#archived-game-design
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I think some of those choices would automatically be created anyways, by introducing threats that can follow you too, making sure the player needs to make up their own strategy, right?
If you try to eliminate the threat you're allowing the infection to remain but if you flee the wild animal might track you
Yeah
alright so realistic durations and effects of infections (and its impacts if you dont treat them quickly) should also be a key focus
Fresh bandages would give you more time but after a while you either need new bandages or to disinfect the wound
Hotter climates would add a multiplier
Colder would take longer
I'm really into survival games so I've got some strong ideas
...so I'm trying to make a Character-creator as a game, and I'm at logger-heads as to whether I should use scriptable objects or singletons; thoughts, or opinions?
so far I have a SO that represents a representative, but I'm not sure if I can nest another SO within it at run-time (via a button selection) - kinda just thinking out loud, kinda wanting some input on the topic...
...and I just noticed its really, really quiet in here right now 😛
...I'm starting to think my jargon is SNAFU...
I'm wanting to learn Unity, and have been for a while now, but I'm having a difficult time with a game concept. I can't think of what would be fun to work on, but isn't overly ambitious for a first project.
What do you guys do when you have "writer's" block?
I usually run through tutorials; it helps to cement key concepts
Thats the curse, simple things are not very fun, fun things require a lot of time.
Follow a tutorial, betray it later
I was following a flappy bird tutorial, replaced poles with platform to stand on
Oh no I need to a way to lose
Keeping lists of ideas is helpful early on.
I haven't run out of game ideas before, but I did make a lot of mobile apps (200+) and so would often run out of ideas of what to make there. Having a list to fall to helps
I didn't care as much about making mobile apps though, so that might be part of the reason why
take one of your big ambitious multi-million dollar game ideas and shrink it down to tiny sizes
Can I use netcode for gameobjects for a fps prototype
You can use netcode for gameobjects for multiplayer. It being an FPS or a prototype is irrelevant.
the project is high paced like titanfall 2
Also irrelevant
I've got a question i could use some input on... What generally are your favorite implementations of tournament brackets? The stuff im working on for a game has me on hold trying to figure out an effective way to handle brackets/tournaments... obviously it's most likely just some UI stuff but i'd like some ideas
Are you wondering in terms of UI design, or bracket system design?
Uhmmm you know... thats a great question 😛 I kind of understand how im going to determine who goes against who and stuff like that but in terms of implementation that users would like... i guess i am asking more UI design than system design but im open to hearing all kinds of suggestions
Currently trying to recreate something from a show ( a sorta fan game) and I’m dying man 💀
any one else making use of chatgpt for game design. Giving AI just limited information and then asking what do you think does "game mechanic name" do is really helpful to see how intuitive a game mechanic is and chatgpt comes up with good alternative names and descriptions as well.
I mentioned wanting to have a reputation system with 5 or so npcs in my game, to modify dialogue options and change their responses to some questions. Someone said its super hard to implement. Is this true?
In my mind i'm envisioning just a public variable that gets saved and loaded between scenes, and whenever a character goes to answer a question, just doing a different line if theyre above or below a rep threshold.
That isnt especially complex is it? Am i overlooking something
it gets complex if its going to influence the story
or other systems
you need to make sure the game works regardless of player's reputation with each NPC
and that the story makes sense
like, if a character hates you it won't make sense if they ask you for a favor or tell you a secret
my plan for the story is that you descend into the underground to claim the demonlords crown
and you'll be able to do it in a couple of ways
most ultimately boil down to just going to the area and defeating the final boss, but if you befriend certain characters along the way you can do it in different ways. That was the idea, at least.
thats a lot more complex than a linear story
i have a question about state machine, a character can stand,jump and attack. attack is possible during stand and jump state. does this mean i'll have 2 attack states instead of one? like StandAttackState and JumpAttackState, which can only be entered from the stand and jump state respectively
is this right? or is there a better way?
or just have one attack state, and that transitions to StandAttackState/jumpattackState or check whether or not the character is jumping
The "stand attack" and "jump attack" sounds like 2 different actions, just like "stand" and "jump" are different.
thanks
can i add an image at main menu scene? i made a game logo and i want to put in at main menu because i dont want it to only be a text with the game name, if it's possible how to do it?
Not a game design question. #📲┃ui-ux
Use an Image component on your canvas to add images to the UI.
oh! sorry, thank you for the answer!!
Anyone here into designing old intro screens? Click start button.
hey, id like to make a 3d movement script that simulates a glider, almost like a paper airplane. i found a video on youtube that shows roughly what id like to replicate. however, i don't know good resources to help me code things like acceleration and lift. does anyone have experience with this?
https://www.youtube.com/watch?v=pbdtOCTDHR0&t=6s
I showcase my gliding physics/game that I have been working on for the past week. Feel free to ask questions in the comment section :)
He seems to have the source code in the comments, you can use that for one of the things that may help you
i tried it but it didnt seem to work, i think he also mentioned another script working in tandem with it. but ill at least check out some of the code segments they write again
I'm a 16 year old developer that comes from a 3-year highly successful career in Roblox Studio (25M+ play sessions). Now, I've been learning Unity for the past few weeks, got some understanding of it, and even made my own A* algorithm (with a tiny bit of help from a friend). I mainly got into Unity to create mobile games, but I can't come up with a small beginner project that could use my A* system to really get the hang of it. Does anybody have cool and simply ideas for a fun mobile game that uses A*?
keep things simple, do something basic like a twin-stick top-down shooter
keep in mind that unlike in roblox, making a multiplayer game here is a lot more complex
I'm not looking to make a multiplayer game tho. Just singleplayer is fine and I have a solid understanding of coding and how to tacke things.
replicate the same results from other games you enjoy for practicing
try coming up with simple gameplay mechanics
some fun gameplay loops
What makes a good polished and fun to control character in a game that involves racing?
I discovered in Mario Kart Wii, that most things are done with polish and sound effects. The only control that matters might be "drift". All other variables such as speed, or acceleration are toggled different for character and kart combo.
How much is achieved through polish and flair and not actually code? I get the feeling a lot is sound and feedback to the player. (I found Mario Kart 8 to be more "boring" as on straightaways you had less options/agency such as wheelie.)
Some game designers use words like "game feel" and "juice" to describe the abstract and often invisible factors that make the best action games surge with life and energy. In this episode of Game Maker's Toolkit, we try to figure out what those words mean, and how you can capitalise on them to make your game feel more fun and satisfying.
Suppor...
I am asking specifically for racing games, and how much of the game feel is produced by Code versus polish/flair?
What aspects of feel are produced from good code in a racing game? From my analysis, it seems to be only "Drifting".
Code is what controls the visuals and audio
The rest would be Sound Effects and extra polish/ flair like wheelie, and like the sound when accelerate from boost.
also code can make subtle corrections to player's actions
example of that is the coyote time mechanic in platformers where you can still jump for a few frames after walking off a ledge
Just make it fun dude
Quick question, is there a chat where I can post a question of my code? kinda at a standstill with my program lol
Is it possible to make a game that uses no more than 6GB of VRAM?
How would I check?
I'm also thinking about challenging myself to making a video game you play using only a mouse.
obviously, people were making games long before we measured RAM in gigabytes
i’m new to unity and decided to make a blacksmithing game and i was wondering, how i would make an object malleable?
you could make an ingot shape and after X amounts of hits swap it for a flat piece of metal shape
keeps swapping until its a sword
well i’d like it to change where you hit, not just change when you hit
how would i change just that part of the ingot? scaling it would scale the whole thing
i don't know that's too advance for me
that's going to be too hard for a beginner probably
since you need mesh deformation and stuff
am i able to get help here?
well ima ask
so im working on a game and i have this maze that i want to make a collider for but i can only get a box collider. how do i get a collider onto each wall so it works? im doing this in 2D
this is a 3D asset fbx
pls @ me if any body wants to help. thanks
Hi, I am looking for some opinions. Do the corners of the sprite with size 42 look too blurry? Also, are the corners of the sprite with 64, sharp enough or should I stick to 128 pixels?
i like 128
I'd think the corners should be consistent across all sizes. #📲┃ui-ux
Any good font suggestion for a roguelike game? Anyone know a beautiful hidden font that might share?
That is whats going to happen, but I need to know the right size
@real junco I’m new to Unity but I used TileMaps for my 2D game and when you use a TileMap collider, every tile will have a collider and you can essentially paint your maze.
I think my plan is to make a maze algorithm and code the hit boxes to that
Ok. That’s definitely too advanced for me😂 I just noticed no one commented so I wanted to try and help
Thank you
In my game you wake up in a dark room with one light and a table with a gun on it
Then you hold e on the gun
And all you hear is a bang
And you wake up in your bed 3 years later Everytime you die you wake up in the room
And there’s signs on why you did what you did
On your 7 death a door opens on the side of the room and you have a choice of sh or walk through the door and never go back to the room
And you can’t die anymore
Being that you accepted therapy
And the horror stops
Hi all! I’m wanting to come up with a game, and i was wondering if there was anyone who could voice there opinion and concerns, point in the direction to get started, offer any advice or anything?
You mean you want advice on how to come up with game ideas?
I personally come up with them by remixing the games that I like and adding some of my own ideas
its important to not overthink some aspects though
I want to talk about predictability and tactis in pve real time games combat. Games like this I picked up only recently, most of my life I've been playing pvp or in general multiplayer games. And my biggest disappointment in their combat systems is what I'm calling predictability. The fight goes like this: enemy acts, player reacts, there is no enemy reaction. A simple example are FromSoftware games - boss starts attack animation, you have to time the dodge. Now this system can be improved by giving the player different meaningful choices on how to react. The direction where you roll in dark souls doesnt matter, but In Hollow Knight endgame you can chose between your dodge abilities, which will affect your next move in the fight. You can also give the enemy some ai with randomized decisions, like V2 fight in ultrakill where it changes distances at will. But is it really a reaction? it does solve the predictability issue, but doesnt make the fight feel tactical from the perspective of the enemy. It's hard to make myself clear. What i'm saying is, you can watch a 1000 chess bot games and each time it will be interesting, but the TAS speedrun you watch will be the same each time (except imagine chess is a real time game). I'm making a game myself now and want to tackle this somehow. I think i'll have to use both randomized decisions and good ai, and somehow make it feel fair. I havent mentioned games like doom eternal, which have an ai between many units, each having its role, cause i cant say where or how it works, i simply didnt notice, but i would certainly like to learn.
GAME WITH CASH PRIZE?
One
how the hell do you design a game.
like this sounds vague as hell but i genuinely dont know anything
where to start, which direction to take.. anything...
You can’t simply ‘design’ a game
Game design is multiple things like proper Audio, graphics, style and gameplay
i know... its just so much pressure and i dont know where to start, i dont even know how to ask for help
i dont even know really what im doing, but i feel like i cant get a grip because of the fact i know nothing
Are you new, because if you’ve just started, game design isn’t the thing to focus on
like ill come up with a game idea and itl be flawed in every aspect but i cant tell if thats the fault of the idea or the execution
idek what "new" really is, ive been making games for about 3 years so i guess im pretty new
i just havent released any of them, i can program them fine i just cant design them
i can make something that is fairly well programmed and organized but i can never release them in a playable state because the design usually falls short
What part of the design
dude idek
ig just sorta everything, thats genuinely the best i can describe it
sorry if im being really vague and stupid but
To make it fail less you gotta have a solid understanding of what kind of style, graphics etc you’re looking for
and i dont know how to get that solid understanding
like how does somebody come up with graphical style, gameplay style, setting, any of that stuff
Write it down
when i see a finished game i can evaluate why the design is good, "oh yeah this style lets developers model less, oh this style makes lighting easier to handle while still looking appealing"
Then follow it when you’re developing
write what down?
Your ideas for the style etc
the issue is that i struggle with designing a style
like its just really cloudy and hard to explain but like
i struggle with making something like..
ok idek how to begin to describeit
If it’s foggy try to describe it by combining already existing styles
Like. Low Poly + Realistic textures
Simple colored + high poly
well for graphical style of my current game itd be: realistic models + realistic textures + illogical machine design
but that paints a super vague picture
it isnt descript enough
but when i try to describe it it begins to get really foggy and messy
like.. ok so for my current game
if i had to describe the graphical style in detail
actually idek how to describe it in detail
its genuinely just that foggy
maybe it’s not a good style if it’s impossible to describe?
maybe so
or maybe its just many different styles but used cohesively
like the style itself at a bare minimum is just realistic models + realistic textures
everything shares that style
but each element has a different sort of "sub style"
So alright, realistic models and textures = Basic realistic style
for example: the enemies all share a style of being made of oil and mixed with organic material
And let’s add on top of that
well its hard to just "add on top of that" because everything breaks from the style in one way or another
like this exampl
not EVERYTHING in the game has this style
the walls and floors arent made of oil and mixed with biological material, but as far as enemies go they are all consistant within this style and all adhere to the "basic realistic style"
they have realistic textures with realistic models, but they also share this style, but only within the enemies of the game
Alright so your base game style is: Realistic
Your enemies have a: ‘Fictional’ style
Your enemies don’t really have to contribute to the main game style
well the enemies have a fictional style but still share realistic elements
Alright so that doesn’t technically really go against your main style
yeah
ok so the weapons also have varying styles that still sort of go with the main style
all weapons have a different style, one might be sci-fi, the other might be more modern-day looking, some might be just plain fictional looking
but they still have realistic models with realistic textures, just unrealistic or varied designs
So right now I can kinda see your game as: Basic realism with fictional mixed in
yeah basically
but the main issue doesnt really come from the graphical design.. instead it comes from the gameplay...
Alright, so for gameplay design, it’s usually best if the play style stays consistent
right now the basic gameplay design is like this: the player must grow this chia pet, to do this they simply take a bucket and go get water, they dump it on the chia and it grows, thus the name "chia simulator" arose for the game, however they also have a generator to keep track of, refueling the generator is where it gets interesting, see theres no real way to prevent the generator from going out, its inevitably going to happen, but when it happens it spits up enemies made of oil that try to kill you, you can technically play the game with the generator off the entire time, its just more difficult, which incentivizes the player to kill enemies, because they can throw their corpses into a chute to fuel the generator and get it running again
its a mixture of gameplay styles
a little strategy, a little combat
and it might sound simple with the basic design
but the complexity comes more from the replay value
because beating the game once will unlock items useable in the game to do more things
maybe you unlock a weapon that assists in healing at the cost of firerate, maybe you unlock an enemy detector that will go off when an enemy walks past it, maybe you can unlock a machine that will passively water the chia pet at a very slow rate
its a very all over the place game
the design has many issues tho, if you couldnt tell
The best thing I can suggest is trying to fix those issues and try to simplify the style
Don’t confuse style and the game play through, though
how do you incentivize the player to grow the chia, how do you tell them that the chia is even the main mechanic, the generator seems more like a main mechanic because the chia isnt a necessity, how do you even incentivize the player to replay if they can beat the game just fine with the normal items, how do you vary the gameplay without changing what players learned from their first playthrough
saying "fix those issues" is easier said than done
ive been trying to fix these issues for a month
ive made little to no progress
ive made good progress on the game itself, though
but i havent gotten to the part where i design the main gameplay loop
which is why im stopping now to try to evaluate the issues with the gameplay before i make it
i feel like im just wasting time though, i dont know where to go for help
i mean coming to a half dead channel like this doesnt seem all too productive, i appreciate your help but i dont feel like im gunna get anywhere here though
i dont wanna spend money on a game designer, nor do i know where to go to understand how to design a good game
I’d suggest looking for videos on YouTube about game design. There are several channels that are dedicated to game design, especially for Unity
There are great design videos on youtube, check out channels like Game Makers Toolkit and Design Doc
How would I go about making a combat system where player cant evade all the damage? I'm making a real time game and combat will probably be the most important part of the game.
what kind of game exactly
fps
yes I know, I'm asking how to make it interesting. I know I said fps but I would like to hear general advice.
How much gamedev experience do you have?
I know how to code
have you ever finished a project?
no
Then you're getting a bit overambitious here. Multiplayer FPS is a very complex type of videogame and definitely not something a beginner should touch. I recommend you start with a simple singleplayer 2d game for now.
You can't climb a mountain without learning how to walk first
i'm not making a multiplayer game and i dont have a goal to release it. i'm doing what i'm interested in
oh wait my bad, I thought you said multiplayer somewhere
still, fps is quite complex
Why exactly do you want the player to not be able to evade all damage?
why not let a highly skilled player dodge it all
I think you will be able to dodge if you make the right choices beforehand. for example if you want to not get damaged by minecraft zombie you just keep your distance, but if you stay close its attacks arent telegraphed so you will get hit.
Well, then you very much can evade all damage, by evading the enemies
well it's a basic example, maybe i should rephrase the question to "a combat system without telegraphing".
I suppose you need to make sure the player can see the enemy approaching, and has the tools to tank and heal the damage
What is the purpose of that system? What value does it add for the player? I'm not saying not to do it. But it would help to understand the value you want to add
How do I make a psx/ps1 graphics?
I think I want to make the combat more tactical that way, rather than reaction based. So that choices matter long term and you cant just dodge at the last moment.
i eventually turned to reddit and got the feedback i needed there, thanks for the suggestion though
This is what i have so far for my endless runner game. Its called space piggies and is about 2 guiena pigs that have lost their carrots in space. I have the basic down but i wanted to add some more features to make the game more unique and fun to play. As of right now it feels very basic. All critisim welcome!
So sideways thought, where you have to actively fight to load your save file, maybe as a minigame, or better somehow integrated into the game world. Where if you do well you can gain some extra resource, while doing badly carries a penalty…. Do badly enough with the higher difficulty setting could delete your save all together. Probably have it only kick in later in a playthrough to shield new users, or have it as a kind of opt in system, like choosing to gamble. But to prevent player abuse by continually save/load. There could be some kind of cooldown based on in game time spent in the loaded file.
so because i'm curious and like overly-challenging problems i'm messing around with trying to implement a voxel terrain system that uses a hexagonal grid instead of a square grid. I've read through the article on hexagonal coordinate systems over at Red Blob Games ( https://www.redblobgames.com/grids/hexagons/ ) and I'm going to be using cubic coordinates but i'm having trouble figuring out how to locate voxels in space vs just on a plane, do I need a set of 3 cubic coordinates, or just one?
can anyone reccomend a good city to use for my open world car game??
Look on the asset store.
I would assume you'd need a 4th unit for depth. If I understand correctly, you're taking a 2 dimensional plane, and trying to use a 3 dimensional point coordinate system to represent hexagon shaped spaces in that 2D plane, but it's still a 2d plane
Any ideas on how to make a guide map in my game, like a pirate map? For now I did it by using an orthographic camera and the output of that camera in a top down view of the full map, and for icons I placed a sprite renderer in my player which I can see from the camera, but it looks a but bad, my idea was to have a 2d image as background and the icons to be above the 2d image so I can follow the player in real time
looks like this so far
yeah, an image can work, though you'll either have to update it manually whenever you modify the map or code it to update automatically
And that s what I don t know how to do ahah
honestly I'm still trying to wrap my head around using a 3-coordinate system to locate a point in a hexagonal grid. I think the answer is 'yes, 3 coordinates are needed for a planar arrangement of hexagons' so I guess I'd need 4 coordinates for a 'point cloud' that follows a hexagonal structure
From what I gather, you're not locating a "point". You're locating an entire hexagon. That hexagon has a center point, yes, but the notion of continuous space loses meaning, as you either lose horizontal or vertical adjacency
So you can't, for example say "find the point at 1,1, -3"
I guess like, i'm trying to implement a "point cloud" but with points that have a hexagonal grid arrangment
My plan is to deal with the 'hexels' (hexagonal voxels) separately from the geometry, so meshing is a second pass, or dealt with separately.
A hexagon is a geometric shape and can be represented by triangles but I plan on constructing a mesh based on the data in a volumetric hexagonal point cloud
I may not be describing it well because I don't fully understand yet but that's the fun, and what i'm working on 🙂
@forest forum You can ask for feedback in #archived-works-in-progress
anyone know how to make this fullscreen map look good? should i just make some art for the world? does the actual physical level just need environment stuff in it? im not sure whats missing here, There is supposed to be trees but those clip out of render distance. Im considering just drawing art for the map but im not really good at it lol
are you the Asteroids guy?
uh no?
this is a horror game thats set in a forest (for now, there will be other maps)
and its multiplayer
I'm making a blacksmithing game and was wondering, how i would form the mesh into the right shape? I'm thinking maybe changing the height of the vertices when it gets hit but I'm not sure
You can change the vertices positions yeah.
But you need a lot of vertices to make it look smooth
alright thanks
You could make simple art, like a makeshift map, fitting for a horror
just sketch something
what should i search for a reference?
uhh hand-drawn map I guess
What do you think about this type of UI Design?
seems pretty convenient
as long as you put images/icons, it's good
you guys know how to fix this issue where the fog is in the scene and not rendering in the game?? also this is my first project so im making some minecraft ripoff for fun and im on an M1 Chip fog used to work now i aint i ned help 😦
This isn't a game design question. Make sure your fog is turned on in your scene window.
everything is turned on but the fog wont show up in the game
So for making a 2d game with cool animation
What camera angle should be used?
Would something like subway surfer be better or platformer?
Hello everyone, question about the overall feeling for a platformer controller.
How do you work on the moves, jumps, like.. Do you just tweak using a primitive shape character, an animated version, when do you say, "this is the controller I wanted"?
Yeah. I was also thinking when you hover over a button an image kinda appears near your cursor showing what the object is
Doing some market research... thoughts? https://twitter.com/WildMMO/status/1644051033243504642
🔮 Doing some research for a mobile #rpg game and I can't decide. You can help.
Please keep reading thread for description of Active vs Passive Dodge skill. #gamedev #indiedev #indiegame 🧵1/3
Do you ever play video games you wish you made?
that's a great question... I honestly haven't played a lot of mobile rpgs
I have a pretty good idea what it would look like on PC fwiw 🙂
Me too but sometimes people make my ideas
Why steal my ideas I'm thinking about
Not fair
ok... its just a question of preference. Doubt I'm gonna reverse engineer your code from that 😉
Get ChatGPT to code for you
heh I can code, get GPT to autogenerate rigged models and I'm interested
I saw some trying to code FlappyBird only using AI
is chat gtp free?
yes
ok
this is a screenshot from alien isolation, how do i get a background for my pause screen to look like this?
my issue is that when I pause, my game just looks darker
this one looks like a proper pause screen background, not sure how they got it to look this way
make a UI elemet thats like a pannel
that covers the whole camera view (do it on a canvas so it supports all screen sizes)
then in your pause code make sure you enable it and all other button elements and shit
to blur it you can use a postprocessing element
Depth of field, then adjust it to how it should work from there!
@acoustic portal
lmk with any questions
yeah uh
my main problem is
since my panel is so dark, the sun turns from yellow to orange in my game, its really weird and annoying to look at
you will have to tune it to what looks good in your game
what works in one game may or may not work in another
especally here its an indoor scene so darkening it works really well
shit
how do i stop the post effect from affecting my UI
but only one because i want the brightness effect to work on my UI
how does this look @slate forum
im gonna put a background behind paused as its still hard to read
i really like that
nice one
thanks!
I can see that this also has a vignette effect
consider adding it as well
good idea
do you think modding games is a good entry point into video game development?
i have a unity hub problem where should i post the question
#💻┃unity-talk probably
you still need to learn programming either way
a good entry point for that is Scratch
Do you mean for scripting?
I can code
I'm learning low poly asset modelling in Blender and I'll import into a video game
you can use the volume override exposure settings or postprocessing to darken the game camera stylistically
yeah, i want to affect my scene and my UI differently
dont want my UI to dark on pause
but i do want my scene to darken
that is what the volume override will do
game ideas for beginner to clone?
@pine sleet this thing right
yes
create another volume that is your pause menu volume
then turn it on and off
to make it take affect
put in only the overrides you need for it, which might be exposure or whatever
@pine sleet but i want brightness to affect my UI camera
just different
and i want depth of field to affect my scene
but not my UI
if you want to reduce the brightness of your ui elements, put a big non raycast target transparent black rectangle in front of everything
increase
you shouldn't be using a separate camera for your ugui based ui. you should be using screenspace overlay
well
i think you are at the start of your unity journey
and there are a lot of things interacting that you don't totally understand yet
your ui is right now not screen space overlay
so volumes affect it
make it screen space overlay
then its brightness will not be affected by the volume
you shouldn't have a separate camera
for your ui
i do want its brightness affected by the volume
anyways there was some issue i had when it was on screen space overlay
lemme try it hold on
then do what i suggested and make it overlay and use a transparent black rectangle to modify brightness
i want it brighter though
you are not using your brain
use your brain
if you want it to be "brighter" keep the darkening rectangle turned on all teh time except when you are in
whatever it is you are doing
does that make sense
i have brightness setting in my game that should also affect the brightness of the canvas, allowing increases and decreases in brightness
got this funny warning but im assuming its just a byproduct of having my canvas on screen space camera
also wtf is with that A
this looks normal in screen space camera
Anyways, what is the actual reason I shouldn't use screen space camera for my canvas? it gives me a lot more control over it and it lets me affect brightness on my canvas
like very simply, which is one of my favorite things to try to do, just making things simple
AHA i figured it out, I want volume mask in the camera settings, so I can have a volume with my global effects, and then a volume with scene specific effects, very cool
can anyone give me some ideas on how to make that look better?
theres something that feels off about it but i literally cannot figure it out
fixed it a tad but imo still weird
sorry
making an SCP game? nice! love the SCP universe
Please message me if anybody is willing to help me understand how to utilize my imported 2d asset package. There are so many folders and I do not really understand what is what.
Post processing, normal maps (and other texture stuff), cracks or dirt decals, small dust particles
Asset Package
Hi, I'm trying to think of game mechanics that would make my game have a point, but can't think of any.
I'm creating a pixel art (side scroller) walking simulator set in nature, that's supposed to be relaxing and just fun to walk around in. Problem is, that sounds like it could be very boring... I would really appreciate if you could suggest things that could maybe bring the player a purpose to keep going forward? Feel free to dump the dumbest/weirdest/funniest ideas...
Hope this is the right channel to ask this in
Thanks!
you could make a trail with collectables
when i'm hiking i like exploring and finding stuff on the ground
sight seeing
talking to interesting characters
finding unique animals
different weather patterns
unlocking new areas
different transport systems
walking/running/cycling/rowing
could even add bus stops are waypoints for fast travel
"you discovered Meadow Lane"
Progressing the story feels like the single most important thing to motivate the player going forward in those kind of games.
If you feel like just walking is too boring you might add some obstacles (puzzles, platforming) on the path to make it more interesting, but you'll basically abandon 'walking simulator' label, not that it's a bad thing tho.
I think you might look into something like Oxenfree, specifically free roam sections, to get some inspirations.
Can I just make a scene in Blender or should I build pieces in blender and assemble them in unity
thats a loaded question
Awesome ideas!!! Thank you so much 🙂
do you mean scenes for levels?
yes
you can do that in Unity yeah
@rough foliohttps://www.youtube.com/watch?v=usBVx4J4CUM&ab_channel=NintendoofAmerica
Available now: https://nintendo.com/games/detail/a-short-hike-switch
Hike, climb, and soar through the peaceful mountainside landscapes of Hawk Peak Provincial Park. Follow the marked trails or explore the backcountry as you make your way to the summit. Along the way, meet other hikers, discover hidden treasures, and take in the world around you...
Thanks a lot!!
is it more optimal?
Essentially i literally just started, I have the level basically built in blender but idk if I should rebuild it in unity from separate pieces instead
show me!
essentially this is a test level to see how to export into unity but this is what I have. I have other objects I can import into this level when I figure out what to do
i would make it separately
just finished a conveyor belt system so that helps
Your advice is greatly appreciated, I hope you have a good day. Thank you
also its called a modular level kit
Good to know
if you wanna find tutorials
Hello. I need help. Is someone on to answer some questions??
I see. I'm wanting to make a game like jackal survival reborn. But don't know how. I need help?
That’s still extremely vague, you need to ask actual issues and not just “how to make this game”
Well I wanna know how to set up the background and behavioral type of things. The coding stuff. I don't wanna remake that game.
still very vague. have you ever made a game before?
No I have not. I just now have unity and cannot make the asset packs I downloaded go into my computer. So I'm stuck to basic shapes. For now.
yeah uh I wouldn't suggest remaking a big game as a first project, you need to learn how to walk before you run
What would you suggest I try as a first time thing? And I mean the mechanics of that game.
flappy bird
Jackal survival reborn is merely an example. Of what I wanna make.
Yep, this is why Real-time GI is so cool
haha yeah
yeah, it's cool! I have it enabled in a horror game i'm working on, and it makes the flashlight way more convincing
Yeah you wanna export stuff seperately
One very important detail, colliders, you do not want to have a mesh collider for an entire house, they are quit expensive, and manullay place box colliders for the house would be a pain (big understatement)
Thank you sir
that sounds so painful lol
Yeah. I use it for even my non-horror games.
I use it for my sandbox game and it is extremely cheap, like it doesnt affect performance at all
Makes the game look a million times more realistic
Try to guess which have Realtime GI, pretty easy guess lol
It's a lot faster than SSGI, for sure
i tried adding that to my game and it makes my 2021 macbook pro sad
in hindsight, I should've sprung for the the model with a better gpu
I bought this right before realizing I really enjoyed game dev again, haha
(it still works pretty darn well, but HDRP is very taxing beyond 1080p)
Im surprised
Well depends on the complexity of the scene ig
yeah, lots of factors
i just recently learned unity after quitting roblox studio, yall got any 2d game ideas?
i want all ideas
make Terraria
ZAAAAAAAMMMMN
Make a simple platformer
to get started
make Flappy Bird
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Nice thx
i need help desingning my game can i post a pic and someone can tell me how to make it look nicer
sure
thx
crazy stairs
crazy indeed
I did scary monster for vr game is this going to be enough
Squid 🐙
Hi, I have just started on an aircraft marshalling simulator game and i am stuck in making the aircraft move with respective to the air marshaller wand does anyone know how to get started for eg.Player moves wand left aircraft turns left
needs less negative spae
wdym
which Minimap functionality looks the most fun.. (think of a looter shooter/shootem up)
the white block shouldnt be so big
or if it is it should be like a background element.. and have a smaller box that fits more with the items u have
sure, I was mostly demoing the icon atm, I still am on the extreme basics of the menus
one that would scale.. or one big enuff to fit the amount of items u plan on carrying, unless its a ton of items and u need that space
the icon looks great
a bit of shadow behind it would make it pop
do you mean behind the whole block?
hmm yeah
would that fit with a horror game aesthetic though idk
i guess either way it looks cool
if ur just gonna have a bare grey square then yea..
i mean. how well does that fit with a horror game aesthetic ykno?
hmmm not sure how to get that to render honestly
but.. whatcha think about this
which Minimap functionality looks the most fun.. (think of a looter shooter/shootem up)
just use a image/ raw image.. with a empty sprite.. and set the color to black, set its opacity to something low.. and tada u have a border
i think thje first one they show up too close on the radar and the second one is pretty cool
but my icon is partially transparent
which means if i put black behind it it darks the whole thing
this is what i mean
the black IS behind the icon box
just the icon box is transparent
ahh yea, ok. not a good idea for transparents
unless u use a sprite like this
maybe
i will stick with the basic one for now
ok how about this menu (one sec)
and yes it scales i tested
also there is normally a highlight when a specific menu is selected
lemme show that hold on
coolio.. 👍 looks good for a beginner.. could use a ton of improvement tho
like this
for sure
my only UI trick I know is
align stuff
and transparent stuff
idk why but transparent stuff just looks better to me, i found out when i tried making UI in roblox about 6 years ago lmao
add juice to it.. make buttons wiggle or scale a little when u hover.. make sound effects when u click and everything else..
oh yeah
add background elements to the fields.. use custom images for the sliders and stuff.. et
good ideas for sure
u know what u need to do 😄 lol
yes i was jsut gonna say this
great start tho
i need extra sprites etc
or even use an asset pack
how u like my prototype UI?
😄 its all over the place atm
does time stop?
i also spent a bit of time making a sort of framework to keep my UI code seperated relatively cleanely
which is personally my favorite part, trying to make code that is nice to work with
at first i had two massive scripts that controled the functions of every button, slider etc, and one for the context of the menus, now I have one script that handles game settings, one script that manages every menu, one script for each menu's context, and one script for each function a menu provides, like graphics options function, controls options functions, etc
it works pretty well
I would remove the panel, make the buttons bigger and use a different font, and maybe darker colors for the text
But yeah I think the game will turn out well
jared?
Lmao its a joke in my house dw about it
good one
Bigger buttons? Sure, different font? Sure, darker colors? Yeah i would like that good idea
Those buttons you show dont fit with anything else in my UI, and I want to keep the panel
Maybe it can go without the panel but i have a sneaking suspicion the background will break the visibility of the menu if i dont put a panel
Because I have day and night
Yeah then def leave it in
the image size is also weird, dont put the thing in actual scale
Just a quick idea @acoustic portal
wdym?
yeah
btw are you an expert on making UIs work on all resolutions
The size of the buttons isnt proper, I did the image on my phone so its hard to get the proper scaling right
oh, sure
Uhh dont really know lol, im kinda good at UI but idk about that
alright
do you enjoy getting damage multipliers during combat until you get hit?
this also grabbed my attention, haha
A) Red to Black + Blue to White
B) Red to Orange + Blue to Light Blue
Image
checking in the morning
D
Out of curiosity, what would be a good reason for a designer to either give struggling players either a lot of health vs making the enemy attacks weaker?
they suck at the game
both are the same outcome no?
That is what I am thinking, but I'm curious to see what each of these psychologically would mean for a player... Assuming the enemies hit hard, if the player has a higher health bar, they can still see large chunks of their health disappear with every hit so they know to be more cautious about getting hit (think how in Spider-Man PS4, punches and gunshots especially hurt a lot).
But if you make the enemy attacks weaker so they don't take that much health, the player could approach things a bit more recklessly, but there's still the risk of making players feel the enemies aren't challenging enough.
i guess being stronger is instantly rewarding whereas enemies being weaker you have to discover it
rogue vs tank?
I should note that when I say weaker enemies, I'm talking about how in Jedi Fallen Order, enemies on lower difficulties take less health from the player if they hit.
oh i thought you meant armour
Some fighting games do the latter
you lose less health when your health is lower
this can make things feel more tense
sounds like a fun mechanic
Do y'all like small numbers or big numbers in games?
Like you did 1 damage to a 10 health monster or you did 100 damage to a 1000 health monster
I think big numbers are better because they make each attack feel more impactful and more meaningful
@wintry briarpersonally i like both its fun dealing 1/2 hit points of damage against a snail and then dealing 777/999 damage against tank enemies later on
this is very useful
In this episode of CODING SECRETS I explain how the incredible 3D Depth effect used in the platforming sections of TOY STORY was created
Is That You or Are You You by Chris Zabriskie is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/...)
Source: http://chriszabriskie.com/reappear/
Artist: http://chri...
me like big number
smash
i have a question
how can i do something like this
it example but what i dry to do is a garage underground but when i'm doing terrain the grass pass thru the dryway prop
How can i fix that
Not a game design question, #⛰️┃terrain-3d
ahh sorry
any have good ideas for the color of the "Item Info" label? (the cyan one) i tried white but it looks kinda dark since my background is white
try orange
I would add a dark gray header
it'll add some contrast
both to the text and to the UI as a whole
Unity?
yes
2D?
yes
nice
but i don't speak english very well
ok
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alright, ive just gone for a new design of the UI, so im working on that now
should I ask about collider boxes in here or in unity-talk?
ah thanks
how can i design and develop a tutorial system that doesn't interrupt the gameplay?
it depends very strongly on your game
what kind of game is it?
survival game but i want the player who do whatever they want and i just educate them on whats happening
for example they pick up an apple and i wanna give them a tutorial on scavenging
look at RDR2's tutorials
i don't wanna guide them you know
no go here and do this
i want the player to do whatever they want
you can add a log book maybe, and just say "Scavenging added to guidebook"
not a bad idea
i hate when tutorials interrupt the gameplay by pausing and give me a lesson
or appears on screen for a few seconds and disappears into the abyss
giving me no chance to read it
it interrupts the players enjoyment
Im making a tablet for my game that will have an animation of the player bringing it up to their face so they can use it for managing stuff in the game, but how do I make sure the tablet animation always fits inside the screen? because i cant seem to find a way to scale physical objects based on screen size.
Also, should my tablet have world space UI on it or should I transition to screen space UI once the animation completes? (my guess is the second one)
why does this have depth without shadows?
It does have shadows
mine always looks flat
The bricks are darker, and they have self shadows at the bottom. They're also smaller to imply distance, since your brain knows what a bricks size is since Link is standing on them.
its so good i've got a lot to learn
pop-up tips on the side of the screen that dont pause gameplay, just give a brief description of the systems etc and then have a logbook for players to look back on if they want to look into it in more depth
maybe i'll make a tutorial book with chapters
or you could do a little more abstract way and use visual clues to guide the player towards the item or something
like glowing red berries that stand out from the environment
and they can figure it out on there own
it depends on how intrusive/guiding you want the tutorial system to be
personally, I would integrate a non-intrusive tip system along with a log book aswell as the visual cues for items etc
just whenever the player engages in combat it adds combat tutorial chapter into the book
without interrupting the combat itself
bump
after a couple days of working i have came up with this game idea. can someone please read through it name all the flaws and improvments i can make to it, and be brutally honest wether you think it is a good game idea or a terrible one. Thankyou!
my main consern with the game is replayability any ideas on how to fix that issue (procedural world generation is out the picture i dont wanna spend ages messing with that mess)
check out HADEs
good idea, but you need a lot more details on what you want to focus on, do you want to have native fauna to fight and protect against? Will it be mostly a survival game or a base building game? There are many games that do similar things in extremely different styles, such as how different Factorio is to Terraria or Minecraft. There are a lot of ways to approach this topic and where to focus on. Try to find a couple of concepts or game mechanics that are important to you and build from there. Having a central theme as Factorio does Automation for example helps in having a focus on the game and helps differentiate your game from others. Try to think of what the minimal viable product would be and think about each individual moving parts, what do you want to have and how feasible and time consuming is it.
throw in tips on the main screen or loading screen as well, little helps like "Did you know that cooking your meat decreases the chance for getting sickness", or "You can always press F10 to get an overview over all crafting recipes in game", but not full blown tutorials
Here is a website to suggest colors that work well with each other for UI design. I always sucked at art class and have no idea about how colors interact with each other, it's much easier to just follow UI style guides than trying to find colors that work together yourself, because let's be honest, unless you have a career in design or are an aesthetic person, the colors we choose always look bad. https://flatuicolors.com/
small numbers can look better if done right, as in you don't show HP as a number but as hearts. If you do not have those visual aspects 100 Health is probably better than 10 and also than 1000, because bigger numbers can be visually confusing, especially in fast paced games, then it depends on how important those numbers are, when you have a lot of strategy, the numbers should be clear enough so that you can see them fast and react and do mental arithmetic fast, so 100 is better. If it's not strategically important and it's mostly just damage numbers for the sake of damage numbers and a visual mess is preferably, think vampire survivors, then big number can be great as it gives the feeling of how powerful the character is. So in conclusion, 10 for visual games with hearts as health bars or puzzle games, 100 for games that have strategically important choices and need the player to actually take numbers into account and do mental calculations, 1000 for games that are fast paced where the player is not meant to calculate anything, but just sees the damage numbers to indicate that they are doing something powerful.
GTA 5 does that and it annoys the hell out of me cos i'm trying to concentrate on driving and i cannot read the tips at the same time hahahaha
they disappear once i am finished and gone forever
with loading screens and main screen i mean areas in the game the player is not actively engaged in the game. in the gta series areas are loaded during gameplay which makes it less attractive as an option.
didn't expect there to be many npcs in your survival game, what's the setting?
i personally like a book or page or something like that that describes all game mechanics in short sentences the most. but that's personal preferance. and games do not necessarily need tutorials if the mechanics are intuitive enough.
well i don't just wanna throw the player into an empty world like Minecraft with no help
also don't wanna handhold either
its a balance
just have a tutorial game mode that explains stuff in detail and people can choose to do it or jump straight into a random world
maybe i could have a little tutorial island that teaches the basics
if they struggle in the standard game, they may decide to play the tutorial after trying stuff out. not sure, tutorialization really depends on the complexity of your game mechanics
if you have a campaign mode you can put a tutorial as the first level so to say, even if most of your game focuses on custom scenario to be the main game
i also like when keywords in games you can hover over and after a second or so a little hint screen pops up with the definition of the keyword
in a survival game you could hover over resources and it shows the things you can craft from those resources maybe, that would make exploration fun
yeah there is no right choice lol
it's always a choice between advantages and disadvantages, need to know what's best for your game and after having a working prototype get feedback from other people.
tutorials is especially reliant on others to improve, much more so than game balance.
haha, then just make it a page inside the menu besides options and controls, much easier accessible
i miss reading physical manuals 😦
if your game mechanics are too complicated and hard to understand you might also want to take a step back and consider simplifying systems
if your game aims to be old school and has the visuals and the mechanics a pdf is also justified, but people may not read it and skip it even more than how players skip tutorials and complain afterwards about things that are clearly explained, you usually wouldn't want that.
good luck, i have so many features in my design doc but the game is not playable yet. But i started working on asset creation so there is that at least
well maybe feature is the wrong word lol
progress is progress, anything is preferable over procrastination
yeah make anything even if its shit
if it's shit make it modular enough to improve upon the system later, don't make foundation for other systems bad, that will lead to even more headache
you don't have to use everything you make
doesn't matter if its good or shit just make something
consistency is key
yeah, same goes for running and going to the gym. doing a little regularly is better than being motivated for a day and then not doing anything for weeks. every time starting from scratch is rough.
Maybe not always just 99.9999999727% of the time
I have a half-decent idea for a game for once, and I wanted to ask if anyone could give me some feedback? Thank you :))
https://docs.google.com/document/d/16XynGX0EbxHtademFLTFKj7TTteFn7pAfjsTeDbfQnQ/edit
The game is set in a prestigious boarding school for gifted students, where you play as a student who has just been accepted into the school. However, strange things start happening on campus, and it soon becomes apparent that there is a dangerous conspiracy at play. The school administration se...
This is definitely a start, but you are missing critical section in your "pitch".
- You need to define the core mechanics of your game. (Is stealth your core mechanics ? Is it dialogs ? Is it combat ?)
- You need to define the art style. (What would the game look like ? What is the atmosphere ? ) (https://www.juegostudio.com/blog/the-importance-of-video-game-concept-art-a-complete-guide)
- You need to define the genre. (Is it 3D ? Is it isometric ? Is it 2D ? Is it RPG ? Is it a Visual Novel?)
- You need to define your "inspiration". (Which game are close to what you want to do ?)
- You need to define your selling point. (How is it different than other game ? What you are going to focus on ? ) (https://www.gamemarketinggenie.com/blog/highlighting-your-games-usp#:~:text=Gamers value authenticity and your,will help generate more interest.)
- You need to define your 2-3 guiding points. (In two to three adjective/qualificative, I would you describe your game ? https://orioldedios.github.io/Game-Design-Pillars/)
At the moment, the only things you really defined is the story and a bunch of "maybe" mechanics. Try to come up with a more defined concept. This way, we will be able to say if the game is "interesting" and "realizable".
Okay, thank you for the feedback :))
You can also just go in and do whatever you want. You are free to do as you wish. I merely pointing out points that should be addressed to increase the chance of your game being a success.
Major releases this year:
Apple: You play as the apple that got eaten by adam and eve. The ending of the game reads, 'You're the apple of my eye."
Eye: The disco ball eyeball villain from Persona 4 returns as the main character to attack the planet and consume all life.
Golden Eye: The disco ball eyeball has finished consuming the earth and has become a golden eye that shoots laser beams.
Sonic Frontiers 2: Eggman has decided to retire and Tails decides to pick up his legacy. The story is the same as every other sonic game ever except that Tails builds all the robots, and you find Amy has become a gambling addict in the casino levels.
21st Century Monk: You play as a 21 year old monk in America that lives off of mountain dew and has recently gained supernatural powers.
Tree: It's just Elden Ring but you play as a tree
@surreal cobalt We don't need the silly ideas. If you insist on spamming them, put them in a thread.
but.. neighborhood watch man..
I'll remind you, you've been warned previously for spamming meaningless nonsense. If you want to be removed, keep it up.
try to think about all mechanics the game needs, write them down and consider critically what your ability is. For example I am not good at making characters, so the characters in my game will be round balls with legs mostly. Think about the mechanics you want inside the game, how you can create them and what the user experience will be like. My design doc is like 35 pages full of math, tables and ideas of how to implement stuff, the more detailed the better even if you still change a lot during implementation, that is normal, but especially with a story based game you should go into detail and have a masterplan, because otherwise you might have issues if for example your school is not big enough and you have major story changes that affect a lot of moving parts of your game. the broad strokes should be figured out when you start, and you can change details, but the foundation should be strong, so that you don't have to throw away half your game when you find out that you misjudged something in the planning phase.
my sprites are coming out in black and white when i instantiate them but the orginal ones have color,anyone know why>
?
why do you keep posting this here?
Does anyone know how to make cartoony looking water using shader graph
toon water shader
Yes with urp shader graph
thats something you can google pretty easy
Yeah but most of the results sent what I'm looking for
Which button do you guys prefer as a "Use" button in a survival game? E, F, LMB, or something else?
Ive seen many games use either E or F as Use button, but Im not sure which I should choose
E
always E
F for vehicles
M for map
left Ctrl for crouch
left Shift for sprint
depends on the type of players you are hoping to attract, some people love lore and gaining extra insight, others might only want notes with info that impacts gameplay i.e. hints or opens dialogue options
plenty of games let you read various notes you find in the world, just make it optional
great way to build lore
is it fun though
for some people its fun, for some its boring
Yeah unfortunately a lot of stuff is very preference-dependent so there often isnt an exact science to it
Im making a realistic primitive survival game and one of the first things the player needs to do is to make fire, of course.
I want the process of making fire to be realistic, but also something that can be mastered and requires skill, not just chance. If the player has no idea how making fire works it should be painstakingly annoying, frustrating, and very hard, until they find out which wood to use and which technique to use
Any thoughts?
what i would love to do is have a mini game like this
where the player has to balance the stick while causing friction
maybe flint n steel where you have to time each strike to create sparks
failing a strike would loser the players energy level
IE; calories burned
there should be a basic fire or a basic fire crafting skill
Yeah, but Im not sure how I can implement a "technique"/"skill" that makes it easier to make the fire, using the friction method
allow the player to level it up
"fire making efficiency"
just pitching ideas
from a survival player enjoyer
I thought of that, but it doesnt require any skill. If someone already knows how to make fire irl, it'd be stupid if they struggle with it a lot in-game.
i don't know what that means
i would design some fire making mini-games
Wdym with mini-games?
you know lick picking in Skyrim
The idea of making fire in my game is you sit down (all animated) and you start making fire
squats in Final Fantasy 7
Yeah idk
i don't know what you're asking then
to make fire you obviously need to know how to do it. You cant just take 2 sticks and rub em together for 20 minutes. You might end up with some heat but unless you're doing it properly you won't get much.
okay
i would have a basic survival book at the crash landing zone or something
maybe in a backpack
or on a dead person
Hmm yeah
acts like a tutorial book
you can read it until you're done and use it as fuel for a fire
Yeah that's a good idea. I'll use a tutorial book that covers most of the basic stuff
maybe enough supplies for one night and then its up to the player to survive
I was def going to do a backpack as well. Im also planning on giving the player an empty notebook which is used when the player discovers recipes, plants, animals, etc. and it also allows players to make their own notes about things
Though it wont be a minecraft backpack, where you can store a few thousand trees in just 1 backpack
eh beginners might not know it exists
but I can make it wash up a few days later
from when the player starts
well the player could wake up from being unconscious
not knowing where he is or what happened
finds a girls backpack with some basic supplies
goes from dawn into the night and then dusk
then you head out into the world
medicine, a book, tinned food, a premade fire, sticks
water
it doesn't mean anything with survival
very specific
you can buy basic supplies survival kits online
Theres already quite a few games that do that, which I kinda want to leave out because otherwise it would be too similar to other games. So I dont really want to include medicine, tinned food, premade fire nore clean water. I guess I can add it in an easy mode, but I dont want that in a normal mode
ok
Have you ever seen the Primitive Technology youtube channel?
i have
Primitive technology is a hobby where you build things in the wild completely from scratch using no modern tools or materials. These are the strict rules: If you want a fire, use a fire stick - An axe, pick up a stone and shape it - A hut, build one from trees, mud, rocks etc. The challenge is seeing how far you can go without utilizing modern t...
that one, not the others
i still have
Thats basically what I want to recreate. To my knowledge, there's no games out there that focus on primitive survival without unrealistic things.
The forest: zombies or whatever
Stranded deep: you can make airplanes? Not very realistic
Green hell: some weird psychological part going on there.
The long dark: takes place in the modern world (not on some lost island)
Rust: I mean... guns
etc
sounds like a lot of asset designing
yea... it is
lmao
Seeing as Im the only one working on it so far it's quite a lot of work
deadline is in 39 years or so
lmao
most people don't make it very far unless its a passion project
it is
The game is focussed around the last remaining island that's untouched and unpolluted by humans. There's a group there that protects the island, and Im using that island in my game.
just focus on your own project and don't compare yourself to others
True
make it like no survival games exist
I won't compare myself to companies that spend 200 mil on a similar game lol
i'd walk outside and take pictures of nature
I do that all the time lol
I live in the netherlands though
no jungle here
😭
no reptiles too. very sad
plenty of bicycles
i'd preorder a survival game that allowed me to cycle
...
cycle around the jungle
I mean, a game that allows you to mountain bike through jungles would be pretty sick
yeah that would be while being chased by dinosaurs
...
i'd love a Jurassic Park survival game
oof
oof
no Aliens gifs
rip
yeah but Ark looks so janky
But isnt Ark already a dino survival game
thats because it is lol
thats also why I didnt buy it
like Ark but good
But I dont think anyone's going to recreate ark but a little different. Those kind of games take a LOT of time to make and you'd just be making something that's quite similar to something that already exists
that's a good lifestyle
there was a game i wanted to make but it already existed so i didn't make it
changed my mentality now
rip
sometimes i try to replicate someone elses results as practice
i'm only an amateur though with little to no skills
I need some more advice. The island Im recreating is 118km² and 99% is covered in a rainforest. How can I make it fun/necessary to explore? I'm already adding a hidden headhunter tribe in the middle of the jungle but it should also be interesting to explore the rest of the forest, without it repeating constantly
I don't want to add ruins
nor other human made things
I thought of making different types of habitats, but not sure how to do that
i'm really into designing dioramas at the moment
dioramas?
yeah create a grid system top down over the island and then design each grid
really helps to break it down into smaller chunks
just a thought
easier to design a 1km by 1km square
one block could be for designing a species of bird and nests
Ohh that, that's really cool
Why not make a game out of it?
The visuals are really nice
not my work just example images i found
ahh alright
Need Ideas!(something FPS)
@craggy grottohttps://www.youtube.com/watch?v=ZEl-Y1NvBVI&ab_channel=PrimitiveTechnology
I made a cord drill and then upgraded it to a pump drill. A cord drill is basically a spindle with a fly wheel attached so it looks like a spinning top. the middle of a piece of cord is then put into a notch at the top of the spindle. The ends of the cord are then wrapped around the spindle and then pulled quickly outwards causing the drill to s...
dude is doing the technique i suggested first lol
you wanted to copy him 😛
Yeah I saw that one as well, it seems much more effective than the simple "take two sticks and rotate 1" method
I think I want to include both of those methods but make the one in the video a bit more effective, as it takes longer to set up
Im wondering if someone can help me with a problem im having with my game
For some reason the player (Capsule) everytime i start the game
it just flies into space
its crazy
(Its third person)
Im using Rigid Body rn
and im also using a charcter controller script
and player controller script
theres no errors
and i cant find anything on yt
i also check all the physics in rigidbody
and the capsules collision
and its all looking normal
@ruby ginkgo This isn't a game design question. You can't mix a rigidbody and the character controller.
You can ask your question in #💻┃code-beginner
OK
some free pixel art courses for beginners?
Saint11
Btw do people prefer to have full control or they prefer automated help
Like player automatically facing the enemy in 3d rpg
Automated help may sometimes be annoying
Having an option to turn it on or off is useful
In no man's sky you can hold down s to lock on to the enemy ship, which I kinda love and kinda hate. I don't like it, but can never aim with it off.
I think a bit of aim assist could be okay. Make it an option to turn it off/on as Juka says
I wanted to free up mouse from standard uses like aiming and camera
So I can have a cursor in a 3d game
Are there any discord servers where they roast a game in terms of design for getting feedback?
haha that would be fun
i feel like that's called "the entire internet"
i've roasted renders on reddit before
you can make a thread in #archived-works-in-progress or #502171626805133312
though if you want a good roast, I think reddit is a better chance
^
nope
what is the goal?
constructive critism without holding back
@thin wren not a place for ads.
sry...
Not sure if this is the best channel to ask this, but I’m a bit stuck!
I’m having trouble knowing how I could structure my plan, or even how to figure out how to figure it out! If that makes sense
In my idea characters will procedurally spawn as you play. This character will be generated in name, and looks (I already did this. It saves a json for each one, which is what i want)
These generated characters will continue to exist in the world and do their own thing and you can come across them if you are in the same area as them. I just can’t wrap my head around how to even start on this idea
i'd suggest starting with a much simpler idea if you cannot envision it
work your way up
Get a design doc and start asking yourself questions-
Why are characters spawning randomly generated?
What do these randomly generated characters do?
Etc
split it into smaller problems
-Make system that will save & load what NPCs live in each area
-Make system that will actually spawn the NPCs
-Make the NPC ai which will control their actions
but I'd not prioritize this kind of task at least until you have a prototype of the game ready (unless it's absolutely essential)
Zeus — Today at 11:30 AM
looking good 👍. needs more recoil
SpawnCampGames — Today at 12:21 PM
doesnt have *any* atm 😄
Zeus — Today at 3:40 PM
lol ya didnt think so. you have the rest so complete it looks missing though
i got this response from a viewer.. lol
then i started think.. rocket launchers don't create recoil.. 🤔
what shoud i do.. /add or what would you do to add a bit of something there
Rocket launchers do create recoil.. well maybe just a little but even then you should add some knockback or feedback for that game JUICE
yea.. i had a brain storm session with some colleagues
most of the force comes out the back of the tube tho..
and i cant really see that from first person... so for now i think imma add some smoke out teh front, maybe a tiny bit of pitch to rotate it upwards and some screenshake
and that'll flesh it out for now until we can reiterate 🙂
yup, we also talked about that.. its a game.. rocket launchers may not have a ton of recoil. but is anyone gonna be worried about that? or are they just gonna want that nice feedback
the rockets seem to disjoint out of the launcher when you move. Could try spawning them out a little further
I have a gameplay goal in mind but dont know how to get there. I think a lot about it and write down the ideas, but brushed off all of them. Sometimes i sit for an hour and just think. This feels like a time waste because there is no progress being made. What should I do?
try drawing your ideas
your game has no personality thats the problem
This is a good advice. I'm making a 3d game so i use blender for that, usually starting with 2d in paint. Dont know what you mean about personality
2D or 3D what art direction what concept art what environment art?
what camera perspective
all games have a personality
what comes to mind when you think Resident Evil?
prerendered backgrounds
tank controls
fixed cameras
zombies
puzzles
3D
What is the best way to imply the feeling of always being on the edge of death in an FPS game?
high rise high reward combat
reward the player for being aggressive
More specifically the player should sweat buckets and at the same time feel gratification
Please more detail
yeah glass cannon
high dps and low health
the player gains health by attacking enemies
yeah slowly bleeds for being idle
and dies
so he constantly fighting and feeding
the more he kills the strong he feels
Yeah I was thinking about something like that
What about the enemy types
What type do you think is the most striking
And a gory old background?
Should parkour be a part?
Like double jumping and wall running
Nice
depends on your skill level
leveling up system i guess
I was think about a path system
So maybe the player at the start chooses like a random pathway and along the game more abilities become unlocked for his use
Make a thread, please
np
So I have the base of a game idea, and I just wanna know if anybody is willing to help figure out the kinks in it
This is what I have so far and here's the link to the song I'll use
https://opengameart.org/content/chaos-castle
ever realize your game idea may kinda suck whilst you're still working on it
making a top down game thats like a split screen single player. you have two characters and you control the left one with the left analog and the right one with the right analog
thats,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, way more fun in theory than in practice
yeah it typically feels that way, this is why you have to make and test a prototype of the game as soon as possible
