#archived-game-design

1 messages · Page 7 of 1

craggy grotto
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Hmm I see

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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?

manic wind
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If you try to eliminate the threat you're allowing the infection to remain but if you flee the wild animal might track you

craggy grotto
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Yeah

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alright so realistic durations and effects of infections (and its impacts if you dont treat them quickly) should also be a key focus

manic wind
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Fresh bandages would give you more time but after a while you either need new bandages or to disinfect the wound

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Hotter climates would add a multiplier

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Colder would take longer

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I'm really into survival games so I've got some strong ideas

silver parrot
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...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?

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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...

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...and I just noticed its really, really quiet in here right now 😛

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...I'm starting to think my jargon is SNAFU...

umbral pulsar
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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?

silver parrot
sullen girder
timber magnet
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I was following a flappy bird tutorial, replaced poles with platform to stand on

timber magnet
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Oh no I need to a way to lose

sharp robin
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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

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I didn't care as much about making mobile apps though, so that might be part of the reason why

cinder hamlet
atomic mesa
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Can I use netcode for gameobjects for a fps prototype

sudden pendant
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You can use netcode for gameobjects for multiplayer. It being an FPS or a prototype is irrelevant.

atomic mesa
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the project is high paced like titanfall 2

vocal kestrel
slate sierra
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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

vocal kestrel
slate sierra
frosty zenith
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Currently trying to recreate something from a show ( a sorta fan game) and I’m dying man 💀

lilac plinth
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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.

tiny marsh
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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

cinder hamlet
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or other systems

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you need to make sure the game works regardless of player's reputation with each NPC

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and that the story makes sense

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like, if a character hates you it won't make sense if they ask you for a favor or tell you a secret

tiny marsh
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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.

cinder hamlet
wide nacelle
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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

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is this right? or is there a better way?

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or just have one attack state, and that transitions to StandAttackState/jumpattackState or check whether or not the character is jumping

sour anvil
wide nacelle
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thanks

wintry plover
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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?

sudden pendant
wintry plover
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oh! sorry, thank you for the answer!!

manic wind
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Anyone here into designing old intro screens? Click start button.

slim thistle
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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 :)

▶ Play video
cold onyx
slim thistle
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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

frosty mulch
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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*?

cinder hamlet
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keep in mind that unlike in roblox, making a multiplayer game here is a lot more complex

frosty mulch
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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.

manic wind
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try coming up with simple gameplay mechanics

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some fun gameplay loops

patent smelt
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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.)

sleek phoenix
# patent smelt What makes a good polished and fun to control character in a game that involves ...

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...

▶ Play video
patent smelt
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I am asking specifically for racing games, and how much of the game feel is produced by Code versus polish/flair?

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What aspects of feel are produced from good code in a racing game? From my analysis, it seems to be only "Drifting".

cinder hamlet
patent smelt
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The rest would be Sound Effects and extra polish/ flair like wheelie, and like the sound when accelerate from boost.

cinder hamlet
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also code can make subtle corrections to player's actions

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example of that is the coyote time mechanic in platformers where you can still jump for a few frames after walking off a ledge

manic wind
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Just make it fun dude

frozen kindle
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Quick question, is there a chat where I can post a question of my code? kinda at a standstill with my program lol

manic wind
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Is it possible to make a game that uses no more than 6GB of VRAM?

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How would I check?

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I'm also thinking about challenging myself to making a video game you play using only a mouse.

cinder hamlet
slow panther
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i’m new to unity and decided to make a blacksmithing game and i was wondering, how i would make an object malleable?

manic wind
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keeps swapping until its a sword

slow panther
manic wind
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hitboxes

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i would cover the shape in 2D planes which act as triggers when hit

slow panther
manic wind
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i don't know that's too advance for me

slow panther
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ah

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thanks anyway

cinder hamlet
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since you need mesh deformation and stuff

real junco
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am i able to get help here?

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well ima ask

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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

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this is a 3D asset fbx

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pls @ me if any body wants to help. thanks

lilac knoll
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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?

vocal kestrel
manic wind
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^

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maybe round the corners by percentage

cold onyx
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Any good font suggestion for a roguelike game? Anyone know a beautiful hidden font that might share?

lilac knoll
granite mountain
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@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.

real junco
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I think my plan is to make a maze algorithm and code the hit boxes to that

granite mountain
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Ok. That’s definitely too advanced for me😂 I just noticed no one commented so I wanted to try and help

real junco
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Thank you

grave latch
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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

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And there’s signs on why you did what you did

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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

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And you can’t die anymore

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Being that you accepted therapy

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And the horror stops

cold onyx
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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?

cinder hamlet
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I personally come up with them by remixing the games that I like and adding some of my own ideas

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its important to not overthink some aspects though

high jetty
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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.

cold onyx
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GAME WITH CASH PRIZE?

fiery bone
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One

tawny canyon
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how the hell do you design a game.

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like this sounds vague as hell but i genuinely dont know anything

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where to start, which direction to take.. anything...

cold onyx
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You can’t simply ‘design’ a game
Game design is multiple things like proper Audio, graphics, style and gameplay

tawny canyon
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i dont even know really what im doing, but i feel like i cant get a grip because of the fact i know nothing

cold onyx
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Are you new, because if you’ve just started, game design isn’t the thing to focus on

tawny canyon
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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

tawny canyon
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i just havent released any of them, i can program them fine i just cant design them

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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

cold onyx
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What part of the design

tawny canyon
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dude idek

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ig just sorta everything, thats genuinely the best i can describe it

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sorry if im being really vague and stupid but

cold onyx
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To make it fail less you gotta have a solid understanding of what kind of style, graphics etc you’re looking for

tawny canyon
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like how does somebody come up with graphical style, gameplay style, setting, any of that stuff

cold onyx
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Write it down

tawny canyon
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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"

cold onyx
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Then follow it when you’re developing

tawny canyon
cold onyx
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Your ideas for the style etc

tawny canyon
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like its just really cloudy and hard to explain but like

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i struggle with making something like..

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ok idek how to begin to describeit

cold onyx
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If it’s foggy try to describe it by combining already existing styles

Like. Low Poly + Realistic textures

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Simple colored + high poly

tawny canyon
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but that paints a super vague picture

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it isnt descript enough

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but when i try to describe it it begins to get really foggy and messy

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like.. ok so for my current game

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if i had to describe the graphical style in detail

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actually idek how to describe it in detail

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its genuinely just that foggy

cold onyx
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maybe it’s not a good style if it’s impossible to describe?

tawny canyon
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maybe so

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or maybe its just many different styles but used cohesively

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like the style itself at a bare minimum is just realistic models + realistic textures

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everything shares that style

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but each element has a different sort of "sub style"

cold onyx
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So alright, realistic models and textures = Basic realistic style

tawny canyon
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for example: the enemies all share a style of being made of oil and mixed with organic material

cold onyx
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And let’s add on top of that

tawny canyon
tawny canyon
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not EVERYTHING in the game has this style

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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"

tawny canyon
cold onyx
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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

tawny canyon
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well the enemies have a fictional style but still share realistic elements

cold onyx
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Alright so that doesn’t technically really go against your main style

tawny canyon
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yeah

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ok so the weapons also have varying styles that still sort of go with the main style

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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

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but they still have realistic models with realistic textures, just unrealistic or varied designs

cold onyx
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So right now I can kinda see your game as: Basic realism with fictional mixed in

tawny canyon
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yeah basically

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but the main issue doesnt really come from the graphical design.. instead it comes from the gameplay...

cold onyx
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Alright, so for gameplay design, it’s usually best if the play style stays consistent

tawny canyon
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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

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its a mixture of gameplay styles

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a little strategy, a little combat

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and it might sound simple with the basic design

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but the complexity comes more from the replay value

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because beating the game once will unlock items useable in the game to do more things

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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

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its a very all over the place game

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the design has many issues tho, if you couldnt tell

cold onyx
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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

tawny canyon
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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

tawny canyon
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ive been trying to fix these issues for a month

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ive made little to no progress

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ive made good progress on the game itself, though

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but i havent gotten to the part where i design the main gameplay loop

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which is why im stopping now to try to evaluate the issues with the gameplay before i make it

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i feel like im just wasting time though, i dont know where to go for help

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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

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i dont wanna spend money on a game designer, nor do i know where to go to understand how to design a good game

daring bear
cinder hamlet
high jetty
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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.

high jetty
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fps

cinder hamlet
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they cant be dodged with 100% reliability

high jetty
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yes I know, I'm asking how to make it interesting. I know I said fps but I would like to hear general advice.

cinder hamlet
high jetty
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I know how to code

cinder hamlet
high jetty
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no

cinder hamlet
# high jetty 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.

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You can't climb a mountain without learning how to walk first

high jetty
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i'm not making a multiplayer game and i dont have a goal to release it. i'm doing what i'm interested in

cinder hamlet
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still, fps is quite complex

cinder hamlet
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why not let a highly skilled player dodge it all

high jetty
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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.

cinder hamlet
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Well, then you very much can evade all damage, by evading the enemies

high jetty
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well it's a basic example, maybe i should rephrase the question to "a combat system without telegraphing".

cinder hamlet
fiery bone
shy relic
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How do I make a psx/ps1 graphics?

high jetty
tawny canyon
forest forum
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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!

tardy temple
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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.

gray ermine
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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?

gray shore
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can anyone reccomend a good city to use for my open world car game??

sudden pendant
quiet spruce
fiery bone
frigid magnet
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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

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looks like this so far

cinder hamlet
frigid magnet
gray ermine
fiery bone
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So you can't, for example say "find the point at 1,1, -3"

gray ermine
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I guess like, i'm trying to implement a "point cloud" but with points that have a hexagonal grid arrangment

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My plan is to deal with the 'hexels' (hexagonal voxels) separately from the geometry, so meshing is a second pass, or dealt with separately.

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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

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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 🙂

sudden pendant
acoustic portal
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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

manic wind
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are you the Asteroids guy?

acoustic portal
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uh no?

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this is a horror game thats set in a forest (for now, there will be other maps)

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and its multiplayer

slow panther
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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

cold onyx
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But you need a lot of vertices to make it look smooth

slow panther
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alright thanks

cinder hamlet
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just sketch something

acoustic portal
cinder hamlet
cold onyx
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What do you think about this type of UI Design?

spare gull
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seems pretty convenient

cinder hamlet
radiant gyro
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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 😦

sudden pendant
radiant gyro
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everything is turned on but the fog wont show up in the game

timber magnet
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So for making a 2d game with cool animation

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What camera angle should be used?

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Would something like subway surfer be better or platformer?

sharp lagoon
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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"?

cold onyx
ashen sage
manic wind
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Do you ever play video games you wish you made?

ashen sage
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that's a great question... I honestly haven't played a lot of mobile rpgs

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I have a pretty good idea what it would look like on PC fwiw 🙂

manic wind
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Me too but sometimes people make my ideas

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Why steal my ideas I'm thinking about

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Not fair

ashen sage
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ok... its just a question of preference. Doubt I'm gonna reverse engineer your code from that 😉

manic wind
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Get ChatGPT to code for you

ashen sage
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heh I can code, get GPT to autogenerate rigged models and I'm interested

manic wind
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I saw some trying to code FlappyBird only using AI

cold onyx
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is chat gtp free?

wintry briar
cold onyx
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ok

acoustic portal
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this is a screenshot from alien isolation, how do i get a background for my pause screen to look like this?

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my issue is that when I pause, my game just looks darker

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this one looks like a proper pause screen background, not sure how they got it to look this way

slate forum
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make a UI elemet thats like a pannel

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that covers the whole camera view (do it on a canvas so it supports all screen sizes)

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then in your pause code make sure you enable it and all other button elements and shit

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to blur it you can use a postprocessing element
Depth of field, then adjust it to how it should work from there!

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@acoustic portal

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lmk with any questions

acoustic portal
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yeah uh

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my main problem is

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since my panel is so dark, the sun turns from yellow to orange in my game, its really weird and annoying to look at

slate forum
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you will have to tune it to what looks good in your game

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what works in one game may or may not work in another

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especally here its an indoor scene so darkening it works really well

acoustic portal
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yeah mine is in an outdoor scene

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not sure what would work better there

slate forum
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hmmm, i would say instead of a full pannel

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wait lemme show u

acoustic portal
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shit

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how do i stop the post effect from affecting my UI

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but only one because i want the brightness effect to work on my UI

slate forum
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💀 i came on here to ask how to make post processing effect ui

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i dont know sorry

acoustic portal
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how does this look @slate forum

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im gonna put a background behind paused as its still hard to read

slate forum
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nice one

acoustic portal
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thanks!

cinder hamlet
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consider adding it as well

acoustic portal
manic wind
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do you think modding games is a good entry point into video game development?

atomic mesa
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i have a unity hub problem where should i post the question

cinder hamlet
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a good entry point for that is Scratch

manic wind
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I can code

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I'm learning low poly asset modelling in Blender and I'll import into a video game

pine sleet
# acoustic portal

you can use the volume override exposure settings or postprocessing to darken the game camera stylistically

acoustic portal
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dont want my UI to dark on pause

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but i do want my scene to darken

pine sleet
deep badge
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game ideas for beginner to clone?

acoustic portal
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@pine sleet this thing right

pine sleet
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create another volume that is your pause menu volume

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then turn it on and off

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to make it take affect

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put in only the overrides you need for it, which might be exposure or whatever

acoustic portal
#

@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

pine sleet
acoustic portal
#

increase

pine sleet
#

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

acoustic portal
#

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

pine sleet
#

then do what i suggested and make it overlay and use a transparent black rectangle to modify brightness

acoustic portal
pine sleet
#

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

acoustic portal
#

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

rich forge
#

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

late vapor
#

...normal maps?

#

anyway, this isn't the right channel

rich forge
lilac plinth
#

making an SCP game? nice! love the SCP universe

tender oxide
#

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.

cold onyx
fiery bone
#

Asset Package

rough folio
#

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!

manic wind
#

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"

fresh salmon
# rough folio Hi, I'm trying to think of game mechanics that would make my game have a point, ...

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.

timid tendon
#

Can I just make a scene in Blender or should I build pieces in blender and assemble them in unity

rough folio
manic wind
#

do you mean scenes for levels?

timid tendon
manic wind
#

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...

▶ Play video
manic wind
#

if you mean a modular level pack

timid tendon
timid tendon
# manic wind 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

manic wind
#

i would make it separately

timid tendon
#

just finished a conveyor belt system so that helps

manic wind
#

oh very nice

#

yeah make it separately and snap them to each other in the Unity scene

timid tendon
manic wind
#

also its called a modular level kit

timid tendon
manic wind
#

if you wanna find tutorials

analog mountain
#

Hello. I need help. Is someone on to answer some questions??

analog mountain
#

I see. I'm wanting to make a game like jackal survival reborn. But don't know how. I need help?

cold onyx
analog mountain
#

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.

sleek phoenix
analog mountain
#

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.

sleek phoenix
analog mountain
#

What would you suggest I try as a first time thing? And I mean the mechanics of that game.

sleek phoenix
#

flappy bird

analog mountain
#

Jackal survival reborn is merely an example. Of what I wanna make.

manic wind
cold onyx
manic wind
#

haha yeah

prime pagoda
acoustic portal
prime pagoda
#

My entire world has one mesh collider

#

Good luck!

acoustic portal
cold onyx
#

Try to guess which have Realtime GI, pretty easy guess lol

prime pagoda
#

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)

cold onyx
cold onyx
#

Well depends on the complexity of the scene ig

prime pagoda
#

yeah, lots of factors

manic shore
#

i just recently learned unity after quitting roblox studio, yall got any 2d game ideas?
i want all ideas

manic shore
#

ZAAAAAAAMMMMN

cinder hamlet
#

to get started

manic wind
#

make Flappy Bird

sudden pendant
#

@lilac island !collab

desert martenBOT
manic shore
#

Nice thx

high hawk
#

i need help desingning my game can i post a pic and someone can tell me how to make it look nicer

high hawk
manic wind
#

crazy stairs

wintry briar
#

crazy indeed

paper path
#

I did scary monster for vr game is this going to be enough

manic wind
#

Squid 🐙

normal knot
#

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

acoustic portal
#

input?

#

I have to setup the grid system still but just demoing the icon

fathom cypress
#

needs less negative spae

acoustic portal
fathom cypress
#

which Minimap functionality looks the most fun.. (think of a looter shooter/shootem up)

fathom cypress
#

or if it is it should be like a background element.. and have a smaller box that fits more with the items u have

acoustic portal
fathom cypress
#

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

acoustic portal
#

do you mean behind the whole block?

fathom cypress
#

behing the icon square

#

but better

acoustic portal
#

hmm yeah

#

would that fit with a horror game aesthetic though idk

#

i guess either way it looks cool

fathom cypress
#

if ur just gonna have a bare grey square then yea..

#

i mean. how well does that fit with a horror game aesthetic ykno?

acoustic portal
#

hmmm not sure how to get that to render honestly

fathom cypress
# fathom cypress

but.. whatcha think about this

which Minimap functionality looks the most fun.. (think of a looter shooter/shootem up)

fathom cypress
acoustic portal
acoustic portal
#

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

fathom cypress
fathom cypress
#

unless u use a sprite like this

acoustic portal
#

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

fathom cypress
#

coolio.. 👍 looks good for a beginner.. could use a ton of improvement tho

acoustic portal
#

like this

acoustic portal
#

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

fathom cypress
#

add juice to it.. make buttons wiggle or scale a little when u hover.. make sound effects when u click and everything else..

acoustic portal
#

oh yeah

fathom cypress
#

add background elements to the fields.. use custom images for the sliders and stuff.. et

acoustic portal
#

good ideas for sure

fathom cypress
#

u know what u need to do 😄 lol

acoustic portal
fathom cypress
#

great start tho

acoustic portal
#

i need extra sprites etc

fathom cypress
#

make em

#

not too hard

#

look on the internet at button UI stuff

acoustic portal
#

yeah there is also really good websites with free licensing

#

yeah

fathom cypress
#

or even use an asset pack

#

how u like my prototype UI?

#

😄 its all over the place atm

acoustic portal
#

and this is my pause

fathom cypress
#

does time stop?

acoustic portal
#

but camera controls do

fathom cypress
#

ahh..

#

yea

acoustic portal
#

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

cold onyx
# acoustic portal

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

manic wind
#

jared?

acoustic portal
manic wind
#

good one

acoustic portal
#

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

cold onyx
#

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

acoustic portal
#

btw are you an expert on making UIs work on all resolutions

cold onyx
# acoustic portal wdym?

The size of the buttons isnt proper, I did the image on my phone so its hard to get the proper scaling right

acoustic portal
#

oh, sure

cold onyx
acoustic portal
#

alright

manic wind
#

do you enjoy getting damage multipliers during combat until you get hit?

prime pagoda
sweet estuary
#

A) Red to Black + Blue to White
B) Red to Orange + Blue to Light Blue
Image

#

checking in the morning

manic wind
#

D

nova plover
#

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?

manic wind
#

both are the same outcome no?

nova plover
# manic wind 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.

manic wind
#

i guess being stronger is instantly rewarding whereas enemies being weaker you have to discover it

#

rogue vs tank?

nova plover
#

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.

manic wind
#

oh i thought you meant armour

prime pagoda
#

Some fighting games do the latter

#

you lose less health when your health is lower

#

this can make things feel more tense

manic wind
#

sounds like a fun mechanic

wintry briar
#

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

manic wind
#

@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...

▶ Play video
prime pagoda
wet sluice
#

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

sudden pendant
wet sluice
#

ahh sorry

acoustic portal
#

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

prime pagoda
#

I would add a dark gray header

#

it'll add some contrast

#

both to the text and to the UI as a whole

manic wind
#

Unity?

lime pebble
#

yes

manic wind
#

2D?

lime pebble
#

yes

manic wind
#

nice

lime pebble
#

but i don't speak english very well

manic wind
#

ok

sudden pendant
#

@lime pebble !collab

desert martenBOT
acoustic portal
pastel kernel
#

should I ask about collider boxes in here or in unity-talk?

acoustic portal
pastel kernel
#

ah thanks

manic wind
#

how can i design and develop a tutorial system that doesn't interrupt the gameplay?

acoustic portal
#

what kind of game is it?

manic wind
#

for example they pick up an apple and i wanna give them a tutorial on scavenging

manic wind
#

i don't wanna guide them you know

#

no go here and do this

#

i want the player to do whatever they want

acoustic portal
manic wind
#

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

acoustic portal
#

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)

manic wind
#

why does this have depth without shadows?

sudden pendant
#

It does have shadows

manic wind
#

mine always looks flat

sudden pendant
#

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.

manic wind
#

its so good i've got a lot to learn

uncut pecan
manic wind
#

maybe i'll make a tutorial book with chapters

uncut pecan
#

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

manic wind
#

just whenever the player engages in combat it adds combat tutorial chapter into the book

#

without interrupting the combat itself

swift plinth
#

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)

manic wind
#

check out HADEs

lilac plinth
# swift plinth after a couple days of working i have came up with this game idea. can someone p...

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.

lilac plinth
lilac plinth
# acoustic portal any have good ideas for the color of the "Item Info" label? (the cyan one) i tri...

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/

lilac plinth
# wintry briar Like you did 1 damage to a 10 health monster or you did 100 damage to a 1000 hea...

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.

manic wind
#

they disappear once i am finished and gone forever

lilac plinth
#

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.

manic wind
#

oh what if i made a Help! dialogue choice for NPCs? 😮

#

tint it yellow

lilac plinth
#

didn't expect there to be many npcs in your survival game, what's the setting?

manic wind
#

i'm just thinking

#

i know i don't wanna do notes

#

unless i make spirits like orbs

lilac plinth
#

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.

manic wind
#

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

lilac plinth
#

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

manic wind
#

maybe i could have a little tutorial island that teaches the basics

lilac plinth
#

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

manic wind
#

nah no campaign

#

just exploration and survival

lilac plinth
#

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

manic wind
#

yeah there is no right choice lol

lilac plinth
#

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.

manic wind
#

maybe i could make the tutorial a PDF that comes with the game UnityChanThink

#

old school

lilac plinth
#

haha, then just make it a page inside the menu besides options and controls, much easier accessible

manic wind
#

i miss reading physical manuals 😦

lilac plinth
#

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.

manic wind
#

i'll figure something out 😄

#

gonna try devoting one day per feature

lilac plinth
#

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

manic wind
#

well maybe feature is the wrong word lol

lilac plinth
#

progress is progress, anything is preferable over procrastination

manic wind
#

yeah make anything even if its shit

lilac plinth
#

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

manic wind
#

you don't have to use everything you make

#

doesn't matter if its good or shit just make something

#

consistency is key

lilac plinth
# manic wind 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.

acoustic portal
fiery current
#

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

sharp zinc
# fiery current I have a half-decent idea for a game for once, and I wanted to ask if anyone cou...

This is definitely a start, but you are missing critical section in your "pitch".

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".

fiery current
#

Okay, thank you for the feedback :))

sharp zinc
#

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.

surreal cobalt
#

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

sudden pendant
#

@surreal cobalt We don't need the silly ideas. If you insist on spamming them, put them in a thread.

surreal cobalt
#

but.. neighborhood watch man..

sudden pendant
#

I'll remind you, you've been warned previously for spamming meaningless nonsense. If you want to be removed, keep it up.

lilac plinth
# fiery current I have a half-decent idea for a game for once, and I wanted to ask if anyone cou...

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.

high hawk
#

my sprites are coming out in black and white when i instantiate them but the orginal ones have color,anyone know why>

#

?

manic wind
#

why do you keep posting this here?

torn ice
#

Does anyone know how to make cartoony looking water using shader graph

torn ice
sleek phoenix
torn ice
#

Yeah but most of the results sent what I'm looking for

craggy grotto
#

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

manic wind
#

always E

#

F for vehicles

#

M for map

#

left Ctrl for crouch

#

left Shift for sprint

manic wind
#

is note reading a fun mechanic away from combat?

#

good pacing option?

rigid frigate
#

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

cinder hamlet
#

great way to build lore

manic wind
#

is it fun though

cinder hamlet
#

for some people its fun, for some its boring

acoustic portal
#

Yeah unfortunately a lot of stuff is very preference-dependent so there often isnt an exact science to it

craggy grotto
#

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?

manic wind
#

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

craggy grotto
#

Yeah, but Im not sure how I can implement a "technique"/"skill" that makes it easier to make the fire, using the friction method

manic wind
#

allow the player to level it up

#

"fire making efficiency"

#

just pitching ideas

#

from a survival player enjoyer

craggy grotto
manic wind
#

i don't know what that means

craggy grotto
#

well

#

uhh

manic wind
#

i would design some fire making mini-games

craggy grotto
#

Wdym with mini-games?

manic wind
#

you know lick picking in Skyrim

craggy grotto
#

The idea of making fire in my game is you sit down (all animated) and you start making fire

manic wind
#

squats in Final Fantasy 7

craggy grotto
#

Yeah idk

manic wind
#

i don't know what you're asking then

craggy grotto
#

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.

manic wind
#

okay

#

i would have a basic survival book at the crash landing zone or something

#

maybe in a backpack

#

or on a dead person

craggy grotto
#

Hmm yeah

manic wind
#

acts like a tutorial book

#

you can read it until you're done and use it as fuel for a fire

craggy grotto
#

Yeah that's a good idea. I'll use a tutorial book that covers most of the basic stuff

manic wind
#

maybe enough supplies for one night and then its up to the player to survive

craggy grotto
#

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

manic wind
#

yeah backpacks are handy

#

a lot of this is done in The Long Dark

#

hehe

craggy grotto
#

Though it wont be a minecraft backpack, where you can store a few thousand trees in just 1 backpack

manic wind
#

yeah small backpack would be fun

#

maybe you can bury it

craggy grotto
#

eh beginners might not know it exists

#

but I can make it wash up a few days later

#

from when the player starts

manic wind
#

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

craggy grotto
#

wdym with "basic supplies"

#

that can mean anything

manic wind
#

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

craggy grotto
#

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

manic wind
#

ok

craggy grotto
#

Have you ever seen the Primitive Technology youtube channel?

manic wind
#

i have

craggy grotto
#
#

that one, not the others

manic wind
#

i still have

craggy grotto
# manic wind i 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.

manic wind
#

very nice

#

sounds involved

craggy grotto
#

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

manic wind
#

sounds like a lot of asset designing

craggy grotto
#

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

manic wind
#

most people don't make it very far unless its a passion project

craggy grotto
#

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.

manic wind
#

just focus on your own project and don't compare yourself to others

craggy grotto
#

True

manic wind
#

make it like no survival games exist

craggy grotto
#

I won't compare myself to companies that spend 200 mil on a similar game lol

manic wind
#

i'd walk outside and take pictures of nature

craggy grotto
#

I do that all the time lol

#

I live in the netherlands though

#

no jungle here

#

😭

#

no reptiles too. very sad

manic wind
#

plenty of bicycles

craggy grotto
#

...

#

I hate biking in this country lol

#

It's just cold

#

rainy

#

and windy

manic wind
#

i'd preorder a survival game that allowed me to cycle

craggy grotto
#

...

manic wind
#

cycle around the jungle

craggy grotto
#

I mean, a game that allows you to mountain bike through jungles would be pretty sick

manic wind
#

yeah that would be while being chased by dinosaurs

craggy grotto
#

...

manic wind
#

i'd love a Jurassic Park survival game

craggy grotto
#

lmao

#

Doesnt that already exist?

#

Ark?

manic wind
#

oof

craggy grotto
#

oof

manic wind
#

no Aliens gifs

craggy grotto
#

rip

manic wind
#

yeah but Ark looks so janky

craggy grotto
#

But isnt Ark already a dino survival game

#

thats because it is lol

#

thats also why I didnt buy it

manic wind
#

like Ark but good

craggy grotto
#

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

manic wind
#

i've never cared what already exists 🤷‍♂️

#

i just do me

craggy grotto
#

that's a good lifestyle

manic wind
#

there was a game i wanted to make but it already existed so i didn't make it

#

changed my mentality now

craggy grotto
#

rip

manic wind
#

sometimes i try to replicate someone elses results as practice

#

i'm only an amateur though with little to no skills

craggy grotto
#

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

manic wind
#

i'm really into designing dioramas at the moment

craggy grotto
#

dioramas?

manic wind
#

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

craggy grotto
#

Why not make a game out of it?

#

The visuals are really nice

cinder hamlet
#

A Short Hike has visuals like that

#

except pixelated

manic wind
#

not my work just example images i found

craggy grotto
obsidian grail
#

Need Ideas!(something FPS)

manic wind
#

@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...

▶ Play video
#

dude is doing the technique i suggested first lol

#

you wanted to copy him 😛

craggy grotto
ruby ginkgo
#

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

sudden pendant
#

@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

ruby ginkgo
#

OK

slim drift
#

some free pixel art courses for beginners?

timber magnet
#

Btw do people prefer to have full control or they prefer automated help

#

Like player automatically facing the enemy in 3d rpg

cold onyx
#

Having an option to turn it on or off is useful

vocal kestrel
wintry briar
timber magnet
#

I wanted to free up mouse from standard uses like aiming and camera

#

So I can have a cursor in a 3d game

heavy spindle
#

Are there any discord servers where they roast a game in terms of design for getting feedback?

manic wind
#

haha that would be fun

prime pagoda
#

i feel like that's called "the entire internet"

manic wind
#

i've roasted renders on reddit before

cinder hamlet
#

though if you want a good roast, I think reddit is a better chance

acoustic portal
#

you ever been there?

manic wind
#

nope

manic wind
#

constructive critism without holding back

hard fog
#

@thin wren not a place for ads.

thin wren
#

sry...

dry blaze
#

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

manic wind
#

i'd suggest starting with a much simpler idea if you cannot envision it

#

work your way up

uncut wave
cinder hamlet
#

-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)

fathom cypress
#
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

wintry briar
fathom cypress
#

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 🙂

fathom cypress
lost merlin
#

the rockets seem to disjoint out of the launcher when you move. Could try spawning them out a little further

high jetty
#

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?

manic wind
#

your game has no personality thats the problem

high jetty
#

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

manic wind
#

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

cold onyx
#

What is the best way to imply the feeling of always being on the edge of death in an FPS game?

manic wind
#

reward the player for being aggressive

cold onyx
#

More specifically the player should sweat buckets and at the same time feel gratification

cold onyx
manic wind
#

yeah glass cannon

#

high dps and low health

#

the player gains health by attacking enemies

cold onyx
#

Nice point

#

What about damaging him for being idle?

manic wind
#

yeah slowly bleeds for being idle

#

and dies

#

so he constantly fighting and feeding

#

the more he kills the strong he feels

cold onyx
#

Yeah I was thinking about something like that

#

What about the enemy types

#

What type do you think is the most striking

manic wind
#

undead

#

ghouls

#

deamons

#

slugs

#

parasitesx

#

leeches

cold onyx
#

And a gory old background?

manic wind
#

yeah lava

#

dirt

#

mud

#

blood

#

stains

#

stone

cold onyx
#

Should parkour be a part?

manic wind
#

yeah jumping over terrain while doing combos

#

sliding

#

wall jumps

cold onyx
#

Like double jumping and wall running

manic wind
#

airborne attacks

#

slashing

cold onyx
#

Nice

manic wind
#

depends on your skill level

cold onyx
#

The player skill level?

#

Yeah will adding a progression system would be nice

manic wind
#

no yours

#

game development level

cold onyx
#

Oh ok

#

Hey then what ideas do you have about adding progression to such gory games

manic wind
#

leveling up system i guess

cold onyx
#

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

hard fog
#

Make a thread, please

cold onyx
#

Oh sorry for speaking that much I am done anyways

#

Thanks for the help @manic wind

manic wind
#

np

hidden root
#

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

candid dragon
#

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

cinder hamlet