
#

you can leave the island at anytime just by sailing out of the border

#

kinda like The Truman Show lol

remote cobalt
remote cobalt
#

Idk why the dun UnityChanOops

manic wind
#

build a strong ship that can survive the waves and you sail home

#

hehe

remote cobalt
#

Hey

#

A game about somali pirates?

manic wind
#

no?

remote cobalt
#

No i mean

#

Idea appeared in my head

manic wind
#

😐

#

lol

remote cobalt
#

Pretty dumb i knowUnityChanSalute

#

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

remote cobalt
manic wind
#

goodnight bro

lean knoll
#

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?

cinder hamlet
#

then worry about the rest

lean knoll
#

Okay

#

I suppose I can alway as recycle code into another genre

#

Or style

manic wind
#

@lean knollwhats the theme?

lean knoll
#

Ie, you play as a wolf, the last of your pack hunted to death by hunters

manic wind
#

hope you get to ambush humans

#

sneak through tall grass

lean knoll
#

I intend to have a stealth and hunt mechanic

manic wind
#

yes!

lean knoll
#

And if the survival game doenst work out I might repurpose it into a roguelike wolf open world game

manic wind
#

howl to see enemies

lean knoll
#

Wolf with swords and magic ahaha

lean knoll
manic wind
#

shame

#

let me howl at the moon

#

increased damage for next attack

lean knoll
#

Ahahaha

#

Secret achievement maybe

manic wind
#

hunt small critters to replenish health

lean knoll
#

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

manic wind
#

lick my wounds to heal

lean knoll
#

Kek

#

Otherwise. Wolf with lvl 4 fireball it is

#

😄

manic wind
#

let me design humans dying

sudden pendant
#

Please take this to a thread so it doesn't flood this channel

shrewd oar
#

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?

sleek phoenix
#

!collab

desert martenBOT
humble schooner
#

ook

#

sorry

#

will remove posts

hard fog
agile kestrel
#

Hello all! Just redownloaded unity again an im taking a crack at learning all over again.

drowsy jackal
#

does anyone have a physics based game idea

wintry briar
earnest creek
#

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?

steep umbra
#

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.

drowsy jackal
#

@wintry briar could be cool but dont you think people will think thats just a knockoff

shrewd oar
#

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?

cold onyx
granite prism
manic wind
#

is this bad graphics for a survival game?

manic wind
#

train set trees

#

good idea for survival game?

manic wind
#

i'm having to learn pixel art for a new asset prototype haha

cinder hamlet
manic wind
#

i'm gonna see if i can copy other peoples work as a placeholder

cinder hamlet
manic wind
#

aye

#

still has to look somewhat good haha

#

no MS Paint drawings

#

its the look and feel i'm after

cinder hamlet
#

and then youll know what assets you even neef

manic wind
#

oh its for art direction

#

but i get what you're saying 😄

manic wind
#

i'm inspired!

glacial wind
#

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?

manic wind
#

I think you can only do so much on paper

#

Watching someone playing your game will teach you a lot more

glacial wind
#

Thanks for your help! I really didnt want to program both methods, but I think I have to 😅

manic wind
#

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?

glacial wind
#

I am looking for a more casual player base. It shouldnt be that hard.

glacial wind
#

Im using a 3d cone (like a spotlight, as my vision) I know, not ideal. But the best I can do for now

manic wind
#

I'd love to play and help you to balance the gameplay

glacial wind
#

Ill let you know if there is an version you can play.

Currently this is my scene:

manic wind
#

Haha understandable 😊

#

Let me know if you make a test level

glacial wind
#

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!

manic wind
#

Sounds impressive for two days

glacial wind
#

I am a student and dont need sleep...

manic wind
#

Personally I would make guards walk on a grid system

glacial wind
#

Really? It is a First-Person game

manic wind
#

Your choice.

#

I think it keeps things simple

#

I like simple lol

glacial wind
#

Never thought about a grid-system. How exactly would it benefit?

manic wind
#

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

glacial wind
#

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!

manic wind
#

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

glacial wind
#

Holy, this is turning out into a hitman game. Really cool, but not that easy to implement, right?

manic wind
#

If guard has coin use vending machine

#

If guard drinks drugged coffee sleep for 5 seconds

#

If guard has no coffee make coffee

glacial wind
#

So I need new states: Patrol,Chase,Search,Dead,MakeCoffe,Sleep,VendingMachine

manic wind
#

Yeah

#

If making coffee use coffee path on grid

#

Return to starting position

#

If guard has coffee do drinking animation for 15 seconds

glacial wind
#

This sounds really nice! If guard sees stolen money, go and get boss.

manic wind
#

Exactly

#

Guard uses get boss route on grid

glacial wind
#

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

manic wind
#

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

glacial wind
#

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.

manic wind
#

Yeah

#

Everything is interrupted apart from sleeping to engage in combat

glacial wind
#

Ok, Im going to implement these new states. You will hear from me in a few days (if its ok)

manic wind
#

I'll look forward to it ☺️

#

Ping me here or DM

glacial wind
#

Great, thanks for your help!

ancient oar
#

is .01 per ad good

sudden pendant
#

Sure?

ancient oar
#

?

manic wind
#

I've watched adverts for rewards but I don't know how much they earn

#

I doubt it's much

humble sable
#

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.

manic wind
#

Oh wow too technical for me lol

humble sable
#

I'm guessing it's probably simple, I'm just not as familiar with unity game creation 🥹

manic wind
#

I know you can design hitboxes using primitive shapes

proven bluff
#

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)

manic wind
#

@humble sable I think it's called custom collider

proven bluff
#

rn it looks kind of bad, i mean the buttons

manic wind
#

Cute graphics

proven bluff
#

thx, i found them on assets store (i guess) and i really like them

#

the car, i got it from ai

humble sable
#

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.

manic wind
#

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 🙂

proven bluff
# proven bluff

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

manic wind
#

I don't know sorry 😔

proven bluff
#

does this look better ?

manic wind
#

@humble sable "combined like Lego" is called modular assets

manic wind
#

@humble sable also check out parallaxing

proven bluff
manic wind
#

Reminds me of idle games I play

humble sable
humble sable
manic wind
#

Wipeout?

humble sable
manic wind
#

@humble sable like this?

#

I'm not sure what you mean lol

humble sable
#

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.)

manic wind
#

Seems kinda neat

humble sable
#

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.

manic wind
#

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

humble sable
#

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)

humble sable
manic wind
#

@humble sable check out "unity 3D ground check" and also check out "raycasting"

manic wind
humble sable
#

Okay! I will research this after any modular asset tutorials I find.

humble sable
humble sable
manic wind
#

@humble sable apparently so

#

Check out the github

#

Has all the source code

#

I like how the vehicle bounces as it lands

humble sable
manic wind
#

I thought you might like the github more if you're a coder

supple cargo
#

@manic wind can you help me with my first game please

manic wind
#

I can try

supple cargo
#

kk

#

yea im really new

humble sable
manic wind
#

It is ☺️

#

You've got a lot of homework

supple cargo
#

@manic wind i ned halp now

manic wind
#

Sure

cedar goblet
#

Thoughts and opinions on the look of this menu?

shrewd oar
# cedar goblet 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.

cedar goblet
shrewd oar
#

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.

fathom cypress
#

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 🙂

manic wind
#

Good looking drones 👍

#

Type A looks a bit like a bladeless fan

cold onyx
#

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

manic wind
#

looking good!

cold onyx
#

Thanks ^^

cold onyx
#

ok, i will add an option to darken the screen then, thanks!

manic wind
#

more bloom!

feral mountain
#

no less bloom

#

bloom bad

#

no gamer likes bloom

cold onyx
#

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?

feral mountain
#

just add a button in the settings to disable bloom and toggle a nightmode

cold onyx
#

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

sudden pendant
stuck harness
#

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?

carmine nova
#

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?

manic wind
#

@stuck harnessmaybe if you make that clear from the start

#

you lose experience points dying in Maple Story lol

#

i think its 15%

stuck harness
#

oh i didn't know that! thank you!

manic wind
#

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

stuck harness
#

like, keep the level and experience, just bring down their other stats?

manic wind
#

yeah

stuck harness
#

like sluggish movement or attacks are weaker

#

hmmm

manic wind
#

slower walking, attack speed and deal less damage

#

fatigued

stuck harness
#

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

manic wind
#

well it would encourage the player to play in your style

steep umbra
#

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

manic wind
#

in Devil May Cry you have to do various combos or you're much weaker

stuck harness
#

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

manic wind
#

well if you're weaker and have to kill to feel normal you would kill weak enemies to get the taste of blood back

stuck harness
#

to get your speed back up, hold down and press the forward key longer

manic wind
#

if you can make that fun then sure

stuck harness
#

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

manic wind
#

make the player slowly get colder and colder and they have to sprint to warm up again

stuck harness
#

ooooOOOOoooo

manic wind
#

old bones

#

would be cool if he was undead and have to keep warm to stay human

stuck harness
#

weapon durability? have you heard of....BODY durability?

manic wind
#

gets colder while not moving

#

no inputs

#

its his curse

stuck harness
#

until he falls over dea--....

manic wind
#

yeah dies from the cold

#

curse kills him

steep umbra
#

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".

manic wind
#

you could have a camp fire location where it takes longer to get cold

stuck harness
#

it's like that old movie with the bomb on the bus

manic wind
#

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

stuck harness
#

they're asleep during the day in the sunlight, and have to be more active at night

manic wind
#

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

stuck harness
#

use the sword's momentum to carry the player through the dodge/roll movement really fast X)

#

that sounds awesome

manic wind
#

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

stuck harness
#

if you swing a heavy weapon around fast enough, you could let it carry you up onto higher platforms

manic wind
#

thats the point she can't swing it fast enough

#

thats the point of the combat

#

you play around this limitation

manic wind
#

huh?

dense sedge
#

As you run you gain focus which grants a little buff

stuck harness
#

yeah, i like the idea of holding down a "swing" button long enough to charge up the momentum

manic wind
#

i don't know sorry

stuck harness
#

to spin around and around

manic wind
#

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

stuck harness
#

good AOE attack too

dense sedge
manic wind
#

so you run around doing combos to get stronger than normal

manic wind
#

that way you're rewarding the player rather than punishing

#

with the same status

dense sedge
#

Well things like dishonored it kind of punishes you in the end

steep umbra
#

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"

manic wind
#

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"

olive kiln
#

I am making a game. I couldn't find where the game will take place, do you have **any suggestions ❓ **

manic wind
#

cute game 😄

#

maybe add some obstacles to jump over?

#

maybe some rolling barrels donkey kong style

remote cobalt
gaunt night
#

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?

vocal kestrel
#

I think there's something you can do maybe in git config to make it work better with large files

olive kiln
remote cobalt
#

you played Little big planet 2?

#

or 1

#

tell me you played this map

manic wind
#

Little Big Planet is hella fun

remote cobalt
#

this guy understands me

manic wind
#

Isn't there a skateboard too?

remote cobalt
#

i dunno

olive kiln
remote cobalt
#

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

olive kiln
#

Thank you I will check it out

remote cobalt
wintry plover
#

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

manic wind
#

i'm wondering if i can replicate the feeling of Nintendo games

cinder hamlet
manic wind
#

Colourful graphics with fun gameplay

cinder hamlet
#

and the gameplay is a whole large topic, you probably want it to be simple, not hard and smooth

glossy root
#

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

ocean flame
#

Looks good, are you going to have to drag attachments onto the gun or just click them from the inventory?

glossy root
#

im thinking of dragging

#

but i havent decided yet

ocean flame
#

Yeah, dragging might make it feel more "immersive" like you're actually attaching it to the gun

manic wind
#

Reminds me of Crysis

#

Not that it's a bad thing

glossy root
#

oh yeah

#

thats similar

#

lol

manic wind
#

Still do it ☺️

#

It looks cool

glossy root
#

i was thinking of something from unturned

#

kind of gave me the idea

manic wind
#

Yeah it's good for the player

glossy root
#

but i dont like that in unturned the're like flat

#

the slots

#

if you know what i mean

manic wind
#

Make it how you want it

#

I'm always playing old games looking for new ideas

river lintel
#

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

heady terrace
#

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?

manic wind
manic wind
glossy root
manic wind
#

can i interrupt the animation?

glossy root
#

No but you can just un equip the weapon again

#

Or just press escape

#

Or tab

#

Or the key which is for this

manic wind
#

like switching from rifle to knife

glossy root
#

To play the out animation

manic wind
#

during the animation

glossy root
#

Yeah

manic wind
#

it would be cool if there were stages

glossy root
#

u can

manic wind
#

nice!

glossy root
#

thanks

#

ale gotta go to college cause im 30 mins late because of this

#

lmao

#

see ya

manic wind
#

i'd like to try an animation like that but you can hold and check the chamber

#

seeya

glossy root
#

Yh thats also cool

manic wind
#

animation > hold > release > animation

#

maybe discharge round

river lintel
dusky bobcat
river lintel
#

It's kind of a shame Unity doesn't have CSG geometry, but I can see reasoning behind not implementing it

manic wind
#

i'm thinking about designing some patterns to help assist the player with navigation
trash can next to broken vehicle
you've been here!

plucky shore
#

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.

manic wind
#

????

#

<@&502884371011731486> is this allowed?

bleak frost
#

it is not 🙂