#archived-game-design
1 messages ยท Page 9 of 1
if its that simple, u might consider going thru photon tutorial
so many ppl said mirror is for mmo dev while photon is lobby games
u can try photon first, unity photon fusion
netcode
photon fusion
mirror
so many multiplayer plugins u can try
ncie thaNks 
if u dont know mirror
u might know this game
its quite popular on steam
the networking is done on mirror
I think mirror was just abandoned and all support is now on fishnet, but I think they were saying they are going to make all their assets free for it eventually
the videos if they make available are super useful
photon fusion , netcode, mirror , which one u think is more suitable for mmo?
small scale mmo, not those lobby games that u connect with lan
but scp is kinda lobby games tho
I only used photon for some local games, but they do offer hosting and I would imagine it's all integrated together well with their framework.
fishnet/mirror devs do get snarky a bit and do express that their library is a much better option
Fishnet developer also fakes being other users to give praise to his own solution. Even going as far as talking to himself.
oh snap
Im a terraria addict and terraria uses W for a few things, most importantly climbing rope
But space is still used for most of upwards movement
Really? Thats interesting
The thing at least works though, right?
Yes
i think i have a new possible solution
For?
idk if i should share it
could possibly replace internet cost by 95%
its been my idea for a while like 8 years
its just been a concept for me
ive been trying to program for nearly 20+ years
what are you talking about
you know how spider webs work right
irl?
like they net bugs and debrees and stuff
well what if i were to write a piece of software that could use other wireless connections around you to host free internet off of with their permission that is and theyd have to have the software for it to work
so basically you can make money off your internet by serialization and algorithm theory ai 128 bit encryption by encrpyting the datapackets and port forwarding to a secured routed port
sounds like a huge security risk
no its all ran on a database
for each internal digital signature
for each computer
each one is encrypted with 128 bit algorithm theory encryption
I call it "Spidey Webb Kinect"
it uses bluetooth/wifi
can be used as a spider web of connections to sell internet at a lower cost
each digital signature and fingerprint is enrpyted in 128 bit binary algorithm theory based encryption
impossible to decipher in a billion light years
with 1 million quantum computers computing at a single interval
it shares your wifi connection only and if only you give permission and upon giving permission you sell back some of your internet cost to the company that services you
could work but who knows just been a concept of mine
would be beneficial for game design aswell
can be imcorperated to multiplayer frameworks
and such fourth
brb need a cigg
let me know if anyones interested in it
i can make it happen :p
So basically ill draw a mini Ms paint rough sketch of how it works
gimme a bit
Not entirely sure this is relevant to Unity
@jagged cobalt Don't spam this discord.
While it could apply to gaming, it's still a topic of infrastructure.
Having internet is what enables the game design.
And there are several security issues, because from what I am reading, I do not believe you have solved encryption forever.
But it would be an interesting concept to apply to places with less developed infrastructure. Hope you turn it into something one day.
Rovsau its just a concept i do have programming background experience but little enough to say it maybe possible or may not be with todays technology ill make sure its written from the background up with deep algorithm based theory encryption
Alright. It's an interesting concept, though very off-topic (so this is my final note).
If this was to be applied to devices running a particular game, it would either need to be something as big as Steam, or a very very popular game. A game which makes the device share internet with other people who have the game but not internet. Maybe they could gain in-game resources in exchange. But the security would need to be very good, or it's just another attack vector - the more popular the game, the more robust it has to be.
Good luck with your idea, and have a nice day ๐
I'm quite new to Unity but I was wondering if Unity supports a client-server networking model for multiplayer, as in a player hosts a multiplayer server, and players can connect to it as clients (including the server host).
if im the attacker, i would have copy ur wifi sharing software and plant a virus into it, then distribute it to other ppl, if they downloaded it , it still can function normally but with a backdoor, when the app is asking for wifi permission, i then can hook onto their network.
Even if i cant, i can still expose their ip address
this is another leak u need to consider bruh
It could be implemented as a unity addon as a background server emulator that basis the connection through the nearby local bluetooth/wifi connections it uploads the data on the backend of the server connection to their wifi/bluetooth address then creates a spider web of connections simultaneously so basically we have the the (Host) ((A)) + Server-Data + (Local Wifi/bluetooth connections nearby) + (Game-Client) = Spidey Webb Kinect for every connection thats open nearby it can be used as a server
it uploads then downloads then deletes once the connection is exited
more like a lobby game?
Precisely what I want
try photon or netcode
alright thank you i'll check them out :)
photon is easier to setup and is for lobby games
You can still distribute a malicious copy of that
ive designed my entire game to be around client-server model, I kinda want single player games to act the same way, with a client interfacing with the server locally, that way it's easier to program multiplayer
? Yes? I saw that already
i just hope it wont become a cyber covid lol
Anything can become that
Distributing malicious copys of programs is simple unfortunately
sad
unfortunately i have no knowledge on multiplayer
my team does have a multiplayer setup on their project
maybe it can become a reference
so my team uses amazon servers with redis to distribute users
to different servers
the networking stuff is setup by someone so its not actually depending on any unity multiplayer plugins like photon , netcode...
being completely honest i wanna figure out how do do all the network code myself so i can implement bitpacking to extremely optimally sync data between server and clients
it works but with a serious timing issues, its been almost a yr already and we still cant trace the complete flow of how it starts to the end
i love how intelligent the unity community is
like no joke its impressive with everyones works and projects
i love it
unity has come along way
if u guys curious of how mirror can behave in actual , published game, the quickest way is to play SCP
๐ thanks for showing me this m8
its a quite popular game on steam
ur awesome kyubey666
those network plugin provider like mirror, photon , they all have tons of games that are using their plugins
u can pick some famous game among them and try playing with each other
annnnnnd i bet many of u guys heard of albion right?
the google ads r spamming like crazy
also , u might dont need to care about ccu too much yet, unless ur game is super awesome and popular, normally small games will only have 100-500 ccu
if u can hit 2000 ccu constantly , then i dont think u cant make $500 out of ur game lol
like seriously my goal is 20 players for the first few months
then maybe 50 then a hundred or 2 then maybe enter early access
will a decent community behind a game it can really help with marketing
word to mouth is always a good way for free marketing
yeah i've got so many friends that wanna playtest my prototype if i ever finish it lol
Not sure if this is the right channel but i want to make an area in my open world game that is like a big tree of life where the tree canopy covers the whole area.
My question is should the tree actually be a model or is there another way to handle it? It would be a massive model so I'd think it'd hurt performance
the size of the model won't hurt performance
you only render parts of the model in the players POV
Does that happen automatically or do you have to code it? I do something similar with the level loading where it only loads level tiles that are near the player.
i think Unity should do it for you but double check first
Ok will do. Thanks!
Is Polybrush still supported?
@cold onyx are there any alternatives for it?
I am unaware
does anybody have good names for these axolotls? (the green one glows)
something like Plox, Ploxy, Bitzy, Blax, Bloopx
i'd call them Nibbles
U might wanna use better colour palette
im not using one
i wanna make comfort games
What are the best places for designers to collaborate or learn together? What forums or communities are you apart of as a designer?
bottom left is the incarnation of reddit in amphibian form
Game design podcast and YouTube communities are a great place to find fellow novice designers. Reddit also has development subreddits where people speak about game design. And lastly events are a great place to get to know people and get feedback from professionals.
I myself am in many discords most notably the game design subreddit Discord server.
Would you mind linking a few of these discords and the subreddit? Thanks!
Can't send links here
https://www.reddit.com/r/gamedesign/
discord.gg/gamedesign
You can send links, but not discord invites
Hi! I'm working on a simple fighting game and I'm wondering what's the most common logic that goes into creating individual characters? I already have 2 environmental body collision sprites that I plan on overlapping with character sprites, but I want to know how character selection gets handled in games like this. I was thinking just a simple system (an int/state var that correspond to a certain character,, and then a switch case statement that loads different scripts that place the certain character sprites.) but I'm wondering if there is a simpler way of doing that maybe
ig what im asking is, how does the game know what character is selected
How can i create a monkey who does backflips when he jumps, and at the same time throws bananas where i point (third person game). Anyone got a tutorial on that?
you should look into designing fighters using silhouettes
model a monkey, rig it, animate it and study combat
make the game of your dreams
i dont really dream about games
make Flappy Bird
wdym? like outlines of characters?
A quick video on how to quickly come up with new ideas for your future character designs. Enjoy!
ahhhhhhhhhh
not a bad idea, I am new so im just using mvc2 sprites for now, but i'll def look into it
i would advise against ploxy

Is there a way that the skybox can be changed in game - say after a certain period of time?
sure, just change the skybox material
As simple as that?
yes?
Gosh, OK, thanks.
are you making a day to night cycle?
Am looking at a chill out project with space nebula as the background. Just thinking how I can change the view every 3 mins or so. May use a skybox or a skydome.
you could try graphs
Graphs? That's a new one on me.
shader graph
it'll update in real time
Ooh, you star (pun not intended). Thank you - will have a look in the morning as it's bed time here now (UK).
same here (UK)
Well go to bed too ๐
๐ณ really
Look, if I can get my 15 yr old son to bed ...
look to the stars
This is a skybox shader demonstration I build using the shader graph and URP
#unity #madewithunity
someone made this
Thanks. Night Night.
just a demo
So, a casual game like candy crush, angry birds , basically one with a huge number of levels, how many levels do you think people really need that are easier levels before the difficulty plateaus? if I had a game that initially started out with 2500 levels. My initial thought is 1k levels of steady difficulty increase then plateauing. Then the remainder give difficulty 75%-100% of max difficulty with new content to make the game seem like its still evolving? Any thoughts ?
I'd rather have 500 really well designed levels than 2500 filler levels
I'm not sure how to design a difficulty curve
well its not 2500 fillers, 2500 total levels upon deployment. I was just wondering about how many levels to implement before the plateauing of difficulty. The levels are pretty fast.
honestly i dont know a lot about it either. I would assume if a game had a bunch of levels, they would introduce several hundred levels of rising difficulty before it plateaus. then at the levels above the initial learning curve/plateau, you would get some hard levels, some easier levels, but with new content and around the same difficulty.
what I struggle with is, you dont want to make it to easy and people not think its challenging and quit, but you dont want it to be too hard and people quit from that either. something that directly impacts that is how many levels do you actually give someone before you get a lot harder levels
You could always ask playtesters to grade each level from one to five stars
I'm not sure I'm usually the player lol
These are a few options I'm trying to narrow down on while naming my latest project. For a bit of context, this is the potential name for a psychological horror game. Takes place in/underneath an old manor, rescue of a significant other.
0 votes and 0 comments so far on Reddit
Anyone here able to confidently say they got a lot out of their game design course at their uni so far? What uni did you go to and why was it worth while?
imo game design isn't really worth it at an undergrad level, too many programs out there that don't actually teach you useful skills
I believe those casual game focus more on Instroducing new mechanics instead of increasing difficulties
Like angry bird gives new birds
Candy Crush has new blocks
What would you say is the ideal set of skills or learning before one has actually had an industry job?
depends on the role you are going for, but assuming you're interested in game design, showing that you've contributed to actual game projects and are familiar with game engines is important. Another thing is that entry level game design roles are way less common than say, art or programming roles, so its a way more competitive role in an already competitive field
Random question: Has anyone shows a game mechanic not by giving aan user a prototype of the gameplay, but rather showing a simple animation on how the gameplay works ?
So take for example a 3 or 4 yr grad. Their CV would ideally have some student projects, blogs, mods, etc under their belt to show off? What would a "stand out" CV look like?
all that and perhaps some published games on steam
A published game on steam is a pretty big deal. I suppose that would be stand out.
here's some reading you might find helpful http://katiechironis.com/2018/05/13/getting-a-job-in-game-or-narrative-design-pt-1-preparing-yourself/
You absolutely need to know the engine well. The best designers, in my team, are those that can work directly in the engine with little assistance. In fact, designer are responsible for a large part of the implementation of their GPI. Having aptitude with the engine makes way easier for them to tweak the require parameters and setup GPI.
Any suggestions for where I can find designer port folio websites to get inspirations from?
A good way to start up is to make game jam. This is how I found my current job. One of my teammate found a place and referred me. In fact, I had several job offer.
honestly just googling "game designer portfolio" should net you a bunch of results. You can also look up game designers that work for companies you're interested in on linkedin and see if they have public portfolios you can reference
in an RPG other than needing a level requirement do you like things like need X amount of DMG or X amount of DEF to equip gear?
alliance requirement
I mean I generally don't but everything comes down to how you implement it. Though generally speaking, the less unusable loot people find the happier they are with it. and finding 13 helmets that your build can never equip is rarely fun lol.
at the very least have a marketplace where you can sell them
agreed, or like a scrap system. a way so that an X amount of unusable loot can be converted into another piece that you can actually use
it's fine to get 5 useless helmets if you know you can use them to get a piece of gear that fits your build
sounds complex
way above my skill level
you could make an animation transition
then you can animate between standing to sitting
Hello ! Does anyone know a good tutorial or example of doing a transition between scene using day and night cycle ? I want the transition between my two scene to show years that passed, for example, I already created a path that you follow on a river and it change when you enter a collider to another scene, but between the scene I want to put the day and night cycle, does anyone have an idea of how to do this ?
you could always do a timelapse animation
make an FMV
scene 1 > FMV > scene 2
Need some enemy tier type names and item tier type names. Names out of the ordinary if possible ;)
also ideas for weapon base types, and maybe some ideas for innate passive effects they may include (depending on that type)
oh, the setting is fantasy dnd type-ish so no lazer guns
huh
Hello everyone! I'm working on building a game for my senior project in my high school, and I was wondering if there was anyone that was interested in maybe having a chat with me and looking through the GDD that I made for the game. I'm planning on developing the game tomorrow, as I feel like I have a good start, but an outside opinion never hurts in my opinion.
btw it's going to be a bird's eye view, RTS game, set in the Roman Empire, where you're using your units, resources, and the terrain to complete the mission's objectives.
sounds like a fun idea
what would be really fun is if you could play as a person from the Roman Empire as lore
Hey, my project is in open testing / early access on android (sphereout.com) and one of my friends asked me "what is the goal of the game" : ) and I realised I was so focused on the mechanics/ tech aspect that didn't spend much time on game design. It's a block stacking game, that is basically endless where you just rack up points. I have another mode where you just fit a single 3d piece into a space, and I'm working on streamlining progression, so more complicated pieces generate over time, but I'm looking for ideas on possible modes with clear "goals". I'm thinking of generating a "garbage" random level, that you need to clear/ (and possibly after you're done you could continue into endless play that I have now)
(there was a similar looking game almost 20 years ago - tetrisphere, but they instead went with a match-3 mechanic, possibly because they couldn't get what I'm trying to do to be fun : )
This is supposed to be the inside of a guide book for a primitive survival game. Basic idea is that this notebook (found in a backpack that shored on a beach) contains all the necessary info, allows you to build and craft. It just doesn't look really right if you ask me. Any tips?
I went for a damaged/faded look as if it washed up to shore
MY EYES BURN
are you a good puzzle solver?
Hey I'm making spells for a pvp magic game, I was working on the spells, anyone care to review them? ty
sure
Book cover and pages behind should be visible yoo
Thats just the front design. Havent modelled a book yet, will do that later
ping me if u know
Hey, do you can recommend me any tool to create dialogues to RPG game?
Hi! I am relatively new to Unity and I would like to develop a Trading Card Game. I was wondering if anyone knew of a decent template that had most of the basic mechanics (the board and battlefield, hand management, decks, turn sequences, etc.) that a game like this needs to have. I have purchased a template called "Easy Card Game" from the Unity Asset Store, but I am having a very hard time understanding how everything works, the code is not well organized, commented, or documented anywhere. Any and all help would be appreciated!
Could always try to start by recreating other card games like solitaire to get an idea of the structure, and there's plenty of tutorials on that even outside of unity.
Then using that information, try to recreate some physical card game (like classic Yugioh), trying to understand each phase of a round, and how'd you go about resolving it all.
There's only so many tools you'd use from Unity's engine to create something like a card game, but assuming you're new to it all, I suggest running through tutorials on raycasting and its UI tools
Thank you very much for your insight! I'll give it a try and see how I can progress
Yeah, I wouldn't rely too much on templates since you'd learn more if you just build it yourself.
There is of course, some very complex card game systems out there, but it's always best to stick with something simple and learn the data structuring of it all.
Kind of dumb question, but is it normal to use Game Development courses at school as a back door to try to learn Game Design? I ended up doing that for like four years, and only now did I figure out that was what I was doing.
That seems like a front door to me
I'm currently caching 100 levels at a time on the users device which would compound the cache every set of new 100 levels downloaded from my api. Would it be better to just download a new set of 100 levels each time the user moves through the map system (while deleting the previous file) or is storing 10mb of level data on the users phone not a big deal. I'm thinking more of the scaling factor if and when I add more levels in the future.
I was trying to preserve the user to be able to play every level on each level map they had previously downloaded in case they didnt have internet connection
do people still create battle royale games
i hope not its an over saturated genre
a lot of good game from it though
some bad too haha
what do you think is the new battle royale
Yes
You can probably think of any genre of video game ever, and at least someone will be making a game in that genre
Hi, I purchased a unity package called "uMMORPG" and i think it will be helpful to you.
i have so many spell effect prefabs for mmorpg game. So i can help you.
oh really, nice, can I dm you?
of course, u can.
My original idea for how the user can control the units in the battlefield was to have a specific HQ unit that you have control over, but I scrapped that idea early on cause that would be way to hard for me to create in the timespan I got.
However, I plan on having "special units" that can be called on, and maybe it could be led by some famous roman general
well i was thinking about generating units for an RTS game but you could have one unit like Joan of Arc who is extremely powerful to command
you could send Spartacus into combat with his units
Sounds like a good idea. I do have something similar to that that I have envisioned
you could reinact famous battles
I'd need to do a little research on Roman history, but I do plan on doing that. For now though, I'm basically making a completely fictional campaign that's supposed to be kinda like a tutorial of the mechanics of the game
where your goal is to invade other countries and have X units kill X unit to win
yeah make a prototype
In each mission, the ultimate goal is to complete all required objectives. Ik that's broad but it can basically be split into 2 main objectives depending on whether the mission' defensive or offensive.
i think thats how Age of Empires got started
ie, the one with Norwegians and English that isn't in Roman or Greek times
you might like this
Have you heard of DoorKickers 2? This, along with HOI4 have been my inspiration for this game.
i have not
They're both awesome games. DK2 is supposed to be a strategy game where you control individal units, while HOI4 is a grand strategy game where you can control a whole country
I wanted to make a game that's somewhere in between, not too individual, but also not to macro-ish
aye
Are you free by any chance rn? I'd love to talk more about my game with you.
I've been trying to get outside opinions about my initial prototype on my game so.
Initial prototype for a RTS game
Interesting, are the battles more down-to-earth or fictional?
at least you've drawn something most people struggle to get past the note writing stage
myself included ๐ฆ
Actually, Kingdom Hearts: Days Between has a card-based battle system similar to the one in Kingdom Hearts: Chain of Memories.
hello.
making this game for my college project assignment. i need to just submit my prototype and might think about starting a full project on this game or something else 
btw u can roast my terrible game design :))
Gameplay reminds me of Tomb of the Mask. Seems good ๐
thx, i only chose this coz i'm terrible at art so i approached this maze game with blocky stuff on it. yet this is actually my first ever game i made on unity and im proud. :))
@delicate coral I'm working on a Kingdom Hearts MMO.
https://i.imgur.com/g5g9nLc.jpeg
Any color gradient ideas for loot rarity that doesn't follow the norms? Also could use some ideas for names of item rarity tiers
Hello, Mao.
yello
Mao, I think we should work on my project, Kingdom Hearts: Days Between.
what does that mean?
If click the link I provided I'll show you. https://imgur.com/gallery/94uIwJO
i'm good
anyone knows with what programm i can create 3d/2d sprites like this?
Nikร I'm working on Kingdom Hearts: Days Between
that looks sick!
i love it
Blender baby its free ๐
@tall hamlethttps://www.youtube.com/watch?v=BJyFd0uGwFk&t=166s&ab_channel=GrantAbbitt
#nvidia #blender3d #lowpoly
Iโll show you the process I use to make this fully animated, game ready, low poly rogue character from scratch. Iโll give you an overview of the techniques and processes involved, so you can apply them to your own projects. Plus, I've got lots of tips, tricks, and workflow shortcuts to make the process even smoother.
...
@meager bay Can you please stop bothering people about your game idea. This isn't the place to try to recruit anyone.
not rlly ours to decide but for u, but my advice is to make the rarities not look confusing on what is the rarest and the less rarest.
what is faster? directly loading a scene with the game map, or have a generic scene and spawn the map inside of it?
Hmm was gonna say you should only load assets the users will see/use but A Link to the Past loads the entire game into memory so... ๐ค
I'd go with the latter
Hey, everyone.
Hi Im trying to create my first 3D game this summer so I was wondering if anyone knew about any good tutorials to learn
You can start by going through !learn
๐งโ๐ซ Unity Learn can offer you over 750 hours of free live and on-demand learning content for all levels of experience! Make sure to check it out at https://learn.unity.com/
i wanna make a code to move 2 objects close and apart by the user
-the user the character(moving from awsd keys and mouse to look around)
-the object can be anything, and i want the user to go up to the object and move them closer or apart on a fix distance(options will be given e.g 0.5cm, 1cm....)
main work is the object movement by the player
I'm making a game for the oculus quest 2
Should the graphics for the game be good or bad
they can be whatever you want. Do you want realistic graphics or low poly graphics? Obviously not too realistic to the point the hardware can't handle it
Realistically, you should aim for bad graphics. (Low demanding graphics, not bad looking*)
Think of VR as half a mobile device. (If you want to support standalone)
Okay ty for the help
Hello, Simfercoce
Graphics should ALWAYS be good. They just donโt have to be realistic.
Too many games, especially indie VR games, think that graphics donโt matter. They always do, hell they matter even more in VR. What makes VR so cool is immersing yourself in a world. You need to make that world one worth spending time in, and one you want to look at
Okay ok that note how tf do I do a ground check without using a ray cast
Raycasts mess with double jumps
#๐ปโcode-beginner. And casting is the proper way to do a ground check. Raycasts have nothing to do with "double jumping", there is no such concept as that. Rather, how you use raycasts to achieve something like double jumping, is on you to do properly. So what you should really be doing is fixing your raycasting logic such that it does work with how you're implementing double jumps.
I'll do this tomorrow ๐
What should i add to this, this is meant to be a company terminal system? https://i.imgur.com/Hif8ygD.png
@blissful pine !collab
We do not accept job or collab posts on discord.
Please use the forums:
โข Commercial Job Seeking
โข Commercial Job Offering
โข Non Commercial Collaboration
weird question but can birds help the player solve puzzles? ๐ค
not control birds but have them help
Thanks
i'm thinking about my answers lol
i'm running out of space XD
sure, have bird pressure player by pooping on their head. makes player do puzzle faster
@viscid dewis this the kind of thing you meant?
anyone can answer what be the best interesting type combat style for my game ? https://twitter.com/Lubius_studio/status/1663977533317021697
All of them seem interesting and I see myself play all type.
Ty man !
@spring valve !collab
We do not accept job or collab posts on discord.
Please use the forums:
โข Commercial Job Seeking
โข Commercial Job Offering
โข Non Commercial Collaboration
top down
I see
should be more simple to dev also
don't have to worry about verticality and 637 animation states
add some bots too
though I wonder how console players will be able to play
left stick?
because they need to aim at a spot on the screen
it's not just direction
but distance also
I could give them aim assist
๐
boxbox played riven with a controller
I feel it will be hard to aim
idk
will have to think about it
target focus switcher with position prediction
although riven is melee
make a champion for controller first
champion?
right
vivi
does the xbox/ps store allow keyboard/mouse only games?
i dont know
aight
ah I know
right stick will move the pointer across screen and R2 will speed up the aim
or slow it down idk
would be cool if you could aim one direction while moving in a different direction
What should i add to this, this is meant to be a company terminal system? https://i.imgur.com/Hif8ygD.png
Does anyone have any ideas what the name of my game should be? Itโs going to be an open world game.
If you give no details, how do you expect anyone to even begin to think of a name?
Could you give us some more info on what this terminal serves as in the game ur making?
Well what else is this game going to be about? Open world is simply one mechanic of the game, thereโs going to be tons of other aspects of this game that makes it unique.
Like RDR2. Itโs open-world yes, but there was so much else about that game that made it โRed Dead Redemptionโ
Probably wonโt help but itโs gonna be game with combat (spells,melee etc) and a fairly long story with a male protagonist. He is going to try to find his lost family member. (Sounds like ur average rpg game)
It serves as a lock for a door, you are meant to input a code. I just need a interface that would also work as a general computer system, not just for a door lock.
Maybe do what GTFO did, not copy it exactly but it looks like this
I donโt know if that helps but I tried
Yea the photo @civic bay posted might be some good inspiration to look at. If u want to simulate this type of hacky-type OS.
Okay thanks
im following "the Unity Tutorial for Complete Beginners" by Game Maker's Toolkit. at the end of the video he gives a challenge for a few extra bits, but im stuck on one part. It has a bug about still adding to the score (flappy bird remake) even after the bird hits a collision and dies, but falls thru the trigger. trying to add an if statement to check if the birdIsAlive bool value doesnt work as the score only itterates once, or not at all. any1 know a solution?
Af'noon all, not sure if this is the right place tbh, but I'm having a problem that I can't think of a solution for.
I need to have around 70,000 (probably more eventually) objects in my scene (yes, it's ridiculous), they get randomly generated at runtime.
Basically I have a planet at the center of my scene, and surrounding the planet is an asteroid/debris field in orbit (If you know the game, look at Remains (also done in Unity)). The play area is the asteroid/debris field, but will change to the planets surface during the game and bounce back and forth between the two.
Now..........my question, does anyone have much of an idea on what the most efficient/performant way of doing this (I know about culling/LODS etc) is, NOT including DOTS, cause y;know, head explodes looking at that stuff. lol.
This is my current implementation, yes I know it's nasty but it works. lol.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
You can use a mesh collider.
thanks
do you guys/gals ever remake assets you've made before just to get into the groove?
Curious about animator pricing
hello
do you guys think it's bad game design if a game needs you to use separate fingers for bumpers and triggers on a controller?
aka needing more than 4 fingers to play effectively
iirc, the standard ps and xbox controller allows up to 6 finger in one controller comfortably
Hello
i think it is
not if your hands are big enough
I'm playing with the ECS to build a variety of robot vehicles and I'm looking for advice on designing the component hierarchy.
among the vehicles I want to support:
- front wheel drive (front steering, 4 wheels)
- rear wheel drive (front streering, 4 wheels)
- all wheel drive (front steering, 4 wheels)
- tank (2 wheel, independent drive)
- 3 wheel omni-drive (differential, independent drive)
- 4 wheel mecanum drive (differential, independent drive)
- 2 side-by-side wheel + caster (differential, independent drive)
- motor bike (front steer, rear power)
- mars rover (6 wheel, independent steering and power)
immediate impression is to make a Wheel class and a Car class and then some DriveSystem that uses the two.
not all wheels are powered, not all wheels are steerable, some wheels share power train.
the eventual goal here is to have the DriveSystem calculate the desired motor speeds. so my ECS layout is something like ```
robot + optional main motor
- optional steer motor
-
- wheel + optional motor
Is any of this sounding sane?
sorry... what is dots?
- You might want to look into GroupCulling.
- Monitor draw calls. (PC = ~2000 Draw calls)
https://docs.unity3d.com/Manual/OcclusionCulling.html
https://docs.unity3d.com/Manual/CullingGroupAPI.html
I don't know if this is the right place to ask this
I aspire to be a game designer and work for a triple A company one day
I am going to go to college in game design next year and im wondering what skills I should pick up in order to increase my hireability?
from what Ive seen it seems to me that a game designer must have a basic grasp on all aspects of game-making
I have no idea where to start
thank you
oh wow this is a terrifying career
That's gamedev for ya
You're not because all you've done in this channel is post ideas and not actually make anything
Well at least I designed the game mechanics for Kingdom Hearts: Days Between by drawing a concept art.
That doesn't correlate but ok
Looks like ideas, not a game
They're concept art.
How old are you
27
Yeesh. Anyway, you don't use concept art to design mechanics. All you have right now are a bunch of scribbles that can't be used by anyone to even start building a game
If you want to learn how to design things, go actually make a game in an engine, or look up what a game designer does
Probably the first one. But it depends on how you want your game to be played and feel
i'm working on a simple platformer prototype his name is Gary and he loves collecting coins
i'm making it using the Unity engine
To be honest, to be selected as a game designer it is a miracle. All the game designer I know have done something else before. Mainly art.
if anyone has any suggestions please ping me ๐
You asked for nothing... ?
lets discuss game design
huh?
I mean, what do you want ? You only stated facts.
anything really from fun gameplay mechanics
enemy types
obsticles
coin patterns
level designs
i'm just wanting to discuss game design ๐
Hey, GigaElmo?
Any suggestions or ideas? I want to know what other people think of it.
(Sorry, I'm just a beginner in unity and I just started unity a week ago
make it so you can drop bombs onto turrets @dry nest
Hey, uh, Sabeeh?
yes?
hmmm. i was making an endless survival mode
I'm going to design The Game of Life: Inkbunny.
yeah make it unlimited bombs
what
Let me put it this way: What do you like about Hasbro's The Game of Life?
Actually, I was talking about the board game?
^^^^^^^^^^^^^^^^^^^^^^^^^
You should add power-ups and enemies, Sabeeh.
Are there any guidelines or rule of thumb to follow when it comes to making a prototype?
Focus on the core mechanics you want to test and avoid all the flair.
Well, my gameplay is done...and it's shit
that's the spirit
I need some suggestions and opinions on this. I have different scenes which are set in night, and some that are set during the day. The first image, is meant to be a Ground lobby entrance at night, and the second image is at day time, i like the way i did the second image, but what should i do for the night version? https://i.imgur.com/gBGrHOz.png https://i.imgur.com/68r0EP9.png
For the night, maybe add some occasional soft orange glow to simulate the streetlights outside
whats this kind of game called where its like 3d in 2d. and is there videos on how to get started with this style?
Seems to me like it's just 2d but at an angle
Isometric ?
isometric is typically from a 45 degree angle
its just a mindfuck when u think about how its 2d
that's just topdown
and do i just make a 2d game with sprites and tiles made for this and it works?
like the old zelda games
yes, probably
I mean, there is nothing as far as I know that is regularting this.
They need to have the same angle though.
yes
:)
i have 1 more question
i had a sprite sheet
and im trying to make it so its an animation
but it wont input in to the sprite thingy
maybe if anyone had 1 quick minute it would mean the world to me
hello ๐ i found out i really like coming up with ideas for games and creating game design documents and thinking creatively yet i also can do some scripting with help of google i even finished cs50 but i am kinda confused by game design vs development.... ^^ i really wanna make my own small indie games yet i struggle deciding if i should go more for game design since i really found my strength in it or do more development, i thought about maybe becoming a game designer who can also code smaller games. i would appreciate feedback on my thoughts ( i am a overthinker :d)
Game design is part of game development, you probably meant programmer. Anyway, scripting is an important skill to have as a designer so it's definitely something you should work on
game design is like planning the jouney, where you're going, what to take with you. game development is actually going there and figuring out what to do next
if its baking the designer draws what the cake will look like, the developer makes the cake look like the drawing
thx ๐
you could always start by designing/developing mods for your favourite games
make some Skyrim weapons
you could also try making some fake screenshots @thorn wave
its fun ๐
i will do the udemy game design course and than start building stuff ๐
very nice
from school of gamedesign
start small, think big
yes
i'll look forward to being one of your playtesters
nice ๐ฎ
So can this channel be used to talk about the story of games as well?
Yes, but if it's goinog to get long, use a thread.
Cool
@bright storm are you into reverse engineering video games?
I'm learning game development from watching others
Tomb Raider 1 uses a grid system for maps
Im currently learning by just testing things out
Im currently making a 2D gane
Have yet to try branching out to 3D
Although i do have a basic understanding of unity 3D
I have never played a tomb raider
Ye im 2D
Im taking a 3D class rn and im having a stroke figuring out 3 dimensional rotations so i dont think im ready to go through that again for a while
3D is rough
i got a weird question, i want to make randomized playable characters for party members in my game, one of the randomized things will be skincolor. when i started thinking about how that would work i noticed that the world i envisioned to make would be a mostly white generic fantasy setting. and i thought it would be weird if the world was like 80% white and the randomized playable characters where truly random. so instead do you guys think it would be a good idea to implement an increased chance of skintone to whatever the player chose for his own character?
The randomization should follow the probabilitรฉ of your own game. (The rest of the world)
If most people are white in your world, than it is expected to have mostly white people.
Im looking to create a sort of system where my player can click to build it will then show a slightly transparent cube that follows where the player is looking then once the player is happy they can click again to actually place the object
i have a system where they can click on a menu and choose to place the object but it places instantly and want them to be able to choose more accurately where to place rather than just in front of them
hell no lol
AI assets look fugly
Like AI generated personalities and dialogue?
Not really. All the tech demo I have seen are uninteresting.
- Dialog are bland
- Dialog does not seem to be grounded
- Game base on AI have little to no "direction" which is an important element in modern games.
- Game with AI are only a harder way to interact with AI prompts.
- etc.
Maybe some day in the future it is gonna be awsome, but at the moment this is not.
good point, ill go with that for now
Iโm trying to add a stats window in the upper right corner that would display stats such as the fps and unity time. Does anyone have advice on how to do this?
when segmenting tasks to complete (say for example putting on a kanban board), how detailed should you segment them?
should it be like "create X system"
or should it be more specific with like "create X part of this system", "test X system" "Create Y part of this system" etc.
If you are working alone it's up to you how granular you want it to be. More tasks you have, more task you'll have satisfaction of dragging to complete pile. But also you don't want them to be too general.
hello everyone i want to sell my asset 2d card game on market. How i can start sell this
what channel should i go to for questions about supertiled2unity?
So has anyone here played a Foddian game or made a Foddian game before?
Hey guys, I wanted to ask, where do you get your inspiration when making projects? I see a lot of game developers on YouTube who simply just try to make a game for a video or spend a few weeks making a game and then move onto another potential game idea. I want to do that, not having to really commit to a single game and polish it into oblivion, but I can't seem to move my legs. Unless it's a game jam I feel stuck and never know where to start.
Personnaly, it is mostly technology I do not know. At the moment, I am working on boolean operation on meshes. Whenever I feel like I understand the core of the technology, I move on.
If you struggle you can see r/gameideas (if I remember the name correctly)
Some people come up with ideas easily, some struggle with it
so you can get ideas from those who mass-produce them
you can simply ask if anyone has an idea for a small game, even here
i have a small issue in terms of ideas for my singleplayer wave-based horde shooter game:
i made an enemy that shoots one of 3 random projectiles every 6 seconds, but what i have no ideas for is what those projectiles have in terms of properties/special behaviour.
i have come up with a few options for one or two projectiles, but i dunno if those options are well-designed. the stuff i have come up with are:
- a projectile that homes in on the player.
- a projectile that flies slowly but has an area around it that deals damage to the player.
- a projectile that flies straight forward and permanently increases the amount of damage dealt by all enemies, as well as their maximum health values upon hitting the player (this bonus also slowly increases automatically as the player survives more waves, and has a maximum amount).
i might need some extra options, so if you guys can give me a few pointers i would appreciate it...
Do it my way, cram as much functionality as possible and deal with balance issues later
that's not how you spell laboratories 
- Explosive projectile
- A projectile that splits when destroyed
- A shielded projectile
- Boomerang projectile
- Projectile that flies into a random direction. 1 can be harmless, many can be hard to handle
- Projectile that rotates constantly and flies at the same time (it looks like a helicopter that's crashing). It's very unpredictable
- Sticky projectile
- Penetretable projectile
- Slow projectile that launches smaller homing projectiles to the player
- A large shockwave as projectile that might cause a small stun of maybe 0.2s
- A big rocket that gives the enemy itself a small push back, cause of the gigantic firing power
hmmm, i guess i can look into making at least a few of these. thank you for helping me with the creative process!
np. My mind is always filled with idea's like these
an active chat here?
i need help in texturing a building in blender
i do not know how should i start texturing buildings (basically long cubes with small details)
if anyone can help please tag me
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
sorry
Hi I am using Unity Splines and the SplineMesh package to create these kind of walls for my pins prototype, does anyone maybe have some tips on how to make the splines more smooth? I was thinking Bezier Mirrored mode but that doesn't make it smooth enough
hey guys just windering how i would go about building a realistic building in unity
?
Make/buy realistic assets. Put them together in a realistic way.
The way to make realistic anything is to use an external 3D modelling or sculpting app like Blender, Maya or ZBrush.
Probuilder is only a minimal 3D modelling package.
making realistic things takes a lot of skill and time
I'm trying to make my 2D character move to side a little if they're being obstructed while moving, to have a leeway so player dont stuck by 0.01 mm collider. how do i do this ?
its common feature but kinda tricky to google
that would have to depend on what movement options your player has
give them a circle collider instead of square
or just dont put 0.01mm colliders
Repost the entire question, don't send people to the wrong channel
#๐ปโunity-talk message I'm referring to this, I already found a tutorial that have this mechanic and as you say he used poligon collider for those edge tiles. unfortunately I used tilemap collider, they only supports box
Hi all, this seems to be the best fit in terms of subject to ask this question....
Is it permitted to post a poll of some kind to garner opinions regarding Game Design (ie, the overall look etc)
Hey. How can I improve the looks of game and ui
@cold onyx Maybe add some funky particle effects? for example, a particle burst when you complete a word and some sort of effect when you 'miss' a letter? Just little things like that can make a big difference. As for UI, have a look at some mobile game screen shots, they usually have some fun ui graphics.
I know from experience that tile map collider can do stuff besides boxes, but I'm not sure how.
Camera Shake, Animated Background, Completed Words Effect, Score Streak. Also, try to use orthographic camera.
And he should also add some colours to the game.
There are a lot of websites and programs that allow you to find some pretty good colour combinations for any game.
(One program that exactly does that is called "Coolors")
How do I blur a specific game object in the scene(it doesnโt move)
Postprocessing Shader. Standard convolution matrix with stencil buffer should do the trick.
really ? I didnt bother to look for it tbh. are you sure ? youre not mistaken a Tile and Tilemap Collider with gameobject with poligon collider painted to grid using prefab brush ?
I know I've had sloped sprites in a tile with tile map collider have sloped colliders.
This is my game idea
hopes for "ChronoVerse: Unleashed Legacy" are to create an unforgettable gaming experience that captivates players with its innovative time manipulation mechanics, immersive storytelling, and stunning visuals. We aim to push the boundaries of what is possible in game development, utilizing the power of Unity Engine to deliver a seamless and polished experience. We hope that players will be engrossed in the rich and diverse world we've created, feel empowered by their time manipulation abilities, and be enthralled by the choices they make that shape the fate of humanity. Ultimately, our goal is to leave a lasting impression and create a game that stands among the greats of the industry.
In this 2017 GDC talk, Game On The Rails' Brian Upton describes thirty annoying or counterproductive things that you should avoid when you're pitching your game to a publisher. Learn how publishers evaluate the games that are pitched to them, what they care about and what they don't, and what you can do to present your own game in the best possi...
I am developing a futuristic hover racing game, and I never named it. I need suggestions, all will be considered!
Bloc n Roll
Compost
How would you guys handle the physics of a multiplayer game, where rigidbodies may go at speeds of 100-1000km/s
I assume the client's player wouldn't move, only the things around him
again, don't actually move at those speeds. that's ridiculous. just use visual effects and smaller distances to make it seem like you're moving at those speeds
I want to make a spaceflight simulator you see
okay. that changes literally nothing about what i just said
hm
what do you mean by visual effects, do I add screenshake
or visual as in moving the world around the player or something
Changing the FOV by example
screenshake, speed lines, stuff that just makes it feel like you are moving fast
especially since moving 100,000 units per second is absolutely not reasonable. even if you were to origin shift every 6km like you suggested KSP does that's still not a reasonable speed because you'd be shifting the origin 16 times per second
yeah that's why I had the idea of moving the world around the player
I want to make a realistic space flight simulator, not arcade style, like No man's sky
I don't need visual effects
so you think it's more reasonable to move everything else at 100km/s?
well
the answer is that it is not reasonable to move anything that fast
most things would be far away, so you wouldn't see the distortion and everything, I don't think the performance would be that atrocious
the things near the player would stay perfectly within the realm of reality
Yeah uh that's not gonna turn out how you'll think it'll turn out lol
none of that make it anywhere close to reasonable to move anything at all at 100,000 units per second.
alright then 10 km/s
still not reasonable. do you even know what happens when things start getting out past like 10000 units from 0,0,0? you are wanting to move that far every single second
originshifting
isn't going to solve all of your problems here if you require things to be that far anyway
also i'm fairly sure that physx definitely won't be able to handle speeds that high
What do you mean not reasonable, the escape velocity of earth is around 12 km/s
well that was my original question
and i've told you how you can get around that limitation. and it's literally by not moving that fucking fast
jesus christ no. just use slower speeds and make it feel like you are moving as fast as you'd like
If you're gonna think changing numbers will fix this, why not write a simple script that updates objects at the speeds you want and see how that turns out ๐
Does kerbal space program use ,,screen effects"?
hell no it doesn't, and I can easily accelerate to 10km/s
Or you think they made a custom physics solver
They made you think it's 10km/s, it's not actually updating at that speed
Do you have actual sources for that? because as I'm watching unite 2013 it seems like they did not
Post it then
How hard can rocket science be, anyway? Creating a full-scale space flight simulation poses a number of interesting problems, like dealing with the vast scales of a solar system, maintaining a stable physics simulation and supporting player-created spaceships in the simulation. The developers of Kerbal Space Program talk about the many challenge...
Oh you might just be kind of right
Somewhat
to fix the phyisc issue of going very fast, they have a moving refernce frame that they make that the ship doesn't move relative to it
and then they move everything else, so kind of what I said, but I think they still move at thoose speeds
Without seeing the actual values in their editor you don't actually know how many unity units they move things
But from quickly scrubbing through it just looks like clever use of floating reference points
When it comes to dashing, what do you prefer:
Physics Based, where it will kinda push you in a direction (โฌ
๏ธ )
Teleportation Like? where it will find where you are supposed to dash to then teleport you there, and then play an animation in between to seem seamless (โก๏ธ )
Use the emote reply to let me know.
CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-6.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"
What does this mean?
design?
depends, if its a first person game, yes def the first one, its easier to understand and doesnt become chaotic and naseauting, if its third person, definitely the teleport-speed, kinda thing, as its easy enough to sort things out, especially if the game is a top down thing like diablo
I have a 16x16 sword sprite that goes diagonally from bottom left to top right and I'm having trouble getting it to point to my mouse correctly in game. any tips?
make an empty object that points at your mouse correctly, put the sword sprite in it and rotate the sprite by 45 degrees
much less headache
also this question is more fitting for one of the code channels
sounds good, thanks.
What you people think of a fighting game with yakuza gameplay (switching styles) on a open world that you can like travel to other places?
I lack creativity if anyone could give me suggestions about it.
interesting but definitely not a solo project material
Hello. Considering switching to Unity but I have a few questions. I remember seeing a lot of news about ECS / DOTS. Would it be recommended to go in that direction if I were to start something new? (2D side scroller game if that matters)
Not a game design issue, you're more likely to get answers in #1062393052863414313
When it comes to a skill based combat system, what do you think is better:
Option 1 (โฌ
๏ธ ): Cooldown based (Where using a skill is dependent on a cooldown)
Option 2 (โก๏ธ ): Mana / Stamina based (Where using a skill is dependent on how much resources you have)
Option 3 (โ๏ธ ): Mix of op1 and op2 (Where a skill can only be used when it is not on cooldown and you have resources for it)
Using both means that you can't abruptly use all of your power at once (because of cooldowns), but also rewards strategizing about which skills to use (because of resources)
No, DOTS is not something to do in 2D side scroller game. In fact, you should not use it as a first project in Unity.
Hey guys! Just wondering if anyone has some design suggestions for this game.
It's a simplified total war: warhammer autobattler. You build your army each round depending on the enemy army, place them on the field, and let them fight.
My problem is that since the AI is so simplistic (attacking the closest enemy), every battle ends up with melee's in the middle clashing it out, then the stragglers die to rangers and the rangers slowly duke it out until there are none left. This flow is not ideal, and I'd like there to be more back and forth. I thought about making the targeting random, but then all strategy with placement goes out the window and it devolves into utter chaos. Any ideas??
Just trying to gather some thoughts and opinions here.
Many many many years I had this same idea, and couldn't really solve around it either.
I did have the idea of giving hero skills, I think I implemented a test "arrow barrage", where you could AoE an area and arrows would fly from off screen.
And maybe there was some way for player's to tap some combination of buttons to "win" a dual (I think that's what those clashing swords were)
Interesting... Right now I am leaning toward introducing a sort of "rogue / scrapper / scout" unit subclass that simply has a higher chance of targeting ranged units. A bit of a rock-paper-scissors dynamic. I hadn't thought about adding a player interaction to solve it though, that could make sense, especially if I add things like player controlled spells eventually.
Yeah, I think the goal was a combination of that, and interesting maps (not just an open field) so palcement of units would matter.
There was also the ability to spawn in reinforcements at a cost? It's slowly coming back to me.
I suppose one more idea I had was to only enable the random targeting after X kills, or with a raising percentage of enabling on each unit per hit -- causing them to eventually break off and target a ranged unit.
Different units could have different rules
Your game sounds really interesting though. Good time to bring it back, these games are doing alright at the moment :p. Mage & Monsters is a recent one.
A common soldier can just always "attack nearest", but a rogue can "attack furthest, prioritize rangers". Something maybe the player can define in a sort of ruleset for unit types.
I haven't heard of it, but checking Steam, this is pretty close to what I was imagining. Cool to see it was possible lol
That's sort of what I was thinking yeah. Each unit will fall into one of those hard categories of rulesets, then have its own statline, and maybe abilities to mix things up. I think that the subclass with your "attack furthest rangers" suggestion will work pretty well, especially since it's a solution that incorporates the strategy of the game
Thanks for humoring me, and good ideas :). I've actually gotta get going, but if you think of anything else give me a holler.
It's probably a matter of just giving the player a lot of variations of the same thing (attack nearest, attack biggest, attack weakest) and let them figure out a combination that works.
And don't worry so much about making the perfect balance. Let them break it
Really good point.
Could allow the player to control the placement and building of garrisons as to where the units spawn from
Are you asking a question ?
The units all spawn at once, then the battle plays out from there -- but that's a great suggestion.
I think they are answering mine actually reading it over
Do know the game youre talking about near the end? Is this Mage & Monsters or Behold Battle by any chance?
Hello friends!
I am having trouble extracting 360 video from Unity HDRP 2020.3.30. I am using unity's "Record". The results are not HD even I am using resolution of 4096 x 2048.
You guys can see the grains in it. Please guide me how can I get 4k results, clear and sharp?
lots of assets
A) Not a game design question
B) For 4K you would neeed more than 33000 bitrate. I would suggest you go to at least 60k
C) For 360 video you have to keep in mind that you need at roughly 4 times the resolution than what you want the viewer to see it at. Because the viewer only sees about 90 degrees horizontaly. Meaning if you want it to seem FullHD you would need 8K video.
C+) meaning you actually need about 150K bitrate for it to not have visible artifacts.
assuming im going to run some sort of simulation game that has over 1000 entities in pixel art, how big should i make their sprite be?
spawn them randomly between 8x8, 16x16 and 32x32
if you're gonna benchmark performance
spawn 1,000 assets and randomize between them
you could make a tracker too
Likely the first game I'd like to make with the engine is a narrative driven cinematic choice making game about a teenage treasure hunter in the 1930's, an homage to pulp adventure stories like Indiana Jones, Tintin, and Uncharted.
I'm wondering about the approach to the game and how to do the action sequences...one the one hand, I could do the typical Telltale route where the action is QTE's and have cinematic cutscenes. On the other, I could do a 2.5D platformer where players can directly control the hero through action scenes, but I might have to sacrifice cinematic cutscenes or find someway to work them in naturally.
What do you guys think? Any particular examples of 2.5D platformer games that include cinematic cutscenes?
Ori and the will of the wisps.
Coming back to this, I think I'm going to solve it by adding the assassin unit type, which targets ranged units with higher priority than others.
I'm having a bit of trouble coming up with a friendlier name for it though. I have Ranged units and Melee units, which are incredibly broad. Is there a name for a unit like this which is as broad? The closest I can get is Skirmisher, or Cavalry. Neither sound totally right. I may have to change Ranged and Melee instead to something like Artillery and Fighter in order to incorporate the third class in an aesthetically pleasing way.
Fighter also doesnt sound great.
i just had an idea, u know how a lot of early CGI looked very uncanny? anyone think that would be a good asthetic for a horror game?
it would!
HMMM
No?
?
I think absolutely, but it might be hard to replicate in game
It would be extremely cool to see an uncanny horror game hooked up to something like a language model. Like those japanese robots from the 2010s that had lifelike faces and speech, but were so, so frightening based on their movements, cadence, and tones
That sounds awesome
how so?
Play some retro horror games
BUT IM SECRET
from the blender discord server
u dont remeber?
we talked while back this is another acc
Oh okay
I suppose it depends on your graphical style, but for me right now a lot of the AAA stuff hits that uncanny valley type of feel, and on a low budget achieving almost lifelike graphics that give the uncanney valley feel might be difficult
Bloomberg's Hello World host Ashlee Vance recently traveled to Osaka University to see Professor Hiroshi Ishiguroโs latest creation, an android named Erica that's designed to work, one day, as a receptionist or personal assistant. The android has lifelike skin and facial gestures and uses artificial intelligence software to listen to and respond...
Oops, replied to my wrong comment -- but these are the robots I was talking about.
Making a arcade game where you go play games and play remastered versions of retro games (also has some story to it) and I donโt really know what games to add. I plan to do pong, duck hunt, pac man, space invaders, asteroids, breakout) I just need more games because I want about 10 at least 8
What are yโallโs thoughts?
I see how it is
what?
Tetris, centipede, frogger come to mind. You could also do a streets of rage minigame.
Alright thanks
cool
I have a unity problem where should i post it
Depends on what kind of problem.
#๐ปโunity-talk
is a dodge animation in a firs person game a good idea or would that just cuase motion sickness
or like a roll of any kind
I wouldn't like it
Maybe dodging by jumping backwards could work
Or dodging by jumping sideways
But rotating the camera would make me feel sick
i don't know where best to put this as i can't seem to find a channel relating to asking for help from coders/programmers in the way im asking so i'll post it here as it's related to game design.
im looking for voluneteers to help program my game, im trying to make my dream game and have gotten some progress and am making this on a shoe-string budget of 0, i cannot get funding for the game as it's not far enough in development and i cannot learn to code as i am doing every other job for the game (using unity, making models, animation, texturing etc.) if anyone is interested in staying long term in contact with me to help me get my game off of the ground DM me.
if anyone is interested in what it is here's a basic description of it so far.
it's resident evil 3 on the PS1 but cyberpunk and more of an action game not a horror game.
if anyone is interested, plz DM me.
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hello! I'm looking to chat to someone seasoned about game object structure. I'm migrating a project from UE to Unity and I'm not familiar with Unity's best practices
im not exactly sure where to go with this so hopefully this is in the right channel, been sitting here staring at this screen for awhile now, just tried uploading an avatar package for vr chat, whats the issue? i tried to restart and then here i am again, am i just being impatient? also i should note i cant click anything else on the page so its frozen
Maybe you could use a dive-in animation, like in metal gear solid V.
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ive tried, not very helpful there...
i just get treated like an idiot for not being a pro
that looks interesting and it might work
well we'll be less helpful here because its vrchat specific
im kinda just tyrna figure out if there are any games or any way to do a roll in first person for either a dodge or double jump of some kind and am starting to realize there are none
well in the end all it is, is a unity package
probably for good reason
yeah but vrchat stuff has its own idiosyncracies none of us are familiar with. This channel isn't even the correct place to ask anyway
I wanna do social VR with an anatomically correct 3d model of myself.
Hello, could someone enlighten me a bit? I am new to unity and am trying to create a 2D pixel open-world side-scroller game and I am a bit lost when it comes to level designing. Since I am making an open-world game, I want to add a lot of rooms and spaces and don't know how to approach this problem. Do I make multiple scenes and build levels there? Or do I add a some kind of teleporter or spawn point to get from one room to another? I am scared of decreasing the performance of my game and unity itself if I add like 400 scenes.
give the rooms and spaces a purpose
open spaces are fun for exploration and scavenging
maybe some parkour
#๐ปโunity-talk, you should just ask your question as they go. There is multiple people that have done a fair amount of project that might have different opinion.
continuing from the talk chat...
games like My Summer Car focus on some very specific (caricaturized) aspect of life
it's very hard to do that in a way that's actually engaging
mhm
There's plenty of non-combat games, it's a whole chore simulation genre, or townlife.
@sacred folio what makes a shooter game development process fun?
Loads of documentation on it so its easy to get up and running
The Sims alone is extremely "everyday life"
it's immediately obvious that it's good
it doesnt take a lot of work to get the shooting functionality done fast
you pick it up and you instantly know that "this is good, people will like this"
yea its fun to shoot as well
you cannot do that with a narrative-heavy game
add some particle effects
by definition
and that's the only mechanic the game has. Nothing more. Boring for me
Personal opinion
well, the general idea is that the mechanic is very well polished
ok, i mean thats the main mechanic of most shooter games? like csgo
Doom Eternal is insanely tightly designed
and such, and they are fun none the less
it is very obviously a game where you just shoot stuff
and sometimes platform, I guess
I understand...
well im not a TRIPLE a title company who has time and money to add all sort of mechanics to their game
its best to make a game within like ur capabilites
but hey, didn't ToplessGun add more mechanics to MySummerCar?
it's still not really fun yet. the movement is wrong, the feedback is wrong
wait let me ask a question
what is a game mechanic? can there be more mechanics in a game?
when you game focuses entirely on one thing (running around and shooting things), it needs to be crisp
well i sure hope you can have more than one game mechanic in a game
mhm
a game functionality? like shooting guns, being able to upgrade guns
and such
it's a thing you do
yeah
I understand
i would rather think about gameplay loops
the primary, secondary, and tertiary cycles that takes place over seconds, minutes, and hours (give or take)
if u decide to make an overly ambitious game u might quickly burn your self out coz u will be frustrated fast when stuff isnt working out and there isnt much documentation on it lol
I experienced that
Though I am trying to not give up
Before I was thinking of making a real life simulator, really, months ago
something very weird
I mean copying every real life thing
A game of a GTA game scale
but now I've reduced my ambitions quite alot
well stretching your self thin will mean the game wont be as polished as one that only has a few game mechanics
I have planned the general mechanics and stuff
its harder to polish a game with many mechanics
this Extra Punctuation video does a good job of explaining why you shouldn't do that
Makes sense
over hyping?
Like "Wow, this game will be awesome! It will be top 1 on Steam for a long time!" or what?
specifically trying to make a game where You Can Do Anything!
but it does talk more generally about over-hyped games, yes
alright
How do I get procedural generation in 2d
I want to make an endless game called endless jumper with a whole bunch of different types of obstacles, so how do I procedurally generate those platforms?
@slim breachhttps://www.youtube.com/results?search_query=unity+endless+runner
so i need a little help
si i made my endless runner work
but the problem is that i dont really know how to generate the world properly
because the segments of map spawn with gaps in between
so can anyone give me a good tutorial video?
not game design
make them spawn closer to each other then
So i realised something
The analysis i made about subway surfers was wrong
The track prefabs don't move
It's the player
So i will need to make a entire different spawn system where player moves forward and new prefabs spawn
lol
Sounds about right
๐
yo speaking of, are mobile games harder than computer games?
cause i never made a mobile game
only as hard as you make it
Still too lazy to finish my mobile game lol
you finish projects?
Before i try and make a tower defense game, im thinking about how to make it unique and all that so my idea was to have animals be the towers and they are protecting their home (a barn) from either humans or predators
I was wonderingโฆ what would each animal shoot?
I assume like a chicken could lay eggs which could deal AoE or something crazy idk my mind was like hmm this could be fun
that sounds cute
maybe rabbits could throw carrots
a carrot gun
chickens could lay eggs with timers that explode
get it?
Yeah! Thanks!
nahh your method can work as well
it doesnt really matter whether you move the map or the player
i've joined a knife subreddit to sketch sword concept artwork lol
trying to make them look like swords and not just giant knifes haha
Just trying to make a good mobile gsme
Step 1 is making a working mobile game, then make it good
Step 1 is done, it's working good
The problem i have is the endless world generation
Once that is done i am gonna make make shop system and my game is done
i remember playing on my friends Minecraft server and i am an explorer he said the save file was 100MB ๐
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I have a game idea that combines TF2 rocket jumping and Portal 2 (in the sense of going though levels and puzzles, not portals), where it's basically a parkour game where you have to simultaneously solve puzzles with your rocket launcher. I'm having a hard time coming up with ideas for the level design though. I'm thinking that I should (kind of) copy the visuals of Portal 2's prototype vibe (and that can change) but I'm also stuck on what the contents of the levels should be that give players something more than just jump maps in TF2 and maybe add a puzzle aspect based around the rocket jumping mechanic. Thoughts?
Well a start would be giving the player a limited number of rockets each stage
So they have to choose carefully where they use them
But apart from that it's difficult to make a puzzle out of rocket jumping
You could put a time limit on each stage, the player needs to make it through the stage as fast as possible using the rockets available to them
I definitely like that
I was also thinking of making the maps as "non-linear" as possible, so it's more of like a skate park and you have to figure out the best route to make it in the fastest time, like what you were saying
Yeah that would work really well, trying to find the fastest path
Hello I have a game idea I want to attempt as my first project but am having trouble defining if it would be made in 2d or 3d but have a video of a retro game that uses the style I want to use. Can I post the video link here for some help or would that be a different channel?
Go ahead
https://www.youtube.com/watch?v=o503qe4jil4 Similar to this game where the 2d turns sideways into the 3d around 3 minute mark
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This is 4K ULTRA HD presentation of original Playstation graphics and game appearance captured. It is done this way to preserve original game look throug...
I know unity 2d is quasi 3d in a way so wasnt sure if that would work or not
So like 2.5d you mean?
Yes
Yea pretty much, not sure if its a 3d game or a 2d game when it comes to template
What's the game idea?
Ohh no I see
You're saying you want to start from an existing template?
Yes since it would be my first attempt at my own game idea I wasnt sure where exactly to start
maybe template isn't the route to go?
Unless there's a side-scroller template, which is probably what you're looking for, no, probably not
There's tons of tutorials out there for that exact type of player controller though
also it's really easy to take the concepts from first person player controllers and just apply it to the 2.5d thing
That answers my question perfectly thank you very much!
Np!
Iโm hoping to use Adventure Creator to make my first gameโฆbeing a huge fan of the Telltale games, I figured that I would make my own 3D adventure game. But Iโm not sure if itโs smart to do that as my first gameโฆ
I honestly canโt tell if itโs better for me to do visual novels firstโฆ
Iโm the type of person to have made 3D Open Worlds as my first games so while itโs not smart itโs potentially doable
Visual novels are simple and good though
I have personally been attached to narrative driven games, including visual novels. Not all of them have appealed to me, usually because of the story genre of approach (lots of romance and such), but when a good one comes along (or one that does catch my interest) I will gladly play it.
Hi everyone, I have a question... where can I find a studio/artist willing to work with me for my game
Does "willing to work with me" imply "for free" or are you just a difficult person?
willing = free
paid in exposure
sorry didnt see your answer... no not for free... and i am not difficut... I have been looking for studios in artstation and only found one and they havent replied yet
im not looking for free.... but what do you mean with exposure
its a meme
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ill check it out... thank you
OH this looks very promising, thank you!
One idea could be to put scorch mark decals over parts of the surfaces, indicating to the player they've been used to rocket-jump off of previously.
You could alternatively use a Portal-inspired setup by maintaining a clear separation between all rocket-jumpable surfaces (Portal's white concrete tiles) and non rocket-jumpable (Portal's metallic grey tiles)
Another method could be to use one of those black and yellow test / warning stripes going around the edges of the surface
Finally, I imagine the jump part of rocket-jumping to be propulsion from the weapon firing more than the actual impact on the ground, so maybe it would make sense to make the surface appear as if it is able to absorb the impact energy of the rocket, i.e. a big block of gel or something.
you mean like a hint for where to RJ or can you only RJ off specific surfaces?
because the latter seems counter-intuitive to me
you shoot rocket at anything and it explodes
I feel like that kind of design would also limit player creativity, especially speedrunners
I think you should have a look at TF2's jump-maps
I'd go for a limit like magazine size or modifying the mechanics so that you cant just spam rocketjumps and stay mid air indefinitely
whats the context btw?
Im curious
well the simplest way to make different surface types would be color coding
Idk I'd personally go for just rocket jumping
seems the most intuitive and people are familiar with it
non-rocketable walls could be just laser walls or such
or like flame pits
or magnetic things that attract your rocket so it explodes there instead of where you shot it
yeah but still, it's a simple enough concept. Those who are familiar with it will easily know how it works and those who aren't will understand it easily (explosion yeet you away from it). And besides, it would definitely attract a bigger audience
yeah though I wonder what alternative idea you can come up with
glad to help :)
this is perfect for a psychological horror i have in plan
Amongst other things, my biggest concern here is that you took pixel art, and then painted over it in high-res lmao
I am currently pondering on a combat system, for example with a sword you can move, but when you attack you are forced still and can attack and it plays different combo sequence at a time, still locked in place, if you move it would cancel it, anyways im not sure what games exactly to reference this, but the features that surround this topic are what I am interested in, if you have any others let me know with a @
-Soft Aim Assist
-Root Motion based attack animations
-Animation Cancelling? let me know if it is in general a good thing to purposefully include
That is all i have though of for now, thanks
- Aim assist is a necessity if you want to support controller. (Target lock is an alternative)
- Root motion is a nice way to include movement in attack.
- Animation Cancelling is always something you should incorporate. Animation are divided in 3 phase: In, Action, Out. In most scenario, you want to be able to cancel the out.
To have a fluid combat system you need to respect the following:
- It is intuitive. The user can understand what to do rapidly and he is never searching things.
- It fits what the user expect. The closest it is to what it is expected, the more fluid it feels. (Slow Combat system with a lot of "dead time" can feel more fluid if it aligns with what you are expecting)
- It enable the user to do what he wants. One example would be if the user want to strike a chasing target, but he cannot due to how the combat system was designed.
In other words:
- You need to know who you are making your game for.
- You need to ask yourself what the user will want to do.
In your case:
- I am afraid that locking the player in place will go against what the player might want to do: Chase, Reposition
- I am afraid that your combo system might not be intuitive. (
plays different combo sequence at a time)
thanks for the input
Is there a "game design for beginners" resource people reccomend? (book, video series, blog, etc)
I really like @sharp zinc 's comment above about what to keep in mind when designing combat, and am interested in exploring more like it.
I've got a tactical rpg with deckbuilder components that I'm still building the engine for, and I'd like some advice on Best Practices for some of this stuff.
I'm more of a programmer myself and I never studied Game Design specifically. Everything I said is from experience and from how to design UI/UX. A combat system is a sort of interface.
Here the course that I did: https://www.ulaval.ca/etudes/cours/glo-7006-ingenierie-des-interfaces-personne-machine
If I can add my 2 cents to this
Slow-acting combat can work to be fun, however you have to telegraph the enemies attacks very clearly to make it feel fair
An example is dead cells, when I'm attacking an enemy, an ! appears when they're about to attack me, so I know not to lock into an attack at that point
Something along those lines can make the locked-movement combat work and still feel fair, albeit making it more difficult combat
Again this links to making sure what happens is expected by the player, so they don't feel cheated
Hey Guys, rn im creating a "Layout" (UI) for my Lobby. It will be an FPS shooter game and the graphic should be like fall guys. not to realistic. In the middle the player will stand there. which picture looks better? or are both bad?
Is there something different bad looking and any Opinions? Help would be very nice.
Simplicity of the left is nice. Adding bevels on everything kind of detracts from what ur trying to do
If u really wanted more detail, just add a shadow to one side of the buttons in a shade of ur color (instead of black and white)
U mean those 6 buttons on the top should have shadows in a different colors?
imagine your consuming someones soul
what would the sound effect for this be
like a wind woosh sound maybe idk
like im trying to find a sound effect fro this, but dont know what would fit this sort of thing
Something like a hollow gasp? Use the dementors from harry potter as reference
If ur making toon style, definitely have shadows be a shade of the primary color and highlights be a tint. Black and white dont work well
Even if ur adding a shadow to something white, use blue instead of grey
I understood a bit of what u mean. Thanks.
Any other suggestions? ๐
Depends on what the background is and the overall composition
I really did not like "book of lenses" much.
I can highly recommend: "Game Mechanics: Advanced Game Design"
I think more info on the style is necessary.
If everything about the game is puffy and cartoony (like fall guys), bevels probably make more sense.
If it were like a sci-fi Halo or Persona5-style comic book, no bevels would be the way to go.
What is less distracting is what will better feel like it matches everything else
Also, I recommend fewer distinct colors in your UI. Red, yellow, green, and blue all in UI is distracting imo