#archived-game-design

1 messages · Page 6 of 1

bleak frost
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Thanks!

manic wind
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ok

lethal ocean
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Excuse me.
I just found some asset packs on the store.
It has these background tiles like these

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How can I put them together nice and neat ?

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Like not dragging and putting them next to each other but some how like Tile map

manic wind
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Official channel ✌️

lethal ocean
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Hey um I wanna try some sort of designing the character and stuff in both 2D (pixel art) and 3D
Where should I start ?

manic wind
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2D in 3D work like Paper Mario?

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2D switching to 3D like Fez?

lethal ocean
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No I mean 2 seperated field

manic wind
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Pixel art on low poly models?

lethal ocean
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Yup ...

manic wind
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First learn pixel art then learn low poly modelling

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Then UV unwrap the model and attach the pixel art texture

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I'm envious of this skill set 😔

lethal ocean
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Hey guys. I'm wanna look at some of your 2D maps as for reference.
Can you guys show me please ?

manic wind
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Dungeons?

lethal ocean
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Uh like uh ... these kinda stuff

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plains, forrest ?

manic wind
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Oh pretty

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@lethal ocean type the name of the asset pack into Google image search

lethal ocean
manic wind
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I know it isn't yours lol

lethal ocean
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Pixel Adventure if I'm not mistaken

manic wind
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Simple

lethal ocean
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Wow people are so creative

fathom cypress
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@vast prairie about the main menu.. have u looked into DOTween? or a tweening library.. it makes it super easy to animate just about anything.. including UI and buttons.. u can just make em squatch and stretch.. or hover up and down.. or all kinds of effects just using basic calls like button.DoScaleX(originalScale, hoverScale, timeUWantToScale); etc

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u can find it in the asset store.. or package manager

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if u chose to use it

cold onyx
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has anyone played any top down brawler type games with sword melee and bow and arrow combat? looking to test this for game design purposes. 3d specifically

manic wind
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Really good game design

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Also check out Torchlight

cold onyx
manic wind
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i'm not sure why the game got ratio'd

hoary forum
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Hi, I´m new at this, how do I create my own character

manic wind
# hoary forum Hi, I´m new at this, how do I create my own character

#nvidia #blender3d #lowpoly
I’ll show you the process I use to make this fully animated, game ready, low poly rogue character from scratch. I’ll give you an overview of the techniques and processes involved, so you can apply them to your own projects. Plus, I've got lots of tips, tricks, and workflow shortcuts to make the process even smoother.
...

▶ Play video
sudden pendant
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That is such a big and open ended question that it's impossible to give you a proper answer.

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Take a piece of paper to sketch something down. Then make it. 🤷‍♂️ (Of course it entirely depends on your art style as well)

manic wind
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they just need a starting point

proven bluff
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im making a small project / game that at very little ppl will play, how many players should i show on leaderboard im thinking 10 top players is enought

manic wind
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i would make it so it just adds a player to the board without a limit

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if its very few players

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you could code it to remove inactive players

cold onyx
# manic wind i'm not sure why the game got ratio'd

I like how that game looks and feels but it's definitely more of a twin stick shooter. Do you know of any that are more of a melee / medieval focus? some archery too but espeically with top down swordplay?

manic wind
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apparently making a top down melee combat system is very difficult compared to ranged

past spruce
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quick question, when importing 2d tilesets into unity, are there any general practices i should look out for?

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should i change any of these preferences?

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i am specifically working with pixel art

sleek phoenix
past spruce
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my bad

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thanks though

manic wind
vocal kestrel
toxic peak
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Is there a way to implement a camera confiner without having the centerlines of the polygon2D confiner?

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I'm trying to get the camera to follow the terrain but everytime I pass through the vertical sections, the camera would kind of ... temporarily get restricted, until I pass through the vertical line

manic wind
toxic peak
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not familiar enough with that function

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would PPC make all that camera transition ... actually pixel perfect?

manic wind
# toxic peak would PPC make all that camera transition ... actually pixel perfect?

You can check out more about Pixel Perfect here:
http://bit.ly/2dpixelperfect

In this video, we are going to take a quick look at the 2D Pixel Perfect feature introduced with Unity 2018.2. Pixel Perfect allows you to utilize the Pixel Perfect Camera component to achieve sharper pixels for your 2D pixelated games!

Try the Pixel Perfect Preview...

▶ Play video
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give it a watch and judge

toxic peak
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hmmmmm ... that's to make the pixels look good right?

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what does it have to do with confining the camera within a certain area for it to look good?

manic wind
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i think there is a camera version too

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oh Cinemachine

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Learn how to correctly setup a pixel-perfect camera with Cinemachine. Avoid common mistakes and enjoy a pixel-perfect screen.

✅ Get my Courses with discount:
👉 Udemy: https://www.udemy.com/course/unity2dmaster/?couponCode=START-FRESH
👉 Skillshare: https://www.skillshare.com/r/profile/Mario-Korov/902436215?gr_tch_ref=on&gr_trp=on

👍 Save your ti...

▶ Play video
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i'm just giving you options

toxic peak
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hmm .. interesting

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on the topic of cameras, how do I get the game screen to pan after breaking some breakable walls?

manic wind
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You'd have to figure it out and code it 🤷‍♂️

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Make the walls a trigger?

broken dirge
manic wind
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do you think franchises like Final Fantasy have exhausted everything that can be done with turn-based combat?

cinder hamlet
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and big franchises are more limited when it comes to adding unique mechanics

manic wind
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there are so many designed turn based bosses seems like there isn't much left

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unless its boring gameplay

cinder hamlet
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add other mechanics into the mix, like cards

manic wind
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cards is really overdone too 😦

cinder hamlet
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like a different approach to cards

manic wind
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oh i see thanks

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i do enjoy collecting in games

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i enjoy studying other peoples work too

tribal pawn
# cinder hamlet like a different approach to cards

There's Dice? That's a fun spin on the 'card' aspect. Some games use them, but it's like, probably 5% as popular as cards. Have like, 6 abilities on one die that gets rolled every turn / every so often that lets you 'spend' the die to use an ability or whatever. Level up and upgrade the die/replace them/make it a d8 with better stuff on there/whatever

manic wind
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Slay the Spire? @tribal pawn

tribal pawn
manic wind
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i'm sure Slay the Spire is a rice dolling card game

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i think

vocal kestrel
manic wind
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my bad

tribal pawn
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Turn all the RNG elements into pachinko/plinko machine mechanics ezpz.

manic wind
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two handed weapon required for armoured monsters sounds good? 🤔

manic wind
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no pistol though

olive raft
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@distant eagle You mentioned some time ago that Risk of Rain 2 was too easy to cheat
My two cents is that cheating is what saved the game for me
You shouldn't gate alternate playstyles behind challenges that are designed for a very specific demographic who can tolerate that kind of misery

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Having content for them is great, but I think alternative playstyle type unlocks should be something you get just by playing to keep the game fresh

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Not rarer than something like vanity skins

distant eagle
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Makes sense yeah. There’s still a few challenges I haven’t finished due to how annoying they are.

olive raft
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A somewhat similar experience I had in Noita, if you're familiar with it
Turns out that the game can become way more fun if you use cheats to remove some difficulty barriers that feel artificial, or give yourself the abilities which let you more freely interact with the physics and spell system

distant eagle
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Yeah I’m familiar with Noita. Very punishing game, a lot of rng influence on how your run is gonna go

olive raft
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For a game that has incredible physics and spell crafting, it's weird that the meat of it is locked behind random power-ups, and the perma-death nature of the game discourages risky experimentation, especially if you've managed to find good resources for it

distant eagle
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In my project there’s very minor random influence on progression. There’s a budget for how much loot spawns during a run, the unlocks are for doing specific things and are always attainable.

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It feels like they wanted to experiment with physics but also make a roguelike out of it. Feels similar to a lot of games difficulty like Barony and other older roguelike

olive raft
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I guess my philosophy is that you should ultimately give players the tools to customize their experience, and never fully trust your own designs as being the best possible option
Ideally there'd be positive encouragement to go through the challenges

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I agree there should be some level of barrier to cheating, so that they do not end up doing so impulsively if the game is intended to be hard as nails

olive raft
hard fog
primal canyon
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hi so im new to game creation (by new i mean i dont know a thing) and im wondering how do i create a 2d world but so you see it from top (if that makes since) i cant really explain what i mean but its basically a world where you can spin 360 and walk any direction. im asking this because i cant find any tutorials on youtube how to make it.

primal canyon
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i can send a picture of what i mean

manic wind
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sure

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unless you mean overview like A Link to the Past

primal canyon
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Something like this

manic wind
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space shooter like Ikaruga?

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Asteroids?

primal canyon
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yes

manic wind
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it uses a vector art style

primal canyon
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how do i set it up?

primal canyon
manic wind
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Learn to make the classic 2D arcade game Asteroids in Unity. Asteroids is a space-themed multidirectional shooter arcade game designed by Lyle Rains, Ed Logg, and Dominic Walsh and released in November 1979 by Atari, Inc. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of ...

▶ Play video
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@primal canyon

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this is perfect for you then

primal canyon
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this is perfect thank you

manic wind
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enjoy

primal canyon
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When I tried to add script it gave me this message. What do I do?

manic wind
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make sure all names match

primal canyon
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what do you mean by that

wintry briar
primal canyon
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what is file class?

steep umbra
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the name of the file and the name of the class in that file

primal canyon
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so the scene matches the file name matches and script matches

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and it still dont work

manic wind
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are people okay with developers switching up assets constantly? for example if you playtested one demo with a woman and sword then the next demo its a man with a gun and each new update i keep swapping out weapons?

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or do people prefer i keep the base assets and just add in new content?

sudden pendant
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Playtesters aren't the ones who need to make that decision. If they're playtesting something, that's what they should focus on. A demo isn't a released game.

manic wind
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if everything kept changing constantly

sudden pendant
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What player? Your game is a demo, it doesn't matter.

manic wind
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well demo, prototype, etc

sudden pendant
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Are you worried that when you release, some playtester is going to write a comment "stay away, it used to look different"

manic wind
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not sure what to call it

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project?

sudden pendant
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You change what you need to change, don't worry about it really.

manic wind
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okay thanks

steep umbra
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It might be, it might not be, I think that's a fairly individual thing.
But as Osteel is saying: the testers' opinion on that isn't important unless that is what you're testing - and why would you test their perception of assets being changed if that's not a mechanic in your game?

manic wind
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yeah kinda like that "hey this is fun..... okay i don't like this game anymore too much changed."

steep umbra
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If a player thinks "no, the visuals changed too much, I don't like it" then they probably wouldn't be a valuable player to you in the first place.
Mechanics changes are different.

manic wind
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you're right though i should focus on myself

tribal pawn
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Yeah, especially during testing. If you're actually trying to get ideas for the overall aesthetic of your game, then that feedback is super important, but it shouldn't drive a 'dedicated playtester' away from the process so to speak.

manic wind
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i just know people hate change and i keep changing the rules

tribal pawn
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I mean, if it's a finished product that's a very different story. They might hate/like the change, but that's valuable information to learn regardless. If EVERYONE hates your visual change, there is likely a reason for that beyond 'It doesn't appeal to me anymore'. I mean, it could be that, but then you have arguably objectively worse visual appeal for your game which you might want to reconsider

manic wind
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nowhere near finished lol

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i'm just making new assets and rotating them

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literally just a female model running around with a sword on her back

tribal pawn
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Yeah, at that stage, it really shouldn't matter unless there's some sort of gameplay implication tied to the changes you're making as well

manic wind
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okay i will keep that in mind while designing combat

remote cobalt
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never felt like you get bored of playing games?

manic wind
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yeah AAA games

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that's why i play indie games like HADEs

cold onyx
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Games these days are boring and very repetitive

manic wind
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yep

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thats why i wanna make my own games

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too many modern games are easy with lots of hand holding

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people crying on Reddit about Elden Ring being too difficult

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soon as they die once they google gamefaq

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i'm learning to design games so they're harder

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forcing the player to try random stuff to see what works

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figuring it out

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like when you spawn into Minecraft for the first time

manic wind
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i've been designing my own protagonist for my game but using the Sims 4 character creation screen lol

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just the appearance obviously

cold onyx
manic wind
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i don't know what that means but okay

cold onyx
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wdym u dont know

manic wind
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should snow slow the players movement?

cinder hamlet
old olive
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I am working on an RPG using photon fusion. The issue i am running into is having spells do damage to units. What is the best way to handle this. Should i use particle colliders or instead of using a particle system make them all game objects and use raycast?

wintry briar
teal karma
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There is a very thin line between challenging and annoying, in my opinion elden ring succeeds extremely well at not being annoying 98% of the time but that is far from easy to design. A lot of game have failed that by not recognising that some features are just bothersome and do not bring any interesting challenges

manic wind
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I'd rather the player figure out what to do than handhold with tutorials.

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Kinda like Darkwood.

faint pier
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Imo I think it's best to have a mix of both

manic wind
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i like how some games do it by having hints on pieces of paper you can either read or ignore

cinder hamlet
manic wind
cinder hamlet
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going for a dark souls-difficulty for a small indie game is very risky

manic wind
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i'm not really making a video game just making gameplay to practice design

cinder hamlet
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then just make stuff and test them, and perhaps ask other people to try them out

manic wind
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yeah i wanna make enemies that spawn and a boss

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you just fight until you get bored

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test the combat

short steppe
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i need new settings and areas for my game

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help

manic wind
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what does that mean?

short steppe
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i need concepts/ideas for where the character goes through the campaign

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i have a lot of cool ideas but they're all taken by other games

manic wind
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why does that matter?

short steppe
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my game is already... "heavily inspired" by other games

manic wind
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keep going

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make it fun 👍

short steppe
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basically it's an ultrakill clone

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and doom eternal

manic wind
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awesome game

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sounds fun

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rip n tear until it is done

short steppe
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i mean yeah

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ofc kar en tuk

manic wind
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you should add biotech upgrades

short steppe
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but it's hard to take inspiration, be creative, and be original all at once

short steppe
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you play as the god of death

manic wind
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nice

short steppe
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would you be interested in taking a look at the document and giving me your thoughts?

manic wind
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sure

short steppe
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boom

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document

manic wind
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quite a few pages nice to see someone on here putting in actual effort

short steppe
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thank you

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if you feel like it, leaving some comments on the side on what you think about certain aspects of the game would be cool

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but if you don't want to do that that's cool too

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oh, also, there's an entire language that i don't have written down on here

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almost all the non english names have meaning

manic wind
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sure i'll bookmark it and read at my leisure

short steppe
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👍

manic wind
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obviously my own protect takes priority

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how did you leave a comment on the side like that? 😮

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looks like a tweet

short steppe
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wdym

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the thing about the processor?

manic wind
short steppe
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select a portion of text and press the "Add Comment" button on the right

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also if anyone else happens upon this thread i'd love critique from as many people as possible

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always nice to hear more perspectives

manic wind
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emojis too nice

short steppe
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where lmao

manic wind
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oh i removed it

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added one lol

short steppe
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@manic wind lmao hi again

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oh shit there's two people on here

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who are y'all

manic wind
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I left lol

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I'll read more tomorrow

short steppe
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Ah ok

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Who's the other guy though

manic wind
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I don't know lol

short steppe
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i don't feel like the Metal Hell part 1 would feel unique

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it's just basic "wow you're in the labyrinth again"

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"they're making cool mechs woah"

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it feels bland, especially color-wise

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how do you make an industrial warehouse cool to look at

manic wind
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I dunno

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Lots of chrome and neon lighting?

short steppe
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should feel realistic

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ish

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in the same way that doom does

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there should be a reason for why things are how they are

manic wind
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Copy a real warehouse layout

short steppe
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that's a good idea

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papitas you've been typing for 30 minutes make up your mind

wintry briar
short steppe
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what did you have to say

wintry briar
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was gonna say your game design doc looks cool! are you gonna start making your game?

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Or wait till you are almost finished with your doc

short steppe
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so that's a bit of a barrier

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but yes this game will absolutely be made

manic wind
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You could make some graphics for your guide

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Make a key

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Some icons

short steppe
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oh my document

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yeah that'd be hard

manic wind
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Not that hard use Inkscape it's free

short steppe
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i feel like i've organized it pretty well so far

manic wind
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You have

short steppe
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ok regardless of organization what are your thoughts so far

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positive or negative

manic wind
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I like it

short steppe
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Anything in particular you like or dislike?

sudden pendant
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Can you two use a thread please, so as to not flood this channel.

short steppe
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Yep

short steppe
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Also I have made a thread so let's use that

lilac plinth
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i also have a 30 page or so design doc and the game is getting more and more complicated without me getting started really xD

tribal berry
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mincraft

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mincraft arena

manic wind
lilac plinth
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yeah, some mechanics might get completely scratched.

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there is already a lot of striked out text inside the document of things i changed

manic wind
lilac plinth
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yeah, my design doc is full of numbers and formula and algorithm ideas of how to calculate specific game mechanics and i have no idea if it will work and feel natural in the end.

manic wind
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once your ideas start taking shape you'll probably scratch a lot of it

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your game needs an identity

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something i've been struggling with

lilac plinth
manic wind
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exactly

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do you think coupons in an RPG game is kinda stupid or a fun gimmick? 🤔

lilac plinth
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the game is half in 2d (city builder) and half in 3d (walking / flying around your city) and i struggled to get started, because i couldn't find tutorials, but i think i will do the 2d stuff first and look for a way how to convert a 2d map into 3d later on. i just need to start and get a prototype going

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sounds kind of funny

manic wind
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you shouldn't find tutorials for the game you want to make but for learning

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start with a city building tutorial

lilac plinth
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well the game i want to make by definition doesn't exist

manic wind
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exactly

lilac plinth
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the thing is my city builder is very different to normal city builders

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i don't have streets

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and you plop down plots not buildings

manic wind
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you put down plots in Cities Skylines instead of buildings

lilac plinth
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but yeah i want to find a basic city builder tutorial and then switch over to other tutorials for the stuff that isn't fitting

manic wind
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yerp

lilac plinth
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yeah, but you don't design plots in city skyline

manic wind
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i wish you did 😦

lilac plinth
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in my game you have a plot for example a park with ten 2x1 tile buildings and one 4x4 tile building and then i want a menu where you can choose what the 2x1 building is for example a 4 story highrise, the architectural style (mostly just what color and details it has) and the 4x4 tile building, for example a playground

manic wind
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a designing plots interface would be sick

lilac plinth
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then the stats of the building and the cost are shown and you can plop it down and save it in your list of plots

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yeah thats the whole point of the game

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i simplify a lot, i don't have trash or traffic or power. it's mostly just about designing your cities, much more sandboxy

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and the other thing that makes my game unique is that i want tech progress. eg you start with lowrises and masonry and houses and stuff like that and end with skyscrapers from sci fi movies kilometers tall or arceologies

lilac plinth
# manic wind exactly

the potential problem i see is that often you want an item only ones and you could regret buying something and finding a coupon a little bit later, or you buy in bulk and find a coupon later. also, usually your economy improves, so you get more and more money, so making items cheaper isn't really needed as you get more money more quickly anyway

manic wind
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well you would get a coupon during the tutorial

lilac plinth
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it just doesn't seem necessary when you could get money instead or get the item directly i think

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but it depends on your design goals and your setting i guess

manic wind
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well its single player the idea being you can mix n match coupons to get discounts on weapons in your wishlist

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just an idea lol

lilac plinth
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i just fail to see the mechanical benefit coupons have over just having one currency

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they could force you to spend it in a specific city, so if it is open world i can see how you can influence a player this way

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and can force a player to not stock pile on money, if you have a time limit or place limitation on a coupon i guess

cold onyx
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Hello, I am trying to recreate a sort of society simulation and have some sort of a plan, but would like someone to give me an idea on where to start. My idea is to have 4 different teams (groups) which have different characteristics (some prioritize food, some territory etc.), but I don't want to choose for it, I want it to choose for itself, but I am not sure on how I can succeed on this. Do I first want to start with something else, or is this a good start to the project? Thanks in advanced!
Please let me know if I left out crucial points of information

lilac plinth
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i am not sure i understand

cold onyx
lilac plinth
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like just a mathematical model of populations or a 2d representation? real time or not?

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do these groups fight each other over territory?

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or more like political parties?

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just AI doing it's thing or do you control anything?

cold onyx
cold onyx
buoyant sapphire
lilac plinth
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you have to think about the specifics of your simulation. how do individuals in these group move, what do they want, what can they do

buoyant sapphire
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Technically you can probably model most of the actual gameplay that you need in the simulation as simple resource transactions so I’d not worry about that at all

cold onyx
buoyant sapphire
lilac plinth
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i would think one group AI, that decides what to do, and then individual AI that just follows orders the group AI gives it. eg group AI can give it direction info or a job or stuff like that

lilac plinth
buoyant sapphire
lilac plinth
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but i may have misunderstood

buoyant sapphire
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Well even if it’s an autonomous sim, someone is interested in what certain parameters do (even if that’s just Zorro themselves)

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That person is the audience/player

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And it’s fundamental to design the whole thing for that perspective

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My goto model for a society sim is to treat everything (opinions, food, faith, relationships) as abstract resources, make it so these can be transformed (factories, markets, churches, graveyards) and stored in inventories/accounts of buildings, environment cells and mobile agents. Then all these are spread out spatially, maybe in various extra dimensions besides the visual world to model proximity and ease of resource transportation. Then have agents move resources along paths in these dimensions over time, make individual agent decisions with utility AI based on the resources in proximity and have it all emerge as a society without any planning AI

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Using this model it’s straightforward to define a set of resources and their transformations together with decision rules to encode a simulation

elder robin
#

What texture/ colour should my octopus be?

true pagoda
elder robin
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Cool, and colour?

true pagoda
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Octopuses come in lots of colors. Might want to pull from real life.

elder robin
true pagoda
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bottom looks more "alien" for sure. Purple is sort of rare in nature.

elder robin
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I'll go for that then

sudden pendant
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@valid bane !collab

desert martenBOT
valid bane
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alr thanks

cold onyx
carmine nova
#

I have a mechanic which is an archer with a bow an arrow (and hopefully a dog later on). Has anyone got any ideas of gameplay around it

wintry briar
carmine nova
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the controls i currently have aren't really suited to it

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i was planning on having like multiple arrow types and everything

wintry briar
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Is this 2d or 3d?

carmine nova
wintry briar
carmine nova
manic wind
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Clever AI that uses their environment for cover and feels more human like with basic training

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Such as flipping a table over to shoot

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Unless you mean an FPS mechanic I wish were in other genres of games

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Funny you should say that because I use 8x8, 16x16 and 32x32 for my game lol

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Each serves a purpose and needed

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Sure @cold onyx the 8x8 is for items such as coins, potions, gold, anything the enemy drops. 16x16 is for the tileset used to design the level the player runs around. 32x32 is the same thing but used for backgrounds creating trees, clouds etc...

#

It takes longer

#

Yep

#

Takes long to draw and animate

#

Although my 32x32 scenery tiles only use 2/3 colours

#

Solid colours

#

Remove compression

sudden pendant
manic wind
#

Change compression to none

#

Sometimes I'll break my rule

#

I'll use 32x32 for bosses

#

But that's sprite and not tiles

late vapor
#

@cold onyx set texture filtering to off

spare belfry
#

im obviously new to pixel art and game dev in general, this is 16x16 grid. im trying to make a dungeon that looks like a dump, any advice is welcome

late vapor
#

that looks awfully... clean looking. It looks good

coral adder
#

making a mobile game and I made this level select. I feel like this is bad but I don't understand why. Could I get some criticism about the UI?

spare belfry
#

they look kinda

#

off

#

and i dont know what to do with it

coral adder
#

walls look good imo

#

maybe the side ones should have a dark bottom thing tho

coral adder
spare belfry
#

ohhh

#

yeah i forgot

#

thanks

cinder hamlet
spare belfry
#

less square?

#

you mean those?

cinder hamlet
spare belfry
#

i will try th

#

that

#

ty

manic wind
elfin crown
#

i cant come up with game ideas

manic wind
elfin crown
#

fine

manic wind
#

?

#

You're best asking pixel artists

#

Artists tools maybe?

#

Me too lol

elfin crown
manic wind
#

Am I allowed to create a thread for discussing my own personal projects without spamming the channel?

#

I don't know discord etiquette yet

wintry briar
manic wind
#

Thank you for replying

wintry briar
#

np

lilac plinth
#

condition of a building for a city builder, what's a better word: A) Quality: Low, Medium, High B) Quality: Bad, Average, Good

steep umbra
#

I think that depends on the use of the condition.
Is it different buildings, i.e. slums vs apartments vs townhouses vs mansions, or is it state of a single building potentially over time, i.e. it degrades over time but maintenance can improve it?
In the first case, I'd avoid the distinction and just use different terms for housing to clarify the distinction.

lilac plinth
#

both. without going into too much detail, slums degrade from the middle to the bottom and skyscrapers degrade from the top to the middle

#

the worst possible building in the best condition has a value of 1.6, and the best possible building in the worst condition a value of 2.4 and Quality: 1.5-2.5 has the word average/medium for it. I don't want to just write a number, i think a word together with a number seems better for the player.

steep umbra
#

Given the clarification, I voted for B 🙂

lilac plinth
#

ok thanks 🙂

#

any reason for that choice? is english your mother tongue?

steep umbra
#

Nah, I'm Danish. I just prefer bad-good spectrum to low-high when it's something more vague and abstract than hard numbers.
5 grains of corn are few, 2% of water supply fulfilled is bad

lilac plinth
#

ah ok, thanks, yeah bad also feels more like a problem you should fix i think.

#

sounds more urgent i think

polar canyon
#

B for sure

manic wind
#

do you think big development companies use the same terminology as gamers? such as "running simulator", "loot goblin" or "camper"?

sudden pendant
#

It's not like people who play games suddenly aren't allowed to act they do when they enter the studio 🤔

#

So yes, why not?

manic wind
#

i don't know lol

manic wind
#

if you had an inventory system what would you name a system that remembers where you want certain items being kept?

#

for example buying potions would put them into slot 2

wintry briar
#

Smart storage system, slot tracking system

#

Automatic item placer

#

I asked chatgpt lol

manic wind
#

Haha thank you 🙂

#

I've got a few to Google

lost merlin
#

The host should decide usually cause if the client has that type of control, then they can manipulate whether they are hit or not.

astral wigeon
#

What do yall think

#

Its kinda my first time getting into my own kinda art style

vocal kestrel
astral wigeon
#

its is lmfao

atomic mesa
#

Hi, I am thinking of making a 5-6 people co op dark souls lords of the rings inspired game in this case what multiplayer service will be right

manic wind
#

start with 1 player

manic wind
#

How would I find information about a specific island such as the types of trees there, surrounding fish, types of birds, types of insects, annual rain fall levels, seasons, etc...?

wintry briar
#

but if you are talking about in-game maybe put a map or a brochure giving info about the island

manic wind
#

Yeah I know to google

#

I dont know what to Google

#

Do I have to Google each one individually???

#

Oh it's called the ecosystem

#

Got it ☺️

wintry briar
#

could be useful

manic wind
#

Will do thanks

shell fox
#

do u think every item in a video game should have one blueprint fixed to it or multiple blueprints so it can be crafted with different resources?

manic wind
#

You could have multiple for example the gun, the scope, the flash light, the magazine

cold onyx
#

Hi, I'm making a character but I can't write a Character Controller HELP write a character with animations

#

3d

cold onyx
sleek phoenix
#

post it in the right channel

cold onyx
#

and where to write

sleek phoenix
#

did you read my post

#

dude

timber magnet
#

How am I supposed to make game open worldish without fixed map

#

Like Minecraft map are random yet they aren't predictable boring

manic wind
#

old version was hella awesome

#

created some amazing worlds

#

Minecraft worlds used to look like this... The world generation has changed a lot since Alpha and Beta so I will be showing the history and evolution of Minecraft world terrain. Leave a "LIKE" Rating if you enjoy and "COMMENT" if you found this video interesting! Thanks for watching!! :D

Join My Server ➜ IP - http://play.idmchub.net

Follow me...

▶ Play video
timber magnet
slate sierra
#

@midnight cipher i hadnt decided on the lore yet for the characters as to where thye come from

#

just that they were usable... kind of like hearthstone

midnight cipher
#

That'll likely go hand in hand with how you leverage the resource.

manic wind
midnight cipher
#

It's not massively important right now tbh, you can always flesh that out later once you have the basic mechanics working.

manic wind
#

i love Sim City 2000

slate sierra
manic wind
#

get as much on paper as possible with images

timber magnet
#

For now I have thought of adding large colider like tree and mountain, small bush and rocks as collectable

slate sierra
#

each card could have a corresponding dicecloud profile that people could import with avrae to use in actual D&D games

manic wind
#

switch back and forth

midnight cipher
#

Kinda like how the transition between 2D and 3D mode goes when you click the button for it in Unity?

manic wind
#

kinda like google earth

slate sierra
#

street vs satellite view

manic wind
#

you click an NPC and it zooms down to street level

#

you can spectate your city from the NPCs perspective

#

that was be really dope

#

and a strong selling point

midnight cipher
#

Ohh. Yeah, Theme Park had a thing like that where you could view things as a park guest.

manic wind
#

yeah it was fun going on the rides in 3D

slate sierra
#

there's an old game called 10six that had a top down 2d view of this planet that showed everyones camps and you teleported into their camps and attacked them with rovers

#

they defended with turrets and stuff

manic wind
#

whut

manic wind
midnight cipher
#

You know what game I kinda miss? Populous on the SNES.

manic wind
#

you could use {} keys to switch between NPCs at street level

timber magnet
#

Similar Game i had in mind were gba pokemon games

#

Magic survival

manic wind
#

make our game dammit Kappa

timber magnet
#

Wdym by kappa lol

manic wind
#

oh no twitch emotes on discord

#

sadge

slate sierra
#

not on this server =/

manic wind
slate sierra
#

limited audience for those as well... :monkas:

timber magnet
#

This hard

#

I want my first game to be easy to make

#

Used to be easier to decide game on CUI java

manic wind
#

is switching from top down to first person difficult?

midnight cipher
#

Use a cinemachine camera and have it follow the object you want to see from the perspective of when you switch.

#

Shouldn't be too hard.

manic wind
#

oh yeah i watched a tutorial on that a while ago

slate sierra
manic wind
#

@terse ingot is it possible to have the sword separate from the sprite?

terse ingot
manic wind
#

Sweet

manic wind
#

Maybe replace the sword with an axe

terse ingot
#

Thanks! I'll remember this in the next updates, I'm intending to make other weapons yes like bow and arrow too!

manic wind
#

Wish I was good at pixel art 😔

grizzled nacelle
#

Same

#

Or any art, tbh

manic wind
#

Funny you should say that but I've been studying simple graphic directions

#

Such as ambient occlusion

remote cobalt
#

it would be more fun a tank game or a Cat game?

sudden pendant
#

Theme doesn't define the fun.

remote cobalt
#

i know

#

i just meant like a preference

#

i dunno

lilac plinth
#

what's a cat game?

#

i like tank games, if you mean those arena games where each person plays a tank and you drive around and try to shoot each other from a 2D top-down view

#

those games are fun and should be not too bad in terms of programming and also assets are pretty easy to make as tanks do not need animations, just some particles behind is good enough

unique apex
#

Hey

#

I need some help

#

It's weird because I have a very specific type of game I want to make and I am a little lost on how I would make it. I really just want to see if there are any tutorials on how to make game mechanics similar to ones seen in half-life, Deus Ex, and other older first person games like that. Things like a full inventory system, a full save/load system, and a full weapons system. Also AI is a huge challenge for me. Anyone got any pointers?

near vector
#

Has anyone here played Chivalry 2?

manic wind
manic wind
#

it has tutorials, assets and you can have a nosey at the code

manic wind
atomic mesa
#

Any idea on how to I add horse back riding in unity like ghost of tsushima

manic wind
#

learn the basics first

atomic mesa
#

Like is it similar to character controller on player

manic wind
#

oh i see

#

make the horse a child of the player i guess

atomic mesa
#

So should I create a new locomotion script on the horse and disable the player script

manic wind
#

i don't know what that means sorry i'll leave it to someone else

#

i'm more 2D than 3D but i dabble in 3D from time to time

atomic mesa
#

By the way what is the limit on number of terrain using the unity terrain tool

#

with optimizations

manic wind
#

i dunno 🤷‍♂️

#

i've been studying components at the moment

atomic mesa
#

I found the answer with using occlusion culling and chunk loading and deleting the number can be almost never ending

manic wind
#

awesome!

#

go kakarot!

#

i've thought about doing something like this where i hide trees inside the fog

atomic mesa
#

How are you doing the fog

#

with unity's solution or custom

manic wind
atomic mesa
#

You can use the camera depth texture to see if a tree is fully submerged in fog and use that information to stop rendering that tree

#

but that would be way to much work and would require shader work which is quite tricky atleast for me

#

you could use occlusion and frustum culling

manic wind
#

aye i would have a circle of fog surrounding the player

#

only render what the player can see

atomic mesa
#

Yeah that's occlusion culling it only renders what the player can look at

manic wind
#

yeah true it would be a triangle inside the circle

atomic mesa
#

and frsutum culling does not render object that is obscured in the player's view

#

for example a tree is behind a wall frustum culling will not render the tree

manic wind
#

oh sounds dope

atomic mesa
#

if you want you can use gpu instancing for ultimate optimization

manic wind
#

nice

hoary plaza
unique apex
cunning tapir
#

Hello guys, when I try to open Sprite Editor for my sprites in my 2D game I click it and nothing happens. I have the 2D package installed and also tried reinstalling it and no luck. Any clue on how to fix it? Thanks!

sour snow
#

@slate sierra

pearl cape
#

Dont know if this is the right channel but,

Im having trouble deciding,
What game should I make? (or try to make)

1: A 2D pixel horror/escape room. You were kidnapped and now have to find your way out
without being captured.

2: A 2D pixel Wild West online open world game where you can be a
cowboy, sheriff, bounty hunter, or theif. You have to explor to find guns, ammo, and health. (basicly 2D red dead redemption)

3: 3D WW2 shooter that simulates (or tries to simulate) real world wars/events.
Choose your loadout aswell. There may be multiplayer also.

slate sierra
#

#1 and #3 have a lot of saturation

pearl cape
slate sierra
#

lots of games in that genre are popular right now

#

with 3, you're competing with AAA titles... with 1, you're competing with what a lot of streamers are showing lately

cinder hamlet
#

you should go for something singleplayer unless you have plenty of experience with that already

split stream
#

hi, as new gamedev i find hard using right unity components and extensions, can somebody wingman me a little on dm just so i know what should i use for my 2d local multi game? i would be very thankful

manic wind
#

ignore multiplayer for now

slate sierra
timber magnet
#

So i want to remake my first game on unity

#

It was about gambling money to keep buying kidneys

#

How can i make it better

sudden pendant
#

Nobody has played your game to offer any kind of suggestions.

timber magnet
#

It's was bad

sudden pendant
#

Okay? The point still stands.

wintry briar
cinder hamlet
pearl cape
#

I've decided on the #1 just to start out as a basic game

#

And my parents love horror

smoky socket
#

Does music relate to game design?

steep umbra
#

Is music part of games?
The answer to both is the same 🙂 ||it's yes, audio is a huge part of the experience||

cold onyx
#

Where do ppl design their characters/enviroment, etc...?

cinder hamlet
cold onyx
#

🙂

#

Ok, where do ppl "create" their designs?

cinder hamlet
#

depends on what type

cold onyx
#

Yeah the assets or sprites to be specific

#

Lets just say a 2d character

cinder hamlet
#

if it's pixel art, I recommend Pixelorama or Aseprite

cold onyx
#

Are they free?

cinder hamlet
#

yes, though aseprite you must compile yourself

#

but pixelorama is free

#

and its made in godot engine btw

#

you can try it and get it on itch.io

cold onyx
#

Something like this, what do u recommend?

manic wind
wicked pewter
#

For players who are familiar with Sims 4, what camera perspective is the game based on?
I'm trying to pull off something similar but I have no idea what to search for

cold onyx
#

I was trying to know what do ppl use to make such designs

sleek phoenix
solemn rampart
#

genuinely don't know the best chat to ask this but, anyone know a good place to commission concept artists? I'm looking to do a 1 time commission for my main character and haven't had the best luck. I'm also not entirely sure if I need a contract or not, or what I'd even put on a contract QwQ

mild vapor
#

What kind of character do you want?

acoustic portal
#

@slate sierra actually i have to ask, can i send you the link to the phasmo snow clip in dms? we can talk more about game ideas here

#

there is a rule about dms

#

so i should ask first

slate sierra
#

im good man. osteel really killed any motivation i have to do anything unity-related right now... the gatekeeping by the mods really pisses me off

acoustic portal
#

oh ok

slate sierra
#

thanks for asking though

acoustic portal
#

yeah

mild vapor
#

Do you guys wanna talk about the game I wanna make?

#

I have an idea I’ve heard lots of good feedback for

acoustic portal
#

are you looking here for more good feedback?

#

or constructive criticism

#

or sorry

#

maybe i was misunderstanding "good feedback" lol

mild vapor
#

I just say that to get you interested, really

#

I’m not here to get people to sing praises

acoustic portal
#

yeah

#

i can hear the idea but im working on my own game atm

mild vapor
#

Basically it’s a game where your every action uses energy, and you can’t see the amount of energy you have, so you have to estimate based on what you’ve done

#

You can regenerate energy by staying still, but if you run out you lose, and if you hit 100 energy you get a multiplier on energy consumption, making it easier to run out

cinder hamlet
acoustic portal
slate sierra
cinder hamlet
slate sierra
#

i dont have a green leaf next to my name

cinder hamlet
#

yeah, but you'll get burnt out eventually

#

I think this server is just too big to manage without complications like this

slate sierra
#

still, again... doesnt excuse the behavior lol... im not really up for debating or discusing this anymore though

cinder hamlet
#

alright, your opinion

sudden pendant
slate sierra
#

See? You bitch at me yet again and all i did was respond... Get off your soapbox

cold onyx
silver parrot
#

Howdy listeners - I'm just wondering if this is the channel to get tips on a character stat generator I'm having trouble with? I'm trying to create a gamelet where a player can generate a character stat profile by making selections from a series of buttons (on species, astrological sign, age, observed trait, hobby & others) - I don't think there are any tutorials that even closely resemble what I'm trying to achieve...

#

aww, geez - it looks like I'm late to the party XD

#

I'll take the silence as a definite "no, thanks" 😛

swift narwhal
silver parrot
#

k - cheers

balmy hedge
#

so I am new to making unity games, and I want to make something simple and fun for the game design, I spent some time in Krita making this, how would you guys say to something like this? Does it look too lazy? Or is it it ok enough for a first game

#

yes, it does look like mando, I'm just trying to figure out a art style, so I decided to use him as a reference

sleek phoenix
chrome rose
#

im making a platformer and need two yellow shades for a phase of the game but i cant find any good shades. the one i have rn is just brown. any ideas?

final mauve
#

I used
#ECBF43 (light)
#AD7911 (dark)

#

You can also maybe add a slightly more saturated, darker gradient to the dark area

#

It'll make the light one pop

chrome rose
chrome rose
manic wind
balmy hedge
#

I'm thinking swords, axes, and maybe crossbows

drifting patio
#

Are there any good death animations for free on the unity asset store? ive been looking for a couple hours, but i dont seem to find anything with death animations, the closest ive found is a continous falling animation

sudden pendant
#

@terse ingot you've already posted this in #502171717544968212 , this is the game design channel

silver parrot
#

okay, 'character stat generators': I want to create a scriptable object of a character that will track'n'stack stat scores over the course of several button selections. I've created a dictionary of stats with initial scores but it looks like dictionaries aren't serializable for the purpose of a SO. Would an array be better, or should I re-think using a SO for the character itself?

silver parrot
#

don't all jump in at once... 😛

#

it must be bed-time - I'll try again later

late vapor
silver parrot
#

thanky - I'll try in there

night gust
#

For my low poly devs, are there any low poly assets you'd like that you can't find on the UAS marketplace?

junior latch
#

How long did you guys do to make your first (simple) game?

vocal kestrel
cinder hamlet
cold onyx
#

Should I spend time working on a Modding system for my sandbox game, I feel like that is very important so players can extend the game however they want to

junior latch
cinder hamlet
cinder hamlet
rapid notch
#

Hello everyone I need help with map design. I'm making a Gorilla tag locomotion game so I need so much to do but I'm not that great so I need help. Just DM me if you want to help

frail sinew
#

anyone got some level ideas?
The game is a puzzle game where you can switch gravity

rapid notch
#

if you can change gravity mid air make a kinda like flappy bird levl and runn from something but puzzel idk

sharp zinc
# junior latch How long did you guys do to make your first (simple) game?

For me it was a 3 month at the rate of 4-8 hours per week. It was the project at the end of my training of 3 years. Previously I have done multiple little project, such as Galaga, Tetris, Hangman, etc. in C#, C++ with a lot of other things such as learning Web, Networking, OS, Algorithms, Database, etc.

worthy hollow
#

is it a good idea to make a game open source, but sell a version on steam that has achievements etc?

night shoal
#

That usually happens when a free game becomes popular and a paid version is a way for fans to support development. Feels a bit strange to start with that model.

junior latch
#

I don't get the ''game0bject'' code suggested while i set it on visual studio code. How to i fix this?

vocal kestrel
cinder hamlet
wintry briar
desert martenBOT
#
Visual Studio Code guide

If your IDE is not underlining errors in red or autocompleting code,
please configure it using the link below:

https://on.unity.com/vscode

junior latch
timber magnet
#

What makes a game not get boring

#

?

lilac plinth
#

the goals can be wide ranging however, in a story driven game the goals might just be to learn more of the story and in an rpg they may be quests or finding items to complete a collection

#

that said boring is not necessarily bad inside a game, it really depends. some games are very repetitive and boring with grinding, but people still like playing it, because it's a different form of entertainment, a sense of not having to think and calm down after a stressful day, similar to how some movies have not much going for them but just mindless action or violence without much of a story for people to enjoy and not having to think about them.

#

if you have a game that has very limited scope, the best way to get out of the game being boring is by adding variance. That's why roguelikes are so popular indie games. Often the game is just 1 hour or so long, but by randomizing the enemies, card, items, stages or whatever you create a near infinite amount of variance with a rather limited amount of elements you had to implement.

timber magnet
#

Most people don't want to do extra work with no reward like happiness

cinder hamlet
#

world of warcraft, eve online, genshin impact, etc

#

but idk if people actually enjoy these

timber magnet
#

Majority of genshin player are casual

#

Only does main story, quests and exploring

cinder hamlet
#

still, plenty of people play grindy games

#

but I dont think that kind of game is something an indie dev should make

lilac plinth
#

i don't know what's popular right now, but there is a place for boredom in games, just wanted to say that boring is not necessarily a bad thing. additionally a boring section inside a game can be intentionally for contrast or for anticipation building.

cinder hamlet
#

up to you whether or not it's worth it

rare cairn
#

Looks like it's opening

sudden pendant
#

This isn't a game design question, or not really Unity related. Have you done what the prompt told you to do?

#

Also, do not crosspost.

#

You can't read it?
A problem occurred when loading the Microsoft Visual Studio menu. To fix this problem, run 'devenv.exe /resetsettings' from the command prompt. Note this command resets your environment settings.

manic wind
#

gotta catch up with GDC

sudden pendant
manic wind
#

oh sorry

pseudo ravine
#

i currently have a game design in mine where there is a huge island for a small 2d player to survive currently i have the island being generated through the cellur automata generation but i want to add all these types of biomes to the island i am new to unity so i dont know any method of making the biomes spawn in

#

is there any guidline or things i should look into for making this idea possibe?

#

i would want the islands biome to procedurally gened just like the main island but maybe be i am asking too much

sleek phoenix
pseudo ravine
sleek phoenix
#

Many of the same principles apply in both 2d and 3d regardless

soft hatch
#

does anyone want to test out my new mobile game? Im 17 and staring to get into game dev! PM me

trail hawk
#

how many scripts is too much for a game?

night shoal
#

That's not a valid metric

trail hawk
#

what

night shoal
#

The question makes no sense

#

the amount of scripts that you need is the correct amount

trail hawk
#

because i have a lot for a very small game

sudden pendant
#

It's irrelevant, and there is no such thing as "too much".

trail hawk
#

thats good

#

thanks

acoustic portal
#

probably less tho

urban raven
#

I see.

acoustic portal
urban raven
#

Still so you know how things like audio surf where you just have to hit procedurally generated points that barely sync to the song sometimes.

acoustic portal
#

thats with GD too imo

urban raven
#

True but its a lot less jarring.

acoustic portal
#

its not really synced with the music after i played a really well made rhythm game

#

yeah

#

agreed

urban raven
#

My idea is to make a game where people can use a editor to place the points where they see fit, and place hazards, obstacles, and different movement modes to make a pretty fun level.

#

All based around a good old car.

acoustic portal
#

yeah makes sense

urban raven
#

But the real idea of the game is its core feature the Soundgate, a large ring that will drastically change the movement, speed, and even enveiorement of the game.

acoustic portal
#

car sounds like it could be clunky to control in a fast-paced game

#

thats sounds cool

urban raven
#

Video of the movement.

acoustic portal
#

i havent really played arcade games

#

looks very nice

urban raven
#

there is five lanes, and the editor will be based on a 5 lane grid.

#

Also the Soungate in game will literally just act as a portal

acoustic portal
#

if you are going for a very competitive enviroment like GD, you might want a lot less smoothing, but smoothing is still good

urban raven
#

I get it, and I will refine that later on with the Lane Assist feature

acoustic portal
#

i think the rigidbody is probably adding the smoothing

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yeah

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sounds like you have a plan

urban raven
#

All that does is handle snapping it to the lane after you stop moving the mouse fast enough.

acoustic portal
#

yeah

urban raven
#

The current smoothing effect is just handled by the rigid body adding a force, then drag countering that force.

acoustic portal
#

yep thats what i figured

urban raven
#

Though I think it might be a good idea to implement a proper counter force smoothing.

#

But this works for now during prototyping.

acoustic portal
#

yeah, looks good

urban raven
#

Oh yea, soundgate also is intended to be a proper story driven game.

acoustic portal
#

oh like JSAB?

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if you know that

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just shapes and beats

urban raven
#

I know, but not like it.

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I had to jump through so many damn hoops to come up with a coherent story.

acoustic portal
#

as in you dont like JSAB or you dont want a story like that

urban raven
#

As in the story isnt like JSABs at all.

acoustic portal
#

alright

urban raven
#

Instead you play as a girl who is trapped in a corrupted simulation stuck playing a rhythm game.

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And the goal is to travel through levels until you find a level that is broken enough that crashes the game.

acoustic portal
#

sounds like a good story if executed well

urban raven
#

However after some time you come to realize that the gate is actually a method of entering and exiting the simulation, and you have to try and find exploits that let you attempt to hijack a gate to enable emergency ejection.

acoustic portal
#

if you like the idea, you should add sections that involve a pixelated 2D environement? or at least an environment where you play as the girl
just an idea, but it might not fit AT ALL, just an idea ive been playing around with in my head for a game i might want to make after i figure out how to make my first big horror game

urban raven
#

My idea was this.

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During the whole time you play in the simulation, you trave through the levels looking for more details on how to leave.

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Eventually learning the simulation is based on a space station orbiting earth in the far future.

acoustic portal
#

DID YOU SAY SPACE
i like space

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🙂

urban raven
#

Soon learning that you were put into it by your father as a means to save you as when your fathers company he worked for was experimenting with point to point gateways and portals, they ended up breaking the fabric of reality letting a deadly entity into the universe that consumed life on the planet.

#

The soundgate game in universe being based on the Deltagate portal device the girls father worked on.

acoustic portal
#

sounds kind of like the story behind the music video for porter robinson's shelter

urban raven
#

Soundgate is esentially a sequal to a lightnovel I wrote called twoworlds gate where a Deltagate accidently resulted in a aircraft transporting a Deltagate ended up on a habital planet in the andromeda galxy.

acoustic portal
#

this story sounds reallllly cool tho

urban raven
acoustic portal
#

well thought out

#

a sequal to a lightnovel I wrote
wait you wrote a lightnovel? thats cool

urban raven
#

Two Worlds Gate, was the first story never finished sadly where a team of people transporting a deltagate prototype ended up in a world in the andromeda galaxy near the supermassive blackhole which was a world of magic.

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Was estentially inspired to be a Isekai style story except that fact it was still the same universe. No change in dimensions or anything, just a hop to another galaxy.

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The story featured heavy magic inspired elements and heavy scifi inspired elements seeing how the two would work together. For scifi featuring things like a Dyson Ring, Stellar Engine, and the Deltagate.

acoustic portal
#

thats pretty cool, i wish you good luck with your game! im going to sleep now

urban raven
#

Thank you, I do hope to make the game as good as it can be.

acoustic portal
#

im working on my own project thats a horror game, you are a ghost hunter and you go investigate <insert map here> to figure out what happened to missing people

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your objective is to rescue a bunch of animal spirits due to too much hunting in the area driving the spirits to rage and thats where the people went

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essentially

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i can explain more of the gameplay loop but

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idk its pretty cool imo

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i just wanna sleep rn

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gn

tired grove
#

Hey guys is there a tool that makes it easy to manage resource gathering, crafting of items, and their connections? Sort of like a spider web.

timber magnet
versed verge
#

Hey everyone 👋

#

Nice to meet you

tired grove
timber magnet
#

Nope

tired grove
#

Oh, I think you misunderstood my question. I want a way of managing and tracking them.

So I can search for iron bar and it has everything listed that requires an iron bar and everything that can be made in to an iron bar.

manic wind
tired grove
#

I need a website or software package to manage it for the design. Not for the players.

timber magnet
#

Not game design

tired grove
#

How is it not game design? It's looking for a tool to make planning out items and their connections.

manic wind
#

you're talking about workflow management

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it is game design

timber magnet
#

People u need aren't in this channel

manic wind
#

we are

tired grove
tired grove
# manic wind like this?

That sort of layout, yeah. The thing I saw had a lot more nodes and arms but I could work with something like that.

manic wind
#

i'm sure you can find something

tired grove
#

I didn't know what to search for, thanks for your help. I'll be able to find something now.

manic wind
#

i searched for workflow management software

#

you could draw your own on paper

tired grove
#

I've got it currently on paper and in a spreadsheet but it's getting a bit big.

manic wind
#

hmm

#

@tired grovehttps://www.youtube.com/watch?v=kAfb0yx07Po&ab_channel=GDC

GDC

In this 2018 GDC Tools Tutorial Day session, Remedy Entertainment's Vesa Paakkanen shares how the tools team at Remedy Entertainment shifted the tools design process from implementing separate components for individual problems to focusing on complete workflows and context-sensitivity.

GDC UPDATE: This is a re-upload of a prior video on the sa...

▶ Play video
#

i'm not sure lol i'm trying

tired grove
#

I appreciate it. I will give it a watch after work to see if it helps me.

manic wind
#

i'm not sure this is it

#

i don't know what to google

sudden pendant
#

There is no job/collaboration posts here. Use the forums please !collab

desert martenBOT
lilac snow
#

i want to start game development, but i have no idea where to start. any tips?

manic wind
# lilac snow i want to start game development, but i have no idea where to start. any tips?

Wishlist my game Len's Island on Steam: https://store.steampowered.com/app/1335830/Lens_Island/

Learn how the basics of Game Development work, from code to scenes and assets and the platforms games use.

Composition for Noobs: https://www.youtube.com/watch?v
=9VVzCr3c9Jk&t=2s
Photography for Noobs: https://www.youtube.com/watch?v=ppTr4NVqWgI&t...

▶ Play video
#

enjoy

lilac snow
#

thank you!

manic wind
lilac snow
manic wind
cosmic sable
#

Hello I'm making a game and I need suggestions, can somebody help me out?
So I have a blue cube a green cube and a red cube
blue cube sends you flying like a trampoline
red cube kills you
what should the green cube do (you don't have hp)
I'll sort the suggestions I've gotten in order of how common they are:

  • heal you (doesn't work, no hp involved)
  • speed boost (already have sprinting)
  • reverse gravity - this one is the best suggestion so far
  • blackhole - would also work but idk how code that
  • checkpoint/extra life - it wouldn't work w certain gamemodes
    Looking for different suggestions other than the ones mentioned above

the idea of the game is sort of a puzzle rush 3D w portals in the style of geometry dash but with time limit per level

#

the reason I need a green cube is because the theme of the game is RGB

manic wind
#

or it make the ground slippery

dusky bobcat
#

like time stop for 10s, shield(imuneto 1 red cube hit)...

barren lion
#

My Design Thoughts on popular Roguelikes:

Topics: diverse build pathing, random vs choice, combo-ability

Hades' point is to let you play with your desired play style from the get-go, whether you're a melee type with stylistic slashes, stay back and play safe ranged type, get in the mud and use shield to tank damage type or look chad with gauntlet type.
The build pathing is more in the ways of how you grow your damage, and also how you grow your durability. The boons allow you to build damage in unique ways. Aside from raw damage boost, you build damge with CC statuses like charming enemies, electrocuting them, bleeding them, etc.
There is not too much combo-ability; what you start with at round 1, you won't look too far from it at round 20.
Other than damage boost pathing, there is more diverse gameplay, but again, that's in the way your weapon changes, via Daedalus Hammer or Aspects, half of which is during gameplay, and other half is at the get-go. Overall, Hades' fun is using your desired starting fantasy playstyle and building off of it.
Hades lets you choose the starting weapon, and also lets you choose the augments on the weapon via the hammer; what's random is the boons during gameplay. So a game that's very much in your control.

Skul: The Hero Slayer is all about the combo-ability, and specifically with which 2 skulls you use. Each skull can be thought of like a preset character, so this game is more about premade characters, rather than, taking a base character and designing it urself, which Hades and Binding of Isaac is like.
You collect items that you can equip which have passive effects and stats, all of which are very unique. Enough for 2 runs with the same skulls to feel very different. (ie, when swapping skulls, stun enemies around u).
You choose the skulls you want to use, and the items you want to buy, from the gold you earn during your run. While the items/skulls you get shown are random from a pool, letting you choose which to get gives you most of the control.

Binding of Isaac has the least starting presets you can use. The game is similar to Skul, in that, it's about combo-ability and synergies between the items, but without the premade kit of skills in Skul.
In Isaac, it feels a lot about augmenting your base tear shooting attack. The synergies in this game is vastly greater than the other 2 roguelikes, but at the cost of it being almost entirely random. There is no starting set you can pick, and you rarely get a choice in the items you find, so the game isn't much in your control, you could have some really unlucky/unenjoyable runs, and some really great.
This game's late game can get pretty wild with the weird synergies you make, due to the massive synergies available, while the other 2 games have a much more controlled late game because of less overall final build synergies.

#

Hey guys, I wrote my view on 3 roguelikes I have recently played. Let me know what you think about my thoughts and the way I think about games.

acoustic portal
#

looks like some opinions on games

#

now make a game review website and place ads all over it

#

income created 👍

#

this is a half joke btw, not actual advice, but its technically an option

wicked pewter
#

I want to make a GTA-style game but placed in eastern europe and, of course, lower quality than GTA 5.
I was thinking about PS1 graphics where everything is pixelated and twitchy but it's too low quality.
What other styles could I go to so I can have low-poly models while feeling polished?

lilac plinth
#

you could go for GTA 2 style gameplay, would require much less effort for asset creation, but may not be the style of game you look for

mint parcel
#

Ok so

#

finally got unity working

wicked pewter
#

It's supposed to give the vibes of a gta rip off but with an eastern european touch, basically a parody of the life here

#

I'm thinking I'll go with the GTA Vice City / 3 Definitive Edition vibes, where the assets are the same, low-quality models, but the graphics look like a newer game, with reflections, nice lighting and so on

hard isle
#

does anyone have some style ideas for my game?Its a movement game with a grappling gun thats supposed to be fun because of how much velocity you can gain.

tacit kestrel
#

hello so i am making a 2d game and i want to apply scribble nauts text like gameplay. i basically just want a text box that you can type in and when you type the correct thing then you move on.

cinder hamlet
#

you can find some inspiration there

#

also I think Game Maker's Toolkit made a video about Neon White's "speedrun-friendly" gameplay

hidden glade
#

Can someone recommend some non-RPG isometric mobile games for android?

I'm having a hard time to develop a game for university, because it needs to be isometric and I really could use new references for inspiration.

The ones I play are usually puzzle games (like Monument Valley) but for what they want from us it needs to be different.

cinder hamlet
#

also city builders in general, like TheoTown

thorny merlin
#

I am currently designing a VR game that will need to utilise Accessibility settings for its UI components as the game is focused on being educational, i am struggling to find documentation or any tutorials around setting up these functions, if anyone could link some resources or point me in the direction of appropriate tutorials it would be greatly appreciated

fair sandal
#

How would I make randomized text on trigger with an object?

tardy notch
#

Do any solo devs have insight on what ticketing systems they use to ticket work on their projects, if any do? I find that without using some kind of system (ie, Trello, Monday, a spreadsheet, something) I get way too disorganized too fast.

jade garnet
#

I gotta ask, can you make a good map without play testing it?

sudden pendant
#

No

jade garnet
sudden pendant
#

Hopefully they're not someone who has final say on the matter, then.

jade garnet
#

Welp unfortunately they are

jade garnet
#

They want a full, finish map without any play testing

#

And they keep critiquing my blockouts as if he knows how they actually feels

sudden pendant
#

Oh well, take the money and give them what they want.

#

Otherwise, time to move on.

jade garnet
#

Welp, I think you're right

manic wind
#

@jade garnet you have to playtest maps heavily

#

I fell through an Assassins Creed map once because of a missing polygon

#

You also need to test if the player can go out of bounds

wraith pollen
#

Yo, what is your opinion about this mini map for small multiplayer shooter

#

Squares...houses, blue...water, gray...cliffs and hills

lilac plinth
prime grotto
#

where can I ask blender related questions?

sharp robin
#

I base that on: fight, flight or freeze. Pairing that with combat, retreat and bunker zones.

lilac plinth
tribal pawn
#

Anyone have any opinions/articles or anything of the light on trying to "Reduce Highlighting Failures" of other players in a Co-op environment?
For context, I'm making a multiplayer co-op turn based strategy game (think Final Fantasy Tactics) with a brief Paper Mario style transition for attacks.
As it's turn based, other players won't have a TON to do during another player's/AI turn, but as I wanted to include some timing elements for dodging/blocking/whatever, is there a good method to NOT highlight the failure of a player to execute these mechanics successfully? I guess it's the same design space as say, an MMO Raid or something where the failure of one could kill the entire group, and it's similar here. A player mistiming their block and a mage going down could mean a party wipe for all players involved. That's a feel bad moment on a miss, but obviously feels great if you DO block and survive with 1 HP or whatever the situation is.

sharp robin
sharp robin
# tardy notch Do any solo devs have insight on what ticketing systems they use to ticket work ...

I hate jira, but lots of companies use that.

Tello is good for an individual, but doesn't do timestamps or milestones and person tracking (so bad if you get grants or clients).

We used clubhouse/shortcut for a while, but they moved to only really allowing only 1 project (we work on about 12 projects a month, so not an option for us).

Now we use Leantime. It's open source, and self hosted. We've modified it to do what we need, so we are happy with it

#

For solo work, try finding a trello like system but with a bit more punch. You might want something that lets you turn tickets to release notes down the road too

timber magnet
#

We're there any mainstream 2D game recently

#

other than amongus?

cinder hamlet
timber magnet
#

Oh

timber magnet
cinder hamlet
acoustic portal
upper sandal
hidden glade
craggy grotto
#

When thinking of a primitive survival game (where you're stranded on a tropical island with nothing. Absolutely nothing) which aspects come to mind at first, and which are most important?

craggy grotto
# timber magnet Ways to die like hunger

Hunger, dehydration, poison, fall damage, getting killed by a headhunter, drowning, venom, and diseases (due to shit hygiene or certain insects) are all ways to die so far

#

Or getting eaten by a crocodile

cinder hamlet
manic wind
#

It's annoying when a survival game has thirst but it doesn't do anything other than empty = death.

#

So you're drinking just to not die.

#

Seems pointless.

#

No effort mechanic.

cinder hamlet
#

I remember a game where instead of there being a hunger bar, getting hungry simply slowly reduced your max stamina so you had two bars in one

manic wind
#

I like in DayZ if you get sick your player sneezes

#

Stuff like that makes survival games immersive

#

Feeling dizzy

#

Blurry vision

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Coughing

#

Shivering

#

Sneezing

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Fainting

#

I like warning signs for danger

#

Situational decision making is really fun

craggy grotto
craggy grotto
#

It takes a lot of time to research all the topics though, lol

craggy grotto
craggy grotto
manic wind
# craggy grotto Examples?

Example would being bit on the wrist by a wild animal and having to choose between fleeing to attend to the wound or eliminating the threat before fleeing each one having drawbacks but having to choose in the moment