#archived-game-design

1 messages ยท Page 9 of 1

round yew
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ofc any of those r good one

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if its that simple, u might consider going thru photon tutorial

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so many ppl said mirror is for mmo dev while photon is lobby games

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u can try photon first, unity photon fusion

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netcode
photon fusion
mirror

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so many multiplayer plugins u can try

amber plover
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ncie thaNks swingingitsheadpartyparrottakeal

round yew
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if u dont know mirror

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u might know this game

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its quite popular on steam

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the networking is done on mirror

lost merlin
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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

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the videos if they make available are super useful

round yew
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photon fusion , netcode, mirror , which one u think is more suitable for mmo?

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small scale mmo, not those lobby games that u connect with lan

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but scp is kinda lobby games tho

lost merlin
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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.

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fishnet/mirror devs do get snarky a bit and do express that their library is a much better option

sudden pendant
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Fishnet developer also fakes being other users to give praise to his own solution. Even going as far as talking to himself.

lost merlin
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oh snap

acoustic portal
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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

acoustic portal
sudden pendant
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Yes

jagged cobalt
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i think i have a new possible solution

acoustic portal
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For?

jagged cobalt
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idk if i should share it

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could possibly replace internet cost by 95%

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its been my idea for a while like 8 years

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its just been a concept for me

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ive been trying to program for nearly 20+ years

wintry briar
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what are you talking about

jagged cobalt
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you know how spider webs work right

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irl?

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like they net bugs and debrees and stuff

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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

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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

wintry briar
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sounds like a huge security risk

jagged cobalt
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no its all ran on a database

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for each internal digital signature

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for each computer

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each one is encrypted with 128 bit algorithm theory encryption

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I call it "Spidey Webb Kinect"

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it uses bluetooth/wifi

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can be used as a spider web of connections to sell internet at a lower cost

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each digital signature and fingerprint is enrpyted in 128 bit binary algorithm theory based encryption

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impossible to decipher in a billion light years

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with 1 million quantum computers computing at a single interval

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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

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could work but who knows just been a concept of mine

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would be beneficial for game design aswell

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can be imcorperated to multiplayer frameworks

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and such fourth

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brb need a cigg

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let me know if anyones interested in it

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i can make it happen :p

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So basically ill draw a mini Ms paint rough sketch of how it works

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gimme a bit

visual tide
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Not entirely sure this is relevant to Unity

jagged cobalt
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it can be incorperated for the multiplayer aspects and design

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be back soon

sudden pendant
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@jagged cobalt Don't spam this discord.

jagged cobalt
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im sorry my bad...

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should of wrote it all in one message my bad...

sharp carbon
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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.

jagged cobalt
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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

sharp carbon
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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 ๐Ÿ™‹

jagged cobalt
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thanks for the input and opinions it really helps

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๐Ÿ˜„ โค๏ธ

rugged terrace
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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).

round yew
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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

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this is another leak u need to consider bruh

jagged cobalt
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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

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it uploads then downloads then deletes once the connection is exited

rugged terrace
round yew
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try photon or netcode

rugged terrace
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alright thank you i'll check them out :)

round yew
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photon is easier to setup and is for lobby games

acoustic portal
rugged terrace
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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

acoustic portal
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? Yes? I saw that already

round yew
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i just hope it wont become a cyber covid lol

acoustic portal
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Anything can become that
Distributing malicious copys of programs is simple unfortunately

round yew
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sad

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unfortunately i have no knowledge on multiplayer

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my team does have a multiplayer setup on their project

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maybe it can become a reference

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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...

rugged terrace
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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

round yew
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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

jagged cobalt
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i love how intelligent the unity community is

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like no joke its impressive with everyones works and projects

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i love it

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unity has come along way

round yew
jagged cobalt
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mirror is amazing for me atleast

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ima get back into mirror

round yew
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if u guys curious of how mirror can behave in actual , published game, the quickest way is to play SCP

jagged cobalt
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๐Ÿ˜„ thanks for showing me this m8

round yew
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its a quite popular game on steam

jagged cobalt
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ur awesome kyubey666

round yew
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those network plugin provider like mirror, photon , they all have tons of games that are using their plugins

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u can pick some famous game among them and try playing with each other

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annnnnnd i bet many of u guys heard of albion right?

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the google ads r spamming like crazy

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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

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if u can hit 2000 ccu constantly , then i dont think u cant make $500 out of ur game lol

jagged cobalt
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like seriously my goal is 20 players for the first few months

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then maybe 50 then a hundred or 2 then maybe enter early access

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will a decent community behind a game it can really help with marketing

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word to mouth is always a good way for free marketing

manic wind
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yeah i've got so many friends that wanna playtest my prototype if i ever finish it lol

upbeat glade
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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

manic wind
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you only render parts of the model in the players POV

upbeat glade
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Only poly/vert count?

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Ah that makes sense.

manic wind
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only seen poly/verts

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the rest are unloaded

upbeat glade
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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.

manic wind
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i think Unity should do it for you but double check first

upbeat glade
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Ok will do. Thanks!

fickle niche
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Is Polybrush still supported?

cold onyx
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I just dont think it works well

fickle niche
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@cold onyx are there any alternatives for it?

old patio
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does anybody have good names for these axolotls? (the green one glows)

manic wind
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i'd call them Nibbles

echo breach
old patio
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im not using one

manic wind
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i wanna make comfort games

fair marsh
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What are the best places for designers to collaborate or learn together? What forums or communities are you apart of as a designer?

still juniper
broken echo
fair marsh
broken echo
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Can't send links here

pine kite
heady vapor
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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

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ig what im asking is, how does the game know what character is selected

dapper rivet
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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?

manic wind
manic wind
marsh nest
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what game should i remake in unity

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2d

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ive tried making chess but its very advanced

manic wind
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make the game of your dreams

marsh nest
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i dont really dream about games

manic wind
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make Flappy Bird

marsh nest
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too easy'

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could make it in 5 mins

manic wind
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pass

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good luck

dapper rivet
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with ai

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snakes

heady vapor
manic wind
heady vapor
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ahhhhhhhhhh

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not a bad idea, I am new so im just using mvc2 sprites for now, but i'll def look into it

verbal oasis
manic wind
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why?

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ok

errant basin
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Is there a way that the skybox can be changed in game - say after a certain period of time?

sleek phoenix
errant basin
sleek phoenix
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yes?

errant basin
manic wind
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are you making a day to night cycle?

errant basin
errant basin
manic wind
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shader graph

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it'll update in real time

errant basin
# manic wind shader graph

Ooh, you star (pun not intended). Thank you - will have a look in the morning as it's bed time here now (UK).

manic wind
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same here (UK)

errant basin
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Well go to bed too ๐Ÿ™‚

manic wind
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๐Ÿ˜ณ really

errant basin
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Look, if I can get my 15 yr old son to bed ...

manic wind
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look to the stars

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someone made this

errant basin
manic wind
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just a demo

formal wind
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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 ?

manic wind
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I'm not sure how to design a difficulty curve

formal wind
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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.

manic wind
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I play a lot of match 3 games on mobile phone

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Oh okay

formal wind
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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.

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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

manic wind
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You could always ask playtesters to grade each level from one to five stars

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I'm not sure I'm usually the player lol

uncut saffron
fair marsh
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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?

sleek phoenix
echo breach
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Like angry bird gives new birds

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Candy Crush has new blocks

fair marsh
sleek phoenix
crimson ravine
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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 ?

fair marsh
sleek phoenix
fair marsh
sleek phoenix
# fair marsh A published game on steam is a pretty big deal. I suppose that _would_ be stand ...
sharp zinc
fair marsh
sharp zinc
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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.

sleek phoenix
manic wind
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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?

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alliance requirement

cold onyx
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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.

silver venture
cold onyx
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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

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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

manic wind
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sounds complex

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way above my skill level

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you could make an animation transition

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then you can animate between standing to sitting

earnest latch
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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 ?

manic wind
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make an FMV

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scene 1 > FMV > scene 2

lost merlin
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Need some enemy tier type names and item tier type names. Names out of the ordinary if possible ;)

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also ideas for weapon base types, and maybe some ideas for innate passive effects they may include (depending on that type)

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oh, the setting is fantasy dnd type-ish so no lazer guns

manic wind
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huh

cold onyx
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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.

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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.

manic wind
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sounds like a fun idea

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what would be really fun is if you could play as a person from the Roman Empire as lore

quick void
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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 : )

craggy grotto
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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?

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I went for a damaged/faded look as if it washed up to shore

manic wind
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MY EYES BURN

craggy grotto
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did you turn on discord bright mode?

manic wind
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are you a good puzzle solver?

silver venture
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Hey I'm making spells for a pvp magic game, I was working on the spells, anyone care to review them? ty

echo breach
craggy grotto
calm wind
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ping me if u know

primal kite
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Hey, do you can recommend me any tool to create dialogues to RPG game?

drowsy fern
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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!

lost merlin
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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.

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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

drowsy fern
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Thank you very much for your insight! I'll give it a try and see how I can progress

lost merlin
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Yeah, I wouldn't rely too much on templates since you'd learn more if you just build it yourself.

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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.

round aurora
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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.

sleek phoenix
formal wind
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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.

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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

atomic mesa
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do people still create battle royale games

manic wind
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a lot of good game from it though

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some bad too haha

atomic mesa
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what do you think is the new battle royale

nova frigate
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You can probably think of any genre of video game ever, and at least someone will be making a game in that genre

prisma narwhal
prisma narwhal
silver venture
prisma narwhal
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of course, u can.

cold onyx
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However, I plan on having "special units" that can be called on, and maybe it could be led by some famous roman general

manic wind
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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

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you could send Spartacus into combat with his units

cold onyx
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Sounds like a good idea. I do have something similar to that that I have envisioned

manic wind
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you could reinact famous battles

cold onyx
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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

manic wind
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where your goal is to invade other countries and have X units kill X unit to win

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yeah make a prototype

cold onyx
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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.

manic wind
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i think thats how Age of Empires got started

cold onyx
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Defensive would mean to survive the wave

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Offensive would be to capture a point

manic wind
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you might like this

cold onyx
manic wind
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i have not

cold onyx
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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

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I wanted to make a game that's somewhere in between, not too individual, but also not to macro-ish

manic wind
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aye

cold onyx
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Are you free by any chance rn? I'd love to talk more about my game with you.

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I've been trying to get outside opinions about my initial prototype on my game so.

manic wind
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sure ๐Ÿ˜„

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make a thread

cold onyx
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Initial prototype for a RTS game

cold onyx
manic wind
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at least you've drawn something most people struggle to get past the note writing stage

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myself included ๐Ÿ˜ฆ

meager bay
meager bay
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hello.

delicate coral
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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 atwhatcost

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btw u can roast my terrible game design :))

wintry briar
delicate coral
meager bay
#

@delicate coral I'm working on a Kingdom Hearts MMO.

lost merlin
meager bay
#

Hello, Mao.

lost merlin
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yello

meager bay
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Mao, I think we should work on my project, Kingdom Hearts: Days Between.

manic wind
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what does that mean?

meager bay
manic wind
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i'm good

tall hamlet
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anyone knows with what programm i can create 3d/2d sprites like this?

meager bay
#

Nikร  I'm working on Kingdom Hearts: Days Between

manic wind
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i love it

manic wind
#

@tall hamlethttps://www.youtube.com/watch?v=BJyFd0uGwFk&t=166s&ab_channel=GrantAbbitt

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

โ–ถ Play video
sudden pendant
#

@meager bay Can you please stop bothering people about your game idea. This isn't the place to try to recruit anyone.

delicate coral
silver venture
#

what is faster? directly loading a scene with the game map, or have a generic scene and spawn the map inside of it?

manic wind
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I'd go with the latter

meager bay
#

Hey, everyone.

round quiver
#

Hi Im trying to create my first 3D game this summer so I was wondering if anyone knew about any good tutorials to learn

sudden pendant
desert martenBOT
#

๐Ÿง‘โ€๐Ÿซ 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/

thorny vault
#

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

daring igloo
#

I'm making a game for the oculus quest 2

Should the graphics for the game be good or bad

wintry briar
sharp zinc
daring igloo
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Okay ty for the help

meager bay
#

Hello, Simfercoce

short steppe
#

Too many games, especially indie VR games, think that graphics donโ€™t 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

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Okay ok that note how tf do I do a ground check without using a ray cast

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Raycasts mess with double jumps

sudden pendant
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#๐Ÿ’ปโ”ƒcode-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.

viscid dew
#

Anyone mind doing a terget player persona for me? (5 questions)

manic wind
chilly oriole
sudden pendant
#

@blissful pine !collab

desert martenBOT
manic wind
#

weird question but can birds help the player solve puzzles? ๐Ÿค”

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not control birds but have them help

viscid dew
manic wind
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i'm thinking about my answers lol

manic wind
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i'm running out of space XD

wintry briar
manic wind
#

@viscid dewis this the kind of thing you meant?

languid garden
#

anyone can answer what be the best interesting type combat style for my game ? https://twitter.com/Lubius_studio/status/1663977533317021697

I want to create a virtual world monster-timing game you can explore and meet new friends something like Club Penguin but in 3D and with main theme monster-timing #MonsterHunter #idea #ask #gamers #unity #gamedevs #AskAkida #gamedeveloper
what do you think are the best options?

sharp zinc
sudden pendant
#

@spring valve !collab

desert martenBOT
silver venture
#

so I'm making a magic pvp game

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should I make it top down or third person

manic wind
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top down

silver venture
#

yay

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gonna go for a stylized look I guess also

manic wind
#

all the best arena games are top down

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league

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dota

#

wow arena

#

diablo

silver venture
#

I see

#

should be more simple to dev also

#

don't have to worry about verticality and 637 animation states

manic wind
#

lol

#

keep it fun and simple

silver venture
#

fun is my goal

#

I want a very fast paced dynamic gameplay

manic wind
#

add some bots too

silver venture
#

though I wonder how console players will be able to play

manic wind
#

left stick?

silver venture
#

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

#

๐Ÿ˜†

manic wind
#

boxbox played riven with a controller

silver venture
#

I feel it will be hard to aim

#

idk

#

will have to think about it

#

target focus switcher with position prediction

manic wind
#

although riven is melee

silver venture
#

would be pretty easy to counter though

#

I will have a mix of ranged and melee

manic wind
#

make a champion for controller first

silver venture
#

champion?

manic wind
#

hero

#

wizard

#

mage

silver venture
#

right

manic wind
#

vivi

silver venture
#

does the xbox/ps store allow keyboard/mouse only games?

manic wind
#

i dont know

silver venture
#

aight

#

ah I know

#

right stick will move the pointer across screen and R2 will speed up the aim

#

or slow it down idk

manic wind
#

left stick to move and right stick to aim

#

sounds awful though

silver venture
#

will have to try

#

I have a controller to test it with

manic wind
#

would be cool if you could aim one direction while moving in a different direction

silver venture
#

you can

#

just slower if you're moving backwards

#

and you can still sprint

chilly oriole
civic bay
#

Does anyone have any ideas what the name of my game should be? Itโ€™s going to be an open world game.

sudden pendant
#

If you give no details, how do you expect anyone to even begin to think of a name?

cold onyx
cold onyx
#

Like RDR2. Itโ€™s open-world yes, but there was so much else about that game that made it โ€œRed Dead Redemptionโ€

civic bay
chilly oriole
civic bay
#

I donโ€™t know if that helps but I tried

cold onyx
chilly oriole
#

Okay thanks

vale condor
#

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?

errant shard
#

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.

https://pastebin.com/eVzaypMW

quartz cape
#

how can i add perfect box colliding to this house

vocal kestrel
quartz cape
#

thanks

manic wind
#

do you guys/gals ever remake assets you've made before just to get into the groove?

grand tulip
#

Curious about animator pricing

thorny patrol
#

hello

cinder hamlet
#

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

heady terrace
cold onyx
#

Hello

manic wind
cinder hamlet
viral surge
#

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
viral surge
#

Is any of this sounding sane?

viral surge
#

sorry... what is dots?

cold onyx
#

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

sleek phoenix
# cold onyx from what Ive seen it seems to me that a game designer must have a basic grasp o...
cold onyx
#

oh wow this is a terrifying career

sleek phoenix
#

That's gamedev for ya

meager bay
#

Hey, reo, my main man.

#

I think I'm going to design a pokemon fangame

sleek phoenix
#

You're not because all you've done in this channel is post ideas and not actually make anything

meager bay
#

Well at least I designed the game mechanics for Kingdom Hearts: Days Between by drawing a concept art.

sleek phoenix
#

That doesn't correlate but ok

meager bay
#

Here's the link.

#

What do you think, reo?

sleek phoenix
#

Looks like ideas, not a game

meager bay
#

They're concept art.

sleek phoenix
#

How old are you

meager bay
#

27

sleek phoenix
#

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

pulsar estuary
#

Which style should i choose since im making a game with a mob theme

wintry briar
manic wind
#

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

sharp zinc
manic wind
#

if anyone has any suggestions please ping me ๐Ÿ™

sharp zinc
manic wind
#

lets discuss game design

manic wind
sharp zinc
#

I mean, what do you want ? You only stated facts.

manic wind
#

anything really from fun gameplay mechanics

#

enemy types

#

obsticles

#

coin patterns

#

level designs

#

i'm just wanting to discuss game design ๐Ÿ˜„

meager bay
#

Hey, GigaElmo?

dry nest
#

(Sorry, I'm just a beginner in unity and I just started unity a week ago

manic wind
#

make it so you can drop bombs onto turrets @dry nest

meager bay
#

Hey, uh, Sabeeh?

dry nest
#

yes?

dry nest
meager bay
manic wind
meager bay
# dry nest what

Let me put it this way: What do you like about Hasbro's The Game of Life?

dry nest
#

never played it

#

I thought you were talking about Convay's game of life

meager bay
dry nest
meager bay
modern orbit
#

Are there any guidelines or rule of thumb to follow when it comes to making a prototype?

sudden pendant
#

Focus on the core mechanics you want to test and avoid all the flair.

polar canyon
#

Well, my gameplay is done...and it's shit

lost merlin
#

that's the spirit

chilly oriole
#

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

dense trout
low oar
#

whats this kind of game called where its like 3d in 2d. and is there videos on how to get started with this style?

cinder hamlet
cinder hamlet
low oar
#

its just a mindfuck when u think about how its 2d

stable rampart
#

that's just topdown

low oar
#

and do i just make a 2d game with sprites and tiles made for this and it works?

stable rampart
#

like the old zelda games

sharp zinc
#

I mean, there is nothing as far as I know that is regularting this.

sharp zinc
low oar
#

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

lost merlin
thorn wave
#

hello ๐Ÿ™‚ 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)

sleek phoenix
manic wind
#

if its baking the designer draws what the cake will look like, the developer makes the cake look like the drawing

thorn wave
#

thx ๐Ÿ™‚

manic wind
#

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

thorn wave
#

yes that sounds great

#

๐Ÿ˜„

manic wind
#

its fun ๐Ÿ˜„

thorn wave
#

i will do the udemy game design course and than start building stuff ๐Ÿ™‚

manic wind
#

very nice

thorn wave
#

from school of gamedesign

manic wind
#

start small, think big

thorn wave
#

yes

manic wind
#

i'll look forward to being one of your playtesters

thorn wave
#

nice ๐Ÿ˜ฎ

bright storm
#

So can this channel be used to talk about the story of games as well?

sudden pendant
#

Yes, but if it's goinog to get long, use a thread.

bright storm
#

Cool

manic wind
#

@bright storm are you into reverse engineering video games?

bright storm
#

Well i just recently got into game programming

#

Whyd u ask?

manic wind
#

Tomb Raider 1 uses a grid system for maps

bright storm
#

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

bright storm
manic wind
#

I'm 2D ๐Ÿ™‚

#

I was curious what you were about

bright storm
#

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

manic wind
#

3D is rough

hardy karma
#

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?

sharp zinc
hybrid coral
#

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

bleak cradle
#

anyone interested in games with AI characters?

#

should be very interesting

manic wind
#

hell no lol

manic wind
#

AI assets look fugly

fluid gulch
sharp zinc
# bleak cradle anyone interested in games with AI characters?

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.

hardy karma
dim charm
#

Iโ€™m 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?

swift narwhal
#

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.

hard fog
#

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.

tender charm
#

hello everyone i want to sell my asset 2d card game on market. How i can start sell this

lone lily
#

what channel should i go to for questions about supertiled2unity?

obsidian shoal
#

So has anyone here played a Foddian game or made a Foddian game before?

cold onyx
#

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.

sharp zinc
cinder hamlet
#

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

glacial raven
#

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...

lost merlin
#

Do it my way, cram as much functionality as possible and deal with balance issues later

brazen gazelle
#

that's not how you spell laboratories angerjoy

left grotto
# glacial raven i have a small issue in terms of ideas for my singleplayer wave-based horde shoo...
  • 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
glacial raven
left grotto
#

np. My mind is always filled with idea's like these

cold onyx
#

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

night shoal
#

Wrong channel and server

#

!blender

desert martenBOT
cold onyx
#

sorry

wind wolf
#

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

gaunt folio
#

hey guys just windering how i would go about building a realistic building in unity

#

?

sudden pendant
#

Make/buy realistic assets. Put them together in a realistic way.

cloud jewel
#

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.

cinder hamlet
#

making realistic things takes a lot of skill and time

odd umbra
#

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

swift narwhal
cinder hamlet
#

or just dont put 0.01mm colliders

hard fog
#

Repost the entire question, don't send people to the wrong channel

odd umbra
errant shard
#

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)

cold onyx
errant shard
#

@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.

vocal kestrel
sharp zinc
cold onyx
noble moth
#

How do I blur a specific game object in the scene(it doesnโ€™t move)

sharp zinc
odd umbra
vocal kestrel
cold onyx
#

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.

odd umbra
stone bough
#

I am developing a futuristic hover racing game, and I never named it. I need suggestions, all will be considered!

manic wind
#

Road Blockers

manic wind
#

Bloc n Roll

manic wind
#

what purpose could a pot have in a farming game?

#

storage?

#

fermenting?

stone bough
manic wind
#

oooo

#

maybe for whithered crops? ๐Ÿค”

candid dawn
#

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

snow nacelle
#

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

candid dawn
#

I want to make a spaceflight simulator you see

snow nacelle
#

okay. that changes literally nothing about what i just said

candid dawn
#

hm

#

what do you mean by visual effects, do I add screenshake

#

or visual as in moving the world around the player or something

sharp zinc
snow nacelle
#

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

candid dawn
#

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

snow nacelle
#

so you think it's more reasonable to move everything else at 100km/s?

candid dawn
#

well

snow nacelle
#

the answer is that it is not reasonable to move anything that fast

candid dawn
#

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

sleek phoenix
#

Yeah uh that's not gonna turn out how you'll think it'll turn out lol

snow nacelle
#

none of that make it anywhere close to reasonable to move anything at all at 100,000 units per second.

candid dawn
#

alright then 10 km/s

snow nacelle
#

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

snow nacelle
#

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

candid dawn
candid dawn
snow nacelle
candid dawn
#

Should I scale down the world?

#

as in set everythings scale to like 0.1?

snow nacelle
#

jesus christ no. just use slower speeds and make it feel like you are moving as fast as you'd like

sleek phoenix
#

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 ๐Ÿ˜

candid dawn
#

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

sleek phoenix
#

They made you think it's 10km/s, it's not actually updating at that speed

candid dawn
#

Do you have actual sources for that? because as I'm watching unite 2013 it seems like they did not

sleek phoenix
#

Post it then

candid dawn
#

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

sleek phoenix
#

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

void urchin
#

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 (โžก๏ธ )

Use the emote reply to let me know.

spring valve
#

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?

manic wind
#

design?

white fractal
cold onyx
#

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?

cinder hamlet
#

much less headache

#

also this question is more fitting for one of the code channels

cold onyx
#

sounds good, thanks.

river onyx
#

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.

cinder hamlet
torpid torrent
#

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)

night shoal
void urchin
#

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 (โžก๏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)

prime pagoda
#

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)

sharp zinc
hard dagger
#

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??

https://gyazo.com/d4a29c59d092b00ca210f356a6897ee2.mp4

#

Just trying to gather some thoughts and opinions here.

sudden pendant
#

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)

hard dagger
#

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.

sudden pendant
#

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.

hard dagger
#

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.

sudden pendant
#

Different units could have different rules

hard dagger
#

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.

sudden pendant
#

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

hard dagger
#

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.

sudden pendant
#

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

lost merlin
#

Could allow the player to control the placement and building of garrisons as to where the units spawn from

sharp zinc
#

Are you asking a question ?

hard dagger
hard dagger
#

Do know the game youre talking about near the end? Is this Mage & Monsters or Behold Battle by any chance?

cinder charm
#

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?

tepid nest
#

lots of assets

broken dirge
# cinder charm Hello friends! I am having trouble extracting 360 video from Unity HDRP 2020.3....

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.

vocal grove
#

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?

manic wind
#

if you're gonna benchmark performance

manic wind
#

spawn 1,000 assets and randomize between them

manic wind
#

you could make a tracker too

nova plover
#

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?

vocal kestrel
hard dagger
# hard dagger Hey guys! Just wondering if anyone has some design suggestions for this game. I...

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.

analog briar
#

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?

manic wind
#

it would!

cold onyx
#

u remeber me?

manic wind
#

No?

hard dagger
hard dagger
#

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

manic wind
#

That sounds awesome

manic wind
#

Play some retro horror games

cold onyx
#

from the blender discord server

#

u dont remeber?

#

we talked while back this is another acc

manic wind
#

Oh okay

hard dagger
# analog briar how so?

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

hard dagger
# hard dagger I think absolutely, but it might be hard to replicate in game

Bloomberg's Hello World host Ashlee Vance recently traveled to Osaka University to see Professor Hiroshi Ishiguroโ€™s 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...

โ–ถ Play video
#

Oops, replied to my wrong comment -- but these are the robots I was talking about.

glossy arch
#

Making a arcade game where you go play games and play remastered versions of retro games (also has some story to it) and I donโ€™t 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 yโ€™allโ€™s thoughts?

cold onyx
manic wind
#

what?

hard dagger
glossy arch
#

Alright thanks

river onyx
atomic mesa
#

I have a unity problem where should i post it

vocal kestrel
spring oracle
#

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

manic wind
#

Maybe dodging by jumping backwards could work

#

Or dodging by jumping sideways

#

But rotating the camera would make me feel sick

near adder
#

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.

desert martenBOT
near adder
pseudo arch
#

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

main dove
#

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

river onyx
desert martenBOT
main dove
#

i just get treated like an idiot for not being a pro

spring oracle
sleek phoenix
#

well we'll be less helpful here because its vrchat specific

spring oracle
#

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

main dove
#

well in the end all it is, is a unity package

spring oracle
#

probably for good reason

sleek phoenix
#

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

cold onyx
#

I wanna do social VR with an anatomically correct 3d model of myself.

old rivet
#

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.

manic wind
#

open spaces are fun for exploration and scavenging

manic wind
#

maybe some parkour

sharp zinc
prime pagoda
#

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

sacred folio
#

mhm

sudden pendant
#

There's plenty of non-combat games, it's a whole chore simulation genre, or townlife.

cold onyx
#

@sacred folio what makes a shooter game development process fun?

sacred folio
sudden pendant
#

The Sims alone is extremely "everyday life"

prime pagoda
sacred folio
#

it doesnt take a lot of work to get the shooting functionality done fast

prime pagoda
#

you pick it up and you instantly know that "this is good, people will like this"

sacred folio
#

yea its fun to shoot as well

prime pagoda
#

you cannot do that with a narrative-heavy game

sacred folio
#

add some particle effects

prime pagoda
#

by definition

cold onyx
#

Personal opinion

prime pagoda
#

well, the general idea is that the mechanic is very well polished

sacred folio
#

ok, i mean thats the main mechanic of most shooter games? like csgo

prime pagoda
#

Doom Eternal is insanely tightly designed

sacred folio
#

and such, and they are fun none the less

prime pagoda
#

it is very obviously a game where you just shoot stuff

#

and sometimes platform, I guess

cold onyx
#

I understand...

sacred folio
#

its best to make a game within like ur capabilites

prime pagoda
#

i'm playing around with a prototype game that's uh

#

kind of a rip off of neon white

cold onyx
prime pagoda
#

it's still not really fun yet. the movement is wrong, the feedback is wrong

cold onyx
#

wait let me ask a question

#

what is a game mechanic? can there be more mechanics in a game?

prime pagoda
#

when you game focuses entirely on one thing (running around and shooting things), it needs to be crisp

prime pagoda
cold onyx
#

mhm

sacred folio
#

and such

prime pagoda
#

it's a thing you do

cold onyx
#

yeah

prime pagoda
#

a mechanic of the game

#

that's pretty much it

cold onyx
#

I understand

prime pagoda
#

i would rather think about gameplay loops

#

the primary, secondary, and tertiary cycles that takes place over seconds, minutes, and hours (give or take)

cold onyx
#

I understand:))

#

mhm

#

Alright

sacred folio
#

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

cold onyx
#

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

sacred folio
#

well stretching your self thin will mean the game wont be as polished as one that only has a few game mechanics

cold onyx
#

I have planned the general mechanics and stuff

sacred folio
#

its harder to polish a game with many mechanics

prime pagoda
#

this Extra Punctuation video does a good job of explaining why you shouldn't do that

cold onyx
cold onyx
#

over hyping?

#

Like "Wow, this game will be awesome! It will be top 1 on Steam for a long time!" or what?

prime pagoda
#

specifically trying to make a game where You Can Do Anything!

#

but it does talk more generally about over-hyped games, yes

cold onyx
#

alright

slim breach
#

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?

manic wind
#

@slim breachhttps://www.youtube.com/results?search_query=unity+endless+runner

cold onyx
#

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?

manic wind
#

not game design

cinder hamlet
cold onyx
#

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

manic wind
#

lol

sinful hare
#

Sounds about right

junior sparrow
#

๐Ÿ’€

#

yo speaking of, are mobile games harder than computer games?

#

cause i never made a mobile game

manic wind
#

only as hard as you make it

sinful hare
#

Still too lazy to finish my mobile game lol

calm folio
#

you finish projects?

next oracle
#

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 wonderingโ€ฆ 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

manic wind
#

a carrot gun

#

chickens could lay eggs with timers that explode

#

get it?

next oracle
#

Yeah! Thanks!

cinder hamlet
#

it doesnt really matter whether you move the map or the player

manic wind
#

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

cold onyx
cinder hamlet
cold onyx
#

Step 1 is done, it's working good

cinder hamlet
#

great

#

now polish it up

cold onyx
#

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

manic wind
#

i remember playing on my friends Minecraft server and i am an explorer he said the save file was 100MB ๐Ÿ’€

sudden pendant
#

@sinful bear !collab

desert martenBOT
amber barn
#

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?

warped flare
#

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

amber barn
#

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

warped flare
#

Yeah that would work really well, trying to find the fastest path

sharp goblet
#

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?

sharp goblet
#

https://www.youtube.com/watch?v=o503qe4jil4 Similar to this game where the 2d turns sideways into the 3d around 3 minute mark

โญ๐Ÿ†BECOME A MEMBER TO SUPPORT THE CHANNEL AND GET EARLY ACCESS TO ALL MY FUTURE VIDEOS PLUS OTHER EXTRA BONUS PERKS๐Ÿ†โญ
https://www.youtube.com/channel/UCGmvywjUliYi6MSwg_FuW_g/join

โญDISCLAIMER:โญ
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...

โ–ถ Play video
#

I know unity 2d is quasi 3d in a way so wasnt sure if that would work or not

amber barn
#

So like 2.5d you mean?

sharp goblet
#

Yes

amber barn
#

Oh okay

#

So are you having an issue with what perspective your game should be in?

sharp goblet
#

Yea pretty much, not sure if its a 3d game or a 2d game when it comes to template

amber barn
#

What's the game idea?

#

Ohh no I see

#

You're saying you want to start from an existing template?

sharp goblet
#

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?

amber barn
#

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

sharp goblet
#

That answers my question perfectly thank you very much!

amber barn
#

Np!

nova plover
#

Iโ€™m hoping to use Adventure Creator to make my first gameโ€ฆbeing a huge fan of the Telltale games, I figured that I would make my own 3D adventure game. But Iโ€™m not sure if itโ€™s smart to do that as my first gameโ€ฆ

#

I honestly canโ€™t tell if itโ€™s better for me to do visual novels firstโ€ฆ

sinful hare
#

Iโ€™m the type of person to have made 3D Open Worlds as my first games so while itโ€™s not smart itโ€™s potentially doable

#

Visual novels are simple and good though

nova plover
#

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.

cold onyx
#

Hi everyone, I have a question... where can I find a studio/artist willing to work with me for my game

night shoal
#

Does "willing to work with me" imply "for free" or are you just a difficult person?

manic wind
#

paid in exposure

cold onyx
cold onyx
manic wind
#

its a meme

hard fog
#

@cold onyx !collab

desert martenBOT
cold onyx
#

OH this looks very promising, thank you!

astral wraith
#

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.

cinder hamlet
#

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

astral wraith
#

glad to help :)

dapper rivet
#

this is perfect for a psychological horror i have in plan

amber barn
void urchin
#

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

sharp zinc
# void urchin I am currently pondering on a combat system, for example with a sword you can mo...
  • 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)
fickle mauve
#

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.

sharp zinc
warped flare
# sharp zinc - Aim assist is a necessity if you want to support controller. (Target lock is a...

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

old frost
#

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.

tough charm
#

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)

old frost
sacred folio
#

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

tough charm
tough charm
#

Even if ur adding a shadow to something white, use blue instead of grey

old frost
tough charm
#

Depends on what the background is and the overall composition

broken dirge
iron gazelle
#

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

old frost
#

@iron gazelleis that better?

#

the player will be in the middle (forgot to add)