#archived-game-design
1 messages · Page 6 of 1
ok
Excuse me.
I just found some asset packs on the store.
It has these background tiles like these
How can I put them together nice and neat ?
Like not dragging and putting them next to each other but some how like Tile map
If you're using Unity you can add a tilemap grid system into your project
Learn more about the Tilemap tools and other 2D features at https://ole.unity.com/UnityFor2D
Official channel ✌️
Hey um I wanna try some sort of designing the character and stuff in both 2D (pixel art) and 3D
Where should I start ?
No I mean 2 seperated field
Pixel art on low poly models?
Yup ...
First learn pixel art then learn low poly modelling
Then UV unwrap the model and attach the pixel art texture
Modelling, UVing and texturing a low poly car and painting a pixel texture in Blender 2.8+
Twitter: https://twitter.com/louisdumont
0:00 - Intro
0:34 - Modeling the car
8:43 - UV unwrapping
10:56 - Painting textures
18:25 - Settings recap
I'm envious of this skill set 😔
Hey guys. I'm wanna look at some of your 2D maps as for reference.
Can you guys show me please ?
Dungeons?
I found this on the store. It's not mine :(((
What's the name of the asset pack?
I know it isn't yours lol
Pixel Adventure if I'm not mistaken
Wow people are so creative
@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
u can find it in the asset store.. or package manager
if u chose to use it
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
Check out Lara Croft and the Guardian of Light
Really good game design
Also check out Torchlight
thank you good idea 🙂
i'm not sure why the game got ratio'd
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.
...
That is such a big and open ended question that it's impossible to give you a proper answer.
Take a piece of paper to sketch something down. Then make it. 🤷♂️ (Of course it entirely depends on your art style as well)
they just need a starting point
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
5 or 10 yeah
i would make it so it just adds a player to the board without a limit
if its very few players
you could code it to remove inactive players
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?
https://www.reddit.com/r/gamedesign/comments/jxrme3/lets_discuss_designing_a_top_down_combat_system/
153 votes and 46 comments so far on Reddit
might help
thanks
apparently making a top down melee combat system is very difficult compared to ranged
quick question, when importing 2d tilesets into unity, are there any general practices i should look out for?
should i change any of these preferences?
i am specifically working with pixel art
Turn off compression, filter mode to point
Also not really a game design question #🔀┃art-asset-workflow
Change compression to none
Do you mean art wise, or story/personality wise?
Is there a way to implement a camera confiner without having the centerlines of the polygon2D confiner?
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
have you tried Pixel Perfect Camera?
not familiar enough with that function
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...
give it a watch and judge
hmmmmm ... that's to make the pixels look good right?
what does it have to do with confining the camera within a certain area for it to look good?
i think there is a camera version too
oh Cinemachine
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
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👍 Save your ti...
i'm just giving you options
hmm .. interesting
on the topic of cameras, how do I get the game screen to pan after breaking some breakable walls?
its not caused by that. Just make it taller at the top or bottom.
The issue is that your confiner is smaller than the camera so its trying to stay in a spot where it has the most space.
You have to understand that the confiner confines the whole bounds of the camera. Not just the center point.
do you think franchises like Final Fantasy have exhausted everything that can be done with turn-based combat?
probably not, there's always some indie developer who comes up with something
and big franchises are more limited when it comes to adding unique mechanics
there are so many designed turn based bosses seems like there isn't much left
unless its boring gameplay
then consider refactoring the turn-based mechanics entirely
add other mechanics into the mix, like cards
cards is really overdone too 😦
just need to come up with something
like a different approach to cards
oh i see thanks
i do enjoy collecting in games
i enjoy studying other peoples work too
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
Slay the Spire? @tribal pawn
What about Slay the Spire? That's just straight up cards with a deck isn't it (unless they added some new stuff recently?). I'm imagining uh... Well, not to steal shamelessly, but
https://play.google.com/store/apps/details?id=com.com.tann.dice&hl=en_US&gl=US
I've played it, no dice.
my bad
Turn all the RNG elements into pachinko/plinko machine mechanics ezpz.
two handed weapon required for armoured monsters sounds good? 🤔
no pistol though
@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
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
Not rarer than something like vanity skins
Makes sense yeah. There’s still a few challenges I haven’t finished due to how annoying they are.
It's kind of ridiculous to see from the achievement statistics that most ability and survivor unlocks are rarer than the survivor mastery achievements
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
Yeah I’m familiar with Noita. Very punishing game, a lot of rng influence on how your run is gonna go
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
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.
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
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
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
Hard to speculate what they intended
I would guess it started as a way to get more mileage out of the minuscule amount of content the game entered early access with
Then it seemed that clips of the random rage-inducing deaths were incredibly effective at getting the game go viral on the internet, so they definitely saw the benefit in them, maybe even mistook them for good design
@keen sun None of the channels where you put it are correct ones to post in. Please delete from all of them then post either #archived-works-in-progress or #502171626805133312 not both.
Okay. thanks
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.
top down like GTA 1?
i can send a picture of what i mean
Something like this
yes
how do i set it up?
basically i want something like this but you can walk anywhere and atk any direction
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 ...
@primal canyon
this is perfect for you then
this is perfect thank you
enjoy
When I tried to add script it gave me this message. What do I do?
make sure all names match
what do you mean by that
Make sure that there are no compile errors and that the file name and class name match
what is file class?
https://help.vertx.xyz/programming/scripts/loading/script-name
also #💻┃unity-talk or #💻┃code-beginner if it's a code issue
the name of the file and the name of the class in that file
so the scene matches the file name matches and script matches
and it still dont work
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?
or do people prefer i keep the base assets and just add in new content?
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.
i'm asking because i keep switching out assets for different ideas and if it were constant would that become annoying to the player?
if everything kept changing constantly
What player? Your game is a demo, it doesn't matter.
well demo, prototype, etc
Are you worried that when you release, some playtester is going to write a comment "stay away, it used to look different"
You change what you need to change, don't worry about it really.
okay thanks
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?
yeah kinda like that "hey this is fun..... okay i don't like this game anymore too much changed."
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.
you're right though i should focus on myself
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.
i just know people hate change and i keep changing the rules
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
nowhere near finished lol
i'm just making new assets and rotating them
literally just a female model running around with a sword on her back
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
okay i will keep that in mind while designing combat
never felt like you get bored of playing games?
Games these days are boring and very repetitive
yep
thats why i wanna make my own games
too many modern games are easy with lots of hand holding
people crying on Reddit about Elden Ring being too difficult
soon as they die once they google gamefaq
i'm learning to design games so they're harder
forcing the player to try random stuff to see what works
figuring it out
like when you spawn into Minecraft for the first time
i've been designing my own protagonist for my game but using the Sims 4 character creation screen lol
just the appearance obviously
thats like one aspect of hundreds. players like the challenge, but only if they like the gameplay
i don't know what that means but okay
wdym u dont know
should snow slow the players movement?
players won't bother to learn your 'challenging' game if they just rage quit or get bored
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?
It depends on the type of game and how realistic you want it to be, but for me that's just annoying
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
I'd rather the player figure out what to do than handhold with tutorials.
Kinda like Darkwood.
Imo I think it's best to have a mix of both
i like how some games do it by having hints on pieces of paper you can either read or ignore
yep, but remember that you won't be the one actually playing the game
yeah i'm going to record myself playing the demo
going for a dark souls-difficulty for a small indie game is very risky
i'm not really making a video game just making gameplay to practice design
then just make stuff and test them, and perhaps ask other people to try them out
yeah i wanna make enemies that spawn and a boss
you just fight until you get bored
test the combat
what does that mean?
i need concepts/ideas for where the character goes through the campaign
i have a lot of cool ideas but they're all taken by other games
why does that matter?
my game is already... "heavily inspired" by other games
you should add biotech upgrades
but it's hard to take inspiration, be creative, and be original all at once
that wouldn't quite make sense
you play as the god of death
nice
would you be interested in taking a look at the document and giving me your thoughts?
sure
DEATH Began work on this on September 16th, in a Spanish class at school. I really hope this gets made. I’m proud of it. Textures: freestocktextures.com BASIC GAMEPLAY SPEED Speed caps at a medium-high speed (roughly GTTOD) Hits from self do not decrease speed but stil...
boom
document
quite a few pages nice to see someone on here putting in actual effort
thank you
if you feel like it, leaving some comments on the side on what you think about certain aspects of the game would be cool
but if you don't want to do that that's cool too
oh, also, there's an entire language that i don't have written down on here
almost all the non english names have meaning
sure i'll bookmark it and read at my leisure
👍
obviously my own protect takes priority
how did you leave a comment on the side like that? 😮
looks like a tweet
this
select a portion of text and press the "Add Comment" button on the right
also if anyone else happens upon this thread i'd love critique from as many people as possible
always nice to hear more perspectives
emojis too nice
where lmao
I don't know lol
i don't feel like the Metal Hell part 1 would feel unique
it's just basic "wow you're in the labyrinth again"
"they're making cool mechs woah"
it feels bland, especially color-wise
how do you make an industrial warehouse cool to look at
should feel realistic
ish
in the same way that doom does
there should be a reason for why things are how they are
Copy a real warehouse layout
Lol I stopped typing but apparently it kept going
what did you have to say
was gonna say your game design doc looks cool! are you gonna start making your game?
Or wait till you are almost finished with your doc
well i have no idea how to use unity
so that's a bit of a barrier
but yes this game will absolutely be made
my guide?
oh my document
yeah that'd be hard
Not that hard use Inkscape it's free
i feel like i've organized it pretty well so far
You have
I like it
Anything in particular you like or dislike?
Can you two use a thread please, so as to not flood this channel.
Yep
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
It'll probably become more simple as you develop it 🙂
yeah, some mechanics might get completely scratched.
there is already a lot of striked out text inside the document of things i changed
I've spent four hours coding an idea which didn't work while playtesting lol
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.
once your ideas start taking shape you'll probably scratch a lot of it
your game needs an identity
something i've been struggling with
it's already 30 pages, so it's a lot of ideas already, but not sure if it's mechanically fun
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
sounds kind of funny
you shouldn't find tutorials for the game you want to make but for learning
start with a city building tutorial
well the game i want to make by definition doesn't exist
exactly
the thing is my city builder is very different to normal city builders
i don't have streets
and you plop down plots not buildings
you put down plots in Cities Skylines instead of buildings
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
yerp
yeah, but you don't design plots in city skyline
i wish you did 😦
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
a designing plots interface would be sick
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
yeah thats the whole point of the game
i simplify a lot, i don't have trash or traffic or power. it's mostly just about designing your cities, much more sandboxy
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
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
well you would get a coupon during the tutorial
it just doesn't seem necessary when you could get money instead or get the item directly i think
but it depends on your design goals and your setting i guess
well its single player the idea being you can mix n match coupons to get discounts on weapons in your wishlist
just an idea lol
i just fail to see the mechanical benefit coupons have over just having one currency
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
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
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
i am not sure i understand
My apologies, what can I explain better?
like just a mathematical model of populations or a 2d representation? real time or not?
do these groups fight each other over territory?
or more like political parties?
just AI doing it's thing or do you control anything?
I am trying to make it, so you can indeed watch it in real time. I am trying to give each different characteristics, but they do have 1 thing in common that they all want (maybe something that could start a war, dunno) every group can attack (start war), but also become allies and so on
I decided to not control anything. It can decide it's characterics for itself (I am wanting to give it balance, so there isn't a group that unbeatable or unstoppable)
My advice would be to make paper prototypes until you have a specific set of rules that work as a core loop/simulation
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
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
With the movement, searching for food etc?
Those are gamedev groundwork, implementation is irrelevant without a specific design of how a player is motivated (the core loop)
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
there is no player i think. the player probably just chooses some parameters and then the little guys fight without player interaction as far as i understood
Someone is playing that game or is it an autonomous sim?
this would suggest a sim
but i may have misunderstood
Well even if it’s an autonomous sim, someone is interested in what certain parameters do (even if that’s just Zorro themselves)
That person is the audience/player
And it’s fundamental to design the whole thing for that perspective
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
Using this model it’s straightforward to define a set of resources and their transformations together with decision rules to encode a simulation
First one is cooler imo.
Octopuses come in lots of colors. Might want to pull from real life.
bottom looks more "alien" for sure. Purple is sort of rare in nature.
I'll go for that then
@valid bane !collab
We do not accept job or collab posts on discord.
Please use the forums:
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alr thanks
I’m sorry if I wasn’t completely clear, you are right, there is no player or anyone that controls it. I (or anyone else) can just watch and see it unfold
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
Maybe make a speedrunning game where you go around shooting targets? Could be cool if it's open world and you gotta make trick shots
hmm interesting idea
the controls i currently have aren't really suited to it
i was planning on having like multiple arrow types and everything
Is this 2d or 3d?
3D
Hm idk what else, I'm bad at creating ideas lol
My few ideas were:
- Story adventure game (too big scope)
- Metroidvania dungeon runner?
Clever AI that uses their environment for cover and feels more human like with basic training
Such as flipping a table over to shoot
Unless you mean an FPS mechanic I wish were in other genres of games
Funny you should say that because I use 8x8, 16x16 and 32x32 for my game lol
Each serves a purpose and needed
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
Not a game design question. #🔀┃art-asset-workflow
Change compression to none
Sometimes I'll break my rule
I'll use 32x32 for bosses
But that's sprite and not tiles
@cold onyx set texture filtering to off
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
that looks awfully... clean looking. It looks good
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?
idk if i should do something with the "walls"
they look kinda
off
and i dont know what to do with it
did you try adding those things there
try making the edges less smooth
yes, and also the edges entirely, because when you put a pile of junk somewhere it doesnt form a perfect square
Really good for a beginner 👍 My only advice is to look at the work you want to make and study why it looks good then try learning to replicate the same results
i cant come up with game ideas
Play a video game and make what you dislike about it
fine
i will try
Am I allowed to create a thread for discussing my own personal projects without spamming the channel?
I don't know discord etiquette yet
sure if it's game design related. You can also create a thread in #archived-works-in-progress
Thank you for replying
np
condition of a building for a city builder, what's a better word: A) Quality: Low, Medium, High B) Quality: Bad, Average, Good
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.
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.
Given the clarification, I voted for B 🙂
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
ah ok, thanks, yeah bad also feels more like a problem you should fix i think.
sounds more urgent i think
B for sure
do you think big development companies use the same terminology as gamers? such as "running simulator", "loot goblin" or "camper"?
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?
i don't know lol
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
ASS (Automatic Slot System)
Smart storage system, slot tracking system
Automatic item placer
I asked chatgpt lol
The host should decide usually cause if the client has that type of control, then they can manipulate whether they are hit or not.
It's creepy, if that's what you intended.
its is lmfao
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
start with 1 player
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...?
google 
but if you are talking about in-game maybe put a map or a brochure giving info about the island
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 ☺️
See if there's a Wikipedia page on whatever island you want
could be useful
Will do thanks
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?
I think basic items dont need a blueprint to craft but certain items do
You could have multiple for example the gun, the scope, the flash light, the magazine
Hi, I'm making a character but I can't write a Character Controller HELP write a character with animations
3d
not a game design question #🏃┃animation
The thing is that I can't make the character move
okay? that doesn't change the fact that its not a game design question
post it in the right channel
and where to write
How am I supposed to make game open worldish without fixed map
Like Minecraft map are random yet they aren't predictable boring
not old terrain generation only the new version is boring
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...
I am thinking of making a 2d top down. Current Idea is far boring than Minecraft
@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
That'll likely go hand in hand with how you leverage the resource.
well tell us what you've got so far
so, sim city? 😛
It's not massively important right now tbh, you can always flesh that out later once you have the basic mechanics working.
i love Sim City 2000
yeah, i started a document to outline everything
get as much on paper as possible with images
For now I have thought of adding large colider like tree and mountain, small bush and rocks as collectable
basically, im thinking of a card game like mtg or pokemon but with each character card being like a D&D character with stats, abilities, a class, etc.
each card could have a corresponding dicecloud profile that people could import with avrae to use in actual D&D games
you know what would be really dope if it was top down but you could walk around in 3D
switch back and forth
Kinda like how the transition between 2D and 3D mode goes when you click the button for it in Unity?
kinda like google earth
street vs satellite view
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
Ohh. Yeah, Theme Park had a thing like that where you could view things as a park guest.
yeah it was fun going on the rides in 3D
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
whut
exactly!
You know what game I kinda miss? Populous on the SNES.
you could use {} keys to switch between NPCs at street level
make our game dammit Kappa
Wdym by kappa lol
not on this server =/

limited audience for those as well... :monkas:
This hard
I want my first game to be easy to make
Used to be easier to decide game on CUI java
is switching from top down to first person difficult?
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.
oh yeah i watched a tutorial on that a while ago
@terse ingot is it possible to have the sword separate from the sprite?
You can easily do it with the original files I added, just hide the layers below, but I might add that too
Sweet
Maybe replace the sword with an axe
Thanks! I'll remember this in the next updates, I'm intending to make other weapons yes like bow and arrow too!
Wish I was good at pixel art 😔
Funny you should say that but I've been studying simple graphic directions
Such as ambient occlusion
it would be more fun a tank game or a Cat game?
Theme doesn't define the fun.
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
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?
Has anyone here played Chivalry 2?
Check out the FPS Projects that comes with Unity
it has tutorials, assets and you can have a nosey at the code
https://learn.unity.com/project/fps-template @unique apex
Any idea on how to I add horse back riding in unity like ghost of tsushima
hahahahaha that's a very technical question
learn the basics first
Like is it similar to character controller on player
So should I create a new locomotion script on the horse and disable the player script
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
By the way what is the limit on number of terrain using the unity terrain tool
with optimizations
I found the answer with using occlusion culling and chunk loading and deleting the number can be almost never ending
awesome!
go kakarot!
i've thought about doing something like this where i hide trees inside the fog
its not mine but its what i would do
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
aye i would have a circle of fog surrounding the player
only render what the player can see
Yeah that's occlusion culling it only renders what the player can look at
yeah true it would be a triangle inside the circle
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
oh sounds dope
if you want you can use gpu instancing for ultimate optimization
nice
https://youtu.be/A_TfyvnoU2A
How to do the game like this?
Testing Googles geospatial API by creating a Pacman Game
#arcore #geospatial
Thanks, this helps
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!
@slate sierra
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.
Well guess #2 wins
#1 and #3 have a lot of saturation
wdym saturation?
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
online open world game as a solo developer is uhh
you should go for something singleplayer unless you have plenty of experience with that already
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
start with the basics and copy tutorials that make what you want to make
ignore multiplayer for now
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
Nobody has played your game to offer any kind of suggestions.
It's was bad
Okay? The point still stands.
make it multiplayer
figure out what's wrong with it, then work on these issues
Yeah lol
I've decided on the #1 just to start out as a basic game
And my parents love horror
Does music relate to game design?
Is music part of games?
The answer to both is the same 🙂 ||it's yes, audio is a huge part of the experience||
Oh thanks.
I'm making music
Where do ppl design their characters/enviroment, etc...?
pencil and paper is a good start
you mean make the assets?
depends on what type
if it's pixel art, I recommend Pixelorama or Aseprite
Are they free?
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
Something like this, what do u recommend?
That's cool ☺️
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
It is cool yeah... it is not mine tho lol
I was trying to know what do ppl use to make such designs
photoshop
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
What kind of character do you want?
@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
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
oh ok
thanks for asking though
yeah
Do you guys wanna talk about the game I wanna make?
I have an idea I’ve heard lots of good feedback for
are you looking here for more good feedback?
or constructive criticism
or sorry
maybe i was misunderstanding "good feedback" lol
I just say that to get you interested, really
I’m not here to get people to sing praises
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
these guys have to endure a lot everyday, gotta be understanding
That sounds very frustrating if its not executed properly
Still doesnt excuse the behavior... Mods should not have such double standards
Sadly I dont think much can be done about it. Try spending an hour here every day, helping people and you'll understand
its been about that long so far
i dont have a green leaf next to my name
yeah, but you'll get burnt out eventually
I think this server is just too big to manage without complications like this
still, again... doesnt excuse the behavior lol... im not really up for debating or discusing this anymore though
alright, your opinion
The problem is, as before, you treat these channels as your social hangouts and not their intended purposes, and then drag people into it as you are now.
This is game design, not the complaint channel. And, once again, if you have feedback, use #531949462411804679.
See? You bitch at me yet again and all i did was respond... Get off your soapbox
Does the action tell you the amount of energy it’s using?
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" 😛
if you're looking for the programming aspects of that, I'd say go to #archived-code-general
k - cheers
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
the style really doesn't matter here, what matters is how you on use it. How do you plan on animating it? Do you need it to hold items? Do you need it in complex poses?
Tbh your first game really should be a clone of an existing game like pong or flappy bird, otherwise its easy to get overwhelmed by all the game design decisions around an original thing
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?
I think something like this will look much better
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
oh yes that looks a lot better
tysmmmm
kk ty
reminds me of Atari 2600 games
I looked around for inspiration, and eventually landed on a game that's similar to the 1989 arcade TMNT, as I went to a retro arcade with a friend and loved it. Also because it's a first game, animations will be simple, and some other character designs I made (that are basically the same art style, just different design) will have some weapons
I'm thinking swords, axes, and maybe crossbows
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
If you've searched for hours, you're likely the expert in knowing if they exist or not. That is to say, if you haven't found anything, then it likely doesn't exist.
@terse ingot you've already posted this in #502171717544968212 , this is the game design channel
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?
that sounds like a programming question. You'll get a better chance of a response in one of those channels.
thanky - I'll try in there
For my low poly devs, are there any low poly assets you'd like that you can't find on the UAS marketplace?
How long did you guys do to make your first (simple) game?
A few weeks I think? only doing 0.2-3 or so hours of work per day.
It varies a lot so don't expect that info to be helpful
But, as for me, it was a 48h jam game
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
I want to make a small indie horror game but i still have to learn a lot about Unity.
don't bother with that until your game has a decent playerbase
alright, a small horror game is a common choice for a first project
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
anyone got some level ideas?
The game is a puzzle game where you can switch gravity
if you can change gravity mid air make a kinda like flappy bird levl and runn from something but puzzel idk
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.
is it a good idea to make a game open source, but sell a version on steam that has achievements etc?
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.
I don't get the ''game0bject'' code suggested while i set it on visual studio code. How to i fix this?
Personally, I don't get that. Why would anyone ever want to make (or, for that matter, play) a horror game in the first place?
Make: a simple indie horror game is relatively easy to make - the graphics and gameplay mechanics are simple
Play: preferences
Have you done all of the !vscode steps?
That is very true
I fixed it, thanks❤️
less repetition and setting goals for the player
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.
I can't think of grindy popular game right now
Most people don't want to do extra work with no reward like happiness
every mmorpg ever
world of warcraft, eve online, genshin impact, etc
but idk if people actually enjoy these
still, plenty of people play grindy games
but I dont think that kind of game is something an indie dev should make
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.
that only works during the player's 1st playthrough
up to you whether or not it's worth it
Looks like it's opening
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.
gotta catch up with GDC
This is better suited for #497872469911404564 (and any other stuff shown at GDC, really)
oh sorry
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
Just googling "biome generation unity" should give you plenty of results
but mine is a 2d topdown most of the things that pop up are 3d
Just add "2d" then
Many of the same principles apply in both 2d and 3d regardless
does anyone want to test out my new mobile game? Im 17 and staring to get into game dev! PM me
hm ok
how many scripts is too much for a game?
That's not a valid metric
what
The question makes no sense
the amount of scripts that you need is the correct amount
because i have a lot for a very small game
It's irrelevant, and there is no such thing as "too much".
probably less tho
I see.
(conitnued from #archived-code-general) for anyone else
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.
thats with GD too imo
True but its a lot less jarring.
its not really synced with the music after i played a really well made rhythm game
yeah
agreed
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.
yeah makes sense
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.
car sounds like it could be clunky to control in a fast-paced game
thats sounds cool
Its more of a fast paced arcady control.
Video of the movement.
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
if you are going for a very competitive enviroment like GD, you might want a lot less smoothing, but smoothing is still good
I get it, and I will refine that later on with the Lane Assist feature
i think the rigidbody is probably adding the smoothing
yeah
sounds like you have a plan
All that does is handle snapping it to the lane after you stop moving the mouse fast enough.
yeah
The current smoothing effect is just handled by the rigid body adding a force, then drag countering that force.
yep thats what i figured
Though I think it might be a good idea to implement a proper counter force smoothing.
But this works for now during prototyping.
yeah, looks good
Oh yea, soundgate also is intended to be a proper story driven game.
I know, but not like it.
I had to jump through so many damn hoops to come up with a coherent story.
as in you dont like JSAB or you dont want a story like that
As in the story isnt like JSABs at all.
alright
Instead you play as a girl who is trapped in a corrupted simulation stuck playing a rhythm game.
And the goal is to travel through levels until you find a level that is broken enough that crashes the game.
sounds like a good story if executed well
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.
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
I thought of doing that but I decided on a better idea.
My idea was this.
During the whole time you play in the simulation, you trave through the levels looking for more details on how to leave.
Eventually learning the simulation is based on a space station orbiting earth in the far future.
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.
sounds kind of like the story behind the music video for porter robinson's shelter
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.
this story sounds reallllly cool tho
Id be lying if it wasnt partially the inspriation for the space station concept.
well thought out
a sequal to a lightnovel I wrote
wait you wrote a lightnovel? thats cool
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.
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.
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.
thats pretty cool, i wish you good luck with your game! im going to sleep now
Thank you, I do hope to make the game as good as it can be.
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
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
essentially
i can explain more of the gameplay loop but
idk its pretty cool imo
i just wanna sleep rn
gn
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.
Grappler like fortnite. Or Magnet,
Do you have a link to those please?
Nope
How would I find them? Nothing even close comes up when I Google them.
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.
sounds like Minecraft recipe book
I need a website or software package to manage it for the design. Not for the players.
Not game design
How is it not game design? It's looking for a tool to make planning out items and their connections.
People u need aren't in this channel
we are
Do you have any suggestions, please? I've seen something before that was perfect but I don't remember anything about it other than the web feature.
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.
i'm sure you can find something
I didn't know what to search for, thanks for your help. I'll be able to find something now.
I've got it currently on paper and in a spreadsheet but it's getting a bit big.
hmm
@tired grovehttps://www.youtube.com/watch?v=kAfb0yx07Po&ab_channel=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...
i'm not sure lol i'm trying
I appreciate it. I will give it a watch after work to see if it helps me.
There is no job/collaboration posts here. Use the forums please !collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
Ok thank you❤️
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...
enjoy
thank you!
make what you dislike about video games
wdym by that
what do you dislike about your favourite video games?
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
maybe the green cube spins you around and disorientates the player for a couple of seconds
or it make the ground slippery
power up?
like time stop for 10s, shield(imuneto 1 red cube hit)...
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.
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
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?
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
I want it to be 3D, 3rd person view
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
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.
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.
have a look at Ghostrunner and Neon White
you can find some inspiration there
also I think Game Maker's Toolkit made a video about Neon White's "speedrun-friendly" gameplay
ok
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.
Into the Breach
Most city builder strategy games like Clash of Clans and such
also city builders in general, like TheoTown
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
How would I make randomized text on trigger with an object?
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.
I gotta ask, can you make a good map without play testing it?
No
Thank you, cause there's a guy i work with who's insists otherwise
Hopefully they're not someone who has final say on the matter, then.
Welp unfortunately they are
They refuse to let me have block outs I make be playtested
They want a full, finish map without any play testing
And they keep critiquing my blockouts as if he knows how they actually feels
Oh well, take the money and give them what they want.
Otherwise, time to move on.
Welp, I think you're right
@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
Yo, what is your opinion about this mini map for small multiplayer shooter
Squares...houses, blue...water, gray...cliffs and hills
this depends on a lot of different aspects. The map is much less important than the gameplay mechanics, you can adjust it by play testing and add more buildings or bridges here and there according to player feedback and strategy that people found to cheese the map.
i share this question.
where can I ask blender related questions?
Add a bridge between the bottom two as well. Generally, I recommend to always add 2 directions in/out in each area in a multiplayer FPS, it promotes movement, strategy & exploration.
I base that on: fight, flight or freeze. Pairing that with combat, retreat and bunker zones.
depends on the type of game mode. if it is kind of a death match i agree, if it is a form of cooperative mode there can be a sense in having a defensive position for both teams and one front line.
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.
Definitely! I assumed they were going for an arena game, definitely depends on the intent!
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
Hollow Knight?
Oh
Haven't played it myself, any idea why it got popular?
Idk, but I'm sure there's plenty of videos on that topic
Where should i look? Not OP but
Monument Valley is one of my favorite puzzle games. Polytopia is a simplified turn based strategy. They are both isometric, and I think available on android.
Monument Valley is one of my favorites too. Will check Polytopia, thanks!
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?
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
-Wound infections
-Insect swarms
-Heatstroke
-Cold (during night, rain, too much time in water, etc)
-Snakes, Tigers and whatnot
-Traps and snares
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.
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
I like in DayZ if you get sick your player sneezes
Stuff like that makes survival games immersive
Feeling dizzy
Blurry vision
Coughing
Shivering
Sneezing
Fainting
I like warning signs for danger
Situational decision making is really fun
hypothermia and traps are a cool one I havent yet thought about, thanks
Yeah agreed. I want to make everything as realistic as possible though, so no made up mechanics that arent realistic
It takes a lot of time to research all the topics though, lol
Oh really? that's pretty sick. I'll think about things like those too
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