#archived-game-design

1 messages · Page 10 of 1

iron gazelle
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well, what will the game itself look like?

old frost
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didnt spend much in game details rn

iron gazelle
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also the glow at the top does not look good

old frost
iron gazelle
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no glow

old frost
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kk

iron gazelle
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bevel is already pretty cheesy

old frost
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better?

iron gazelle
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better, but it is still pretty intense

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i would try to import a picture of a game that looks similar to your game in aesthetic style, and use that screenshot as a background for reference

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then any edits to make will be more obvious

old frost
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this looks so bad lol

sudden pendant
iron gazelle
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agreed.
also, yeah, putting in the background makes bad UI really obvious

old frost
sudden pendant
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This channel is for game design specifically.

old frost
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ahh kk, sry

storm rose
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Hey guys so i was wondering i have an awesome dystopian game idea about time traveling and stuff but i want it to be story based so how should i go along doing that?what tips do you guys have on creating stories?

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Or starting on one?

sleek phoenix
tidal aurora
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what software do you guys use to organise your game design stuff? something like onenote/notion?

granite cipher
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Hello, i am currently doing a assignment for school about neural networks and i need to implement it into my turn based game.
I am having trouble understanding how it works exactly, anyone willing to help please ?

sharp zinc
granite cipher
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Yes i should but theres been legal problems and our lecturer doesnt know anything about c# or programming in general so we have to self study. we have a guest lecturer and shes also a student trying to teach us.

Thanks for the response i appreciate it.

silver igloo
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im struggling leaning c# any tips for a beginner? btw im learning this for unity

granite cipher
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follow youtube tuturials on unity start with small ones you will start to get the hang of it when you do bigger ones or work on your own projects

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you can also follow courses on udemy

silver igloo
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wdym by small ones? what should i start learning first? i already know how to use unity

tidal aurora
silver igloo
tidal aurora
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mostly, yea

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I found YT tuts not so helpful for learning the basics, because you are just copying instead of doing challenges

silver igloo
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bro i was thinking the same thing ive been watching shit tuts and i honestly didnt learn anything lol

tidal aurora
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yea, yt tuts can be useful when you are studying something you already know quite a bit about, but at the start it's better to pick something that looks like an actual course IMO

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with practice questions and stuff

fickle mauve
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I would make an effort to learn the basics of C# outside of unity first, so you're not trying to learn two new things at the same time.

buoyant patio
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hey i got smthn i need help with

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how can i deal with sprites that have different dimensions

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like when i splice these sprites the individual sprites have slightly different dimensions

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when i animate it it looks as if the sprite went slightly up

manic wind
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@buoyant patiowhenever i purchase sprites they're always in separate images with a bounding box

buoyant patio
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but in my case

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i took it from the internet

manic wind
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make a bounding box and centre is?

buoyant patio
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how can i make a bounding box?

sudden pendant
buoyant patio
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how can i manually move the pivot

ripe pecan
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Hello. I actually create a simple system to choose the current weapon of my player, it's a 2D space game, And the question i'm wondering about, is how to deal with a lot of weapon. If the player play with mouse he can switch weapon clicking on the UI or press 1-2-3-4 etc. But if he is playing with controller, it's not the same. So maybe i should limit the numbers of weapon we can possess, to 4, and with controller it's easy to press the left arrow. But then player have to select weapon, drop it, take another weapon, i want my game to be simple, just run it and shoot and avoid enemy shoot until you are dead, i don't want the player to stop and check his inventory. I don't know what to do. I want to have a lot of weapon available, but in the same way i can't handle player to choose wich weapon. Do u have idea

sharp zinc
# ripe pecan Hello. I actually create a simple system to choose the current weapon of my play...

Working with the principle of having a fast game, you should, as you stated:

  • Limit the amount of available weapon at the same time.
  • Remove entirely the needs to open an inventory.

To increase the amount of available weapon in the game you could:

  • Make the player loot weapon by swaping his active one.
  • Make the player win weapon upgrade by doing challenge.
  • Actively change the player weapon base on condition such as time, hazard effect or bonus gain.
  • Randomize the player weapon on death.
  • Add a loadout system enabling the player to choose which weapon his start with.
  • Add a shop system where the player can buy weapon for a price.
  • Add a progression system where player can win weapon and actively choose their weapon before any game.
ripe pecan
dry blaze
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are multiplayer games usually done where all players are in the same scene? I'm trying to find information about this but it seems scarce. as in, what design choices would be made if I want players playing together to be able to be in totally different areas/places?

quiet mesa
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I think some games just teleport the player to a different area that is under the map or something

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Gta does it like that

sharp zinc
last inlet
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anyone know where I can find some nice guides / advice for making 2d top down movement feel nicer? like adding some acceleration / deceleration and what not so its not just a constant speed?

sleek phoenix
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well you're in one

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some people really don't know how to read a room eh

sudden pendant
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If you're going to keep up this low effort activity on this discord, you're just going to get kicked. So decide if you actually intend to use this server for Unity development discussions, etc.

humble igloo
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I'm a beginner to 3d game development and i want to create a game with only primitives in unity.. like stumble guys..

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I have created a character with cubes in unity and i have given these scripts to player and camera to follow the player and once i started play button.. the camera is aligned to the bottom left of the player.. Can anyone explain why does this happen..

night shoal
granite cipher
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Hello
Renderer bRenderer = GetComponent<Renderer>();
im accessing materials on my gameobject but it has 2 and this onle gets the first one how can i grab a second material

manic wind
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this is for game design

cold onyx
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like what its gonna be like, how its gonna play out

manic wind
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that looks like a game dev/programming problem

manic wind
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do you guys add in some bounding boxes as placements before modelling the assets?

pearl moat
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Example?

manic wind
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i tried googling but couldn't find anything

prime pagoda
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you're talking about "blocking out"

manic wind
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so maybe nobody does it

prime pagoda
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roughly shaping the level before creating the detailed assets

manic wind
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yeah

pearl moat
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Ain’t that just prototyping?

manic wind
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it is?

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maybe i am doing the wrong aproach for my needs

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if you're doing a diorama for a map area you could do a box for fence here, box for dumpster here, box for wall here

pearl moat
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Yea that’s prototyping if I’m correct

manic wind
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okay thank you

prime pagoda
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i'd call that specific act of using boxes and other primitive shapes "blockout" or "blocking out"

manic wind
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i keep finding blocking out my haters meme lol

prime pagoda
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try just

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level design blocking

manic wind
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YEAH THATS IT

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i saw someone else doing it

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i'll bookmark

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once you've figured everything out and the map flows you can start adding details

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damn i should make a level design book for retro games

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this is cool

junior sparrow
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What feature fits and sounds cooler for a zelda-style rpg:
Super-Jump
(self exlanitory)
Charging Blade
(you can charge your sword to get stronger attacks, when charged to the max it will unleash a giant attack)
Parry
(self explanitory again)

manic wind
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charging blade obviously

junior sparrow
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aight

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you wanna pick another?

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i was going to decide on my own but i cant lol

manic wind
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maybe parry depending how it works

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does a successful parry go into an instant blade charge?

quiet sundial
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hai, so i have a question regarding the issue i've been having. So i want to achieve an effect that's similar to this (look at the pic with the old iphone). but i think i've done a good job as it looks fine in 3D. But as soon as i switch back to 2D, it looks weird. Any thoughts on how to improve this?

junior sparrow
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a parry stuns the enemy

quiet sundial
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ig everyone is dead here lol

pearl moat
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This is indeed a graveyard

manic wind
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switching between the two during combat

magic juniper
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Trying to think of my next project. What type of game would you guys like to play the most.
Galactic Conquer type games
Race Team Manager type
3D side view platformer
Arcade Style Racing Game
Just taking your thoughts or if you have a cool game idea, let me know pls.

cinder hamlet
manic wind
manic wind
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vehicles take damage and have power ups on tracks

autumn cape
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@knotty wolf

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here bro

knotty wolf
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ok thanks sorry for wrong channel

autumn cape
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Someone that was driving his car on dark night, then he did an accident in a tree the Car were broken there are some tools in the forest that can be used to repair that car also there are monsters or 1 enemy, at the beginning the light doesnt work good so it needs to be fixed

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thats a simple idea you can improve it

knotty wolf
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thanks man

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i actually might use that thats a good plot lol

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with a little bit of editing

autumn cape
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okay lmao

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glad you found it good for u

scenic loom
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So I am making a game and the like wow factor is there is a weapon you get at like level 3 that just instantly “kills” the enemies(actually teleports them to the boss level) I was think about making this into a small platform er but I just don’t know exactly how to make it super fun, my original idea was have something like 10 levels plus a boss battle each level you get a stronger weapon(getting the teleport gun at like level 3) and then there is a really weak weapon at the boss fight in case you got stuck with the teleport gun. What else should I have?

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Or change in general?

fickle mauve
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is the game all about this weapon, or is it optional?

weak thicket
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Which button looks better, need to know asap

manic wind
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top but why asap?

weak thicket
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So I continue making my ui

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It looks weird with the border tho does it not?

prime pagoda
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you can switch assets out later

weak thicket
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It looks like a button inside a button

prime pagoda
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you don't have to lock everything in the instant you add it

weak thicket
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Ik

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I just wanted to know

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Doesnt look too bad so far

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Button only took me 1 1/2h

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Ocd lmao

scenic loom
nova plover
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I’m thinking of narrative games like the kind from Telltale, and a part of me had always wondered what it would be like if those kind of games were multiplayer?

I’m not really talking about how Sledgehammer Games does it with the Dark Pictures Anthology or The Quarry, which are more passive multiplayer where players vote on a choice or simply pass the controller to someone else.

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I’m considering a more direct multiplayer where different players directly controlled a character and made their own choices or solve puzzles. Something more akin to how Old Republic works or to a lesser extent It Takes Two or A Way Out if they were more directly online.

manic wind
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@nova ploverwhat came to mind were lots of people having the same conversation with NPCs and the world changes depending on dialogue choices

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because you said narrative games

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unless i am confused

sharp torrent
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im making a FPS game out of boredom, something like the lost in vivo midnight mode, and im making it with suggestions from this discord

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problem is i didn't get any suggestions
(give suggestions)

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Suggestions for a horror FPS game

brisk hemlock
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Does anyone have any code for a farm system such as adding seeds and water and waiting for them to grow

brisk hemlock
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ok thank you

manic wind
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i love isometric farm games

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rip farmville

round yew
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a question to control design in game

apart from flying simulator games, any more reason why XY axis reversion exists?

late vapor
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personal preference

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for some reason, y axis flip on controllers feels better to me on console shooters

manic wind
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sometimes its used if the player is "drunk"

junior sigil
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Hey, what versioning software would ya'll recommend for a new indie?
So far I've just been saving iterations to Dropbox, but I'm thinking of using git or perforce. Project would be a decent size with just me as the dev. Mostly it's to protect files and to store things quickly. Trying to understand the server size limits, the best plan, etc

lost merlin
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github

prime pagoda
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Dropbox is not version control software.

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Use Git. GitHub is a popular hosting service.

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I self-host a Gitea instance (i really need to update it...)

signal dirge
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im thinking of a platformer, where the guy gets poisoned. And somehow the only flipping cure is a few stages away. As he goes closer to cure and proceeds throughout the levels.The more intense the side effects kick in. The levels get harder, trippier (hopefully)

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Any suggestions to make it better?

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like any one

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can be the smallest detail

sharp zinc
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Also, be aware of the difference between making something tedious vs making it challenging.

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In other words, do not add mechanic to add mechanics. Think of the dynamic (interaction with the mechanic) the player will have and how will it solve it.

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Things like jump each second or lose life is an example of something that would be tedious and not challenging.

calm folio
weak thicket
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wym inconsistent resolutions

uneven tendon
smoky nebula
uneven tendon
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Yeah that was a bit harsh, sorry 😬
Let me rephrase: mismatched pixel sizes can make otherwise good art also look mismatched.

hoary shore
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any advice on adding some color to a scene with a bunch of gray elements? i'm making a castle dungeoney place and the assets i'm using are mostly gray. i have a ton of other props i could use to add color, but i don't wanna throw things in willy nilly and have things look out of place

sterile drum
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!code

desert martenBOT
#
Posting code

📃 Large Code Blocks
Large code blocks should be posted as links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/
https://paste.myst.rs/, https://hastebin.com/

📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

manic wind
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like Magicka?

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type-casting magic i think

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you combine elements into magic spells

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really fun

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drawing symbols on a touchpad kinda thing?

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maybe it could work

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oh okay

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only game i've played like that was Typing of the Dead

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sorry 😦

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i don't know

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sounds different

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is it like you're pronouncing the magic spell by typing it out?

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would be fun for roleplaying

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oh so it plays like Magicka but with typing

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it has hundreds of combinations using elements

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you combine elements from a magic periodic table together into spells

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okay 😄

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i think it would be fun as roleplaying the character

uneven tendon
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My concern would be constant context switching between casting (both hands on keyboard) and movement (gamepad/mouse&keyboard). Most people can't touchtype, so you're forcing them to look at the keyboard a lot which harms immersion.
You could mitigate those issues by allowing players to bind function key shortcuts to typed spells (like having a spellbook) so they don't have to type for EVERY casting.

manic wind
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you can make that yourself i am doing it on a notebook

manic wind
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for example take a coin which has a 50/50 chance right and make one side attack and the other defend

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if the player levels up you flip the coin

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then you could take something like a die and roll it

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so you could do defend + 5 or attack + 3

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you could take something like the karts from Mario Kart and turn them into 2D sprites where the players can jump onto a cart and drive around the map

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you could combine a fruit machine so whenever the player defeats a boss they pull a level and get a random drop

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its really good just taking something from another game and combining it into a 2D platformer

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you could take something random like a growing a plant in a farming game and make it so when the plant blooms in a 2D platformer it gives the player a bonus to a stat

scenic loom
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I was planning out a game and was hoping for a few tips to make a better game loop and just make it more fun. Here is the general idea of the game; it is a simple 2d platformer where you terverse many levels I was thinking ten, and after each level you have the chance to get a new weapon, the wow factor is that at like level 2 or 3 you get a gun that just kills everything, although it just teleports them to the boss fight. I was thinking about making this a simple black and white colored gamed with a stick figure as the main charater. Anything you think would make it fun or better?

scenic loom
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What do you mean?

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oh like the art, yes sort of

manic wind
scenic loom
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do they have a similar mechanic?

manic wind
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|| stick character

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|| platformer

scenic loom
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okay the main idea is the teleport gun in mine but I will check that out thank you

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where can I play the game?

manic wind
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no game

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they're handheld games with simple loops

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from the 90s

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the games just repeat

scenic loom
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oh makes sense

manic wind
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he's in Smash

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Emulation: MAME
Game Artwork: Hydef
(Also playable on Game & Watch Gallery 2, and DSI (DSIWare and Kanji Sonomama Rakubiki Jiten DS))
This is the first ever G&W game released. It's a juggling game where all you have to do is move your hands left and right to catch the balls. If you miss one, it will crack and the game ends. (No misses in this on...

▶ Play video
void urchin
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In melee combat, do you think that when softlocking onto an opponent it should just reposition you to better hit the enemy, or also rotate you towards it?

steady sphinx
manic wind
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Yeah some games high insane turn over rates

manic wind
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Forcing the player to move unexpectedly would ruin the immersion for me

manic wind
blissful cairn
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hello I was thinking of studying game design in college but in the syllabus theres alot of art related courses. Im really passionate about games but im a terrible artist and mid programmer what do you advise?

void urchin
blissful cairn
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How do you advise I learn the skills in game design specifically

void urchin
blissful cairn
void urchin
# blissful cairn Ok so I should proceed with computer science and focus more on games. Then the d...

it really depends, its not like you cant self study the concepts that game design entails, but most likely on a given project of a decent size, (likely a team) design is practically the whole thought process, everything would be made for a reason

example you are on a team and you are asked to create an ability to help the player traverse a map quicker, then your left with deciding how to go about that and what would fit the game best

sharp zinc
# blissful cairn hello I was thinking of studying game design in college but in the syllabus ther...

Art is an intrinsic characteristic of Game Design. That being said, game designers have their own aptitude. (Narrative, Cinematography, Modeling, Technical). To be honest, I think you are better off with doing those type of things before delving in game design. I would suggest that you try to become a Gameplay Programmer if you have an affinity in Computer Science.

I'm partially doing the job of Gameplay Programmer, and I can see how someone passionate can accumulate responsibility of Game Designer quickly. I personally does not like to have to make any choice about things such as the speed of something or trajectory of an other thing and I try to disengage myself from that, however, maybe you would love to be able to impact the final game in those little aspect.

manic gate
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is it good to do a cooldown between combos?

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like 0.5f

prime pagoda
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you should certainly avoid having "infinites"

manic gate
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before can do the other move

prime pagoda
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i.e. situations where one player is literally incapable of escaping an infinite combo

manic gate
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but the 3-4 moves the combo

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if i do them in quick succsesion

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it counts

manic gate
manic wind
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@manic gate where about a combo meter that drains?

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Different attacks drain it by different amounts

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If you're low on health it drains slower

manic gate
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DAMN

manic gate
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thanks

manic wind
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Kinda like stamina

manic gate
manic wind
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Would be fun trying out weak + weak + strong attack and weak + strong + strong attack 🫢

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Maybe a special ability that fills the combo bar for a few seconds before going on cooldown

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While in combat

cold onyx
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Hi! can anyone help me?

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no error in the console
2d cookie atlas max

chilly oriole
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I'm really considering the top one, because i'm extremely lost, with the reflections not being realistic.

solemn dove
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Mirrors are tricky, there aren't a lot of good solutions. Is that a reflection probe on there? You're not going to get a good reflection that makes sense across the room with that solution. There's a good reason mirrors in games tend to be either broken, or covered in dirt in videogames 😄

solemn dove
cold onyx
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you can use planar reflections

chilly oriole
cold onyx
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Ok

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I have taken up a new project

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I need help with it

solemn dove
steady sphinx
chilly oriole
cloud forum
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If I want to create precise movement 2d platformer like Sonic/Mario would I use a kinematic or dynamic rigidbody2d?

icy lynx
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What are some design concepts/early planning decisions I should follow when making an MMO to avoid problems down the line?

void urchin
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I dont exactly see a database or related channel so i will post this here...

Hello, I am interested in learning about databases, I want to use one to pair with a small online (in a way) game I am working on, and wanted another's opinion before choosing one and starting
For an online game, I want to record things like stats (like health and attack or something), names, and a leaderboard, then an inventory per player, and possibly a in game chat room of sorts, from what iIhave seen from some basic research is that most options will work just fine, depending your implementation of it, like most things, but I still don't know inherent limitation of each option, Given that I want to at least do the bare minimum to prevent data manipulation on the client side, which solution would you recommend
@ me if you need more information or you have a recommendation, thanks

icy lynx
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There's the database, and there's the server which are not the same thing

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The server solution is dependent on a lot of things, like how much control you want over the networking, how scalable it is, how steep the learning curve is, etc.

void urchin
icy lynx
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In general, when picking a database, there's the Cap theorem https://en.wikipedia.org/wiki/CAP_theorem

In theoretical computer science, the CAP theorem, also named Brewer's theorem after computer scientist Eric Brewer, states that any distributed data store can provide only two of the following three guarantees:
Consistency
Every read receives the most recent write or an error.
Availability
Every request receives a (non-error) response, without t...

icy lynx
void urchin
icy lynx
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Sorry, I was thinking I'm replying to something else

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I mean if you're just looking for a feel, pick something. SQLite?

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make this

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An entity–relationship model (or ER model) describes interrelated things of interest in a specific domain of knowledge. A basic ER model is composed of entity types (which classify the things of interest) and specifies relationships that can exist between entities (instances of those entity types).

In software engineering, an ER model is common...

radiant jungle
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I need help with my code

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its movement code

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i keep getting this msg

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and

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this is my code

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i need help asap

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just @radiant jungle

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get this msg

real mauve
radiant jungle
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fixed parrt of it now it says this

real mauve
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bc u have it lowered case

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c# is case sens

radiant jungle
#

?

wintry briar
desert martenBOT
#
💡 IDE Configuration

If your IDE is not autocompleting code
or underlining errors, please configure it:

Visual Studio (Installed via Unity Hub)
Visual Studio (Installed manually)

VS Code*
JetBrains Rider
Other/None

*VS Code's debugger plugin is unsupported.
We recommend using VS or Rider instead.

real mauve
#

make it capital I and S

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InputSystem

radiant jungle
#

now this one?

radiant jungle
real mauve
#

xlixk the visual studio

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click*

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first option

radiant jungle
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ok then

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what do i do?

sleek phoenix
radiant jungle
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mb

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i just joined

flat parcel
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what fov should an fps have by default?
60? or like 70?
trying to get a realistic kinda one that feels comfortable to most people

solemn dove
radiant jungle
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it does

sudden pendant
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@lyric atlas !collab

desert martenBOT
solemn dove
# radiant jungle it does

Your file name needs to match the class name and it shouldn't have any spaces in it. This may not be your problem right now but it will eventually be a problem.

manic wind
#

what are your thoughts on NPCs in video games with cameras taking your picture? 🤔

radiant jungle
#

sorry caps

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ight

sudden pendant
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@radiant jungle You can move this question and any future code questions to #💻┃code-beginner. This is the game design channel.

wintry briar
#

creepy

manic wind
delicate harbor
#

Guys, I have a problem with clothes/equipments and animations. I can't attach clothes to the character to make them bend properly with the animation on unity. I've been looking for the solution of the problem for almost 1.5 years. And I couldn't find one. Because of that, I explained it on a drawing. I need to know how to do this. So, pls help (:

manic wind
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haha thats a cute drawing

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most people don't make it to that stage

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they're still busy writing

cold onyx
delicate harbor
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wait I'll send a video about this

cold onyx
#

have you tried asking chatgpt cause sometime it makes some weird solution that works tho

delicate harbor
manic wind
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sorry i couldn't help i've never used clothes physics in video games

delicate harbor
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it's not physics actually

manic wind
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oh

cold onyx
manic wind
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i'm tired

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too warm

sharp zinc
delicate harbor
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and how can I apply the cloth to the character after rigging (like making the character parent of the mesh or attaching with some component)

sharp zinc
delicate harbor
junior briar
manic wind
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rotate it too much and the head pops off

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like a gummy bear

ivory crest
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I want to create a "level" button which then takes you to a list of all the levels

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Is the best way to just create a new scene for the level list?

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I would really prefer not doing that because each level has a "level" button but you can see the actual player and level in the background, and I also want it to work like that for the levelist button, meaning I would have to create a levellist scene for each level

civic oak
#

Im only able to select objects by clicking on them in the hierarchy
doesnt work by clicking on them in the scene
how do I fix this

delicate harbor
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if you don't want to stop the rotation of your head, you simply delete yRotation =/xRotation = lines

#

/***/

delicate harbor
#

/***/

civic oak
delicate harbor
# ivory crest I would really prefer not doing that because each level has a "level" button but...

If you are determined to make each level in separate scenes, I have no other suggestion other than to make the level selection screen in a separate scene. However, by using a single scene for every level, you can call the required levels as "prefabs" to the scene when necessary. So you don't have to put weird UI elements one by one for each level and the game can become faster and more optimized. You'll just need to write a little more code for the initialization of the levels and that stuff (:

undone cloak
#

I made a collision detector for many things in my game

#

I thought it was pretty neat

maiden moat
#

making a flash effect whenever a character takes damage. when a character takes damage while flashing do you prefer:

1)keeping their flash color but resetting the timer it takes to return to original color
2)revert to their original color for a small time frame then flash

late vapor
#

those noticeable but short color changes on hit give immediate feedback to the player that they're still damageing what they hit

junior briar
sudden pendant
steel phoenix
#

"One Night at Flumpty's" Is a 2d game right?

#

But "Five Nights at Freddys" Is a 3d game?

sleek phoenix
steel phoenix
sleek phoenix
#

the in game assets are technically 2d, yes

junior briar
#

Why is my Unity keep crashing, when I try to put grass on my Terrain?

ripe pecan
#

Hi, i'm actually creating somehting, only with UI element. Is that bad thing a game with only UI ?

manic wind
#

not really i play idle games which is just progress bars and buttons

ripe pecan
#

okay i see

#

"myst" ?

manic wind
#

oooo

#

that hurts my soul

ripe pecan
#

ahah i don't understand

manic wind
#

PC game

ripe pecan
#

oh ok

manic wind
#

make a game where you click a button

delicate harbor
#

I suggest you to make it from code

#

bc you're making a procedural world generation

#

a system like this;

manic wind
#

cute

junior briar
#

I am doing my own terrain

delicate harbor
#

you gave up

junior briar
#

yep...

#

xd

#

It's too complicated xd

#

The problem was, that I didn't know, how to make it realistic. So I did it by myself

manic wind
#

you could always cheat like No Man's Sky

#

make a bunch of premade areas and randomize them

high jetty
#

I'm making an fps movement game, so far i've only been coding. How do i begin doing everything else? Gameplay i have gives me some restrictions but i still cant choose anything style wise.

manic wind
#

maybe make an empty map to run around

north coral
#

I'm working on a part of a game where the player falls down a mine shaft. There will be debris and stuff in the way they have to dodge. The camera is facing downward at the character's back. The problem I'm having is that it is really difficult to tell how far away objects are and when the player is in danger of hitting them.

#

Thoughts?

delicate tree
#

hey guys Im relatively new to unity and im creating a 2d game where a player has to sort 10 squares numbered 1 through 10 in ascending order. I've already created the scene i want to work with 10 squares and I'm stuck on how to implement the functionality click two squares and swap them. I've tried writing a script to do that and ive been running into errors any tips on this?

sudden pendant
#

Tip: fix the errors

#

Actual suggestion: post your code + error in #💻┃code-beginner so someone can actually give you a proper tip

fossil condor
fossil condor
blissful bloom
#

Hey, do you guys, keep a progress track on your games?

manic wind
#

there are websites for tracking game development progress

#

especially if you work as part of a team

manic wind
#

post-it notes help

#

vision board

blissful bloom
manic wind
blissful bloom
manic wind
#

look at how other people make updates on their twitter accounts

#

league of legends does trailers and showcases for new champions

#

depends on the content

blissful bloom
#

Because my game isn't uploaded

manic wind
blissful bloom
#

for checking what's been done

#

to "look at how other people make updates"

manic wind
#

oh okay

#

this is how riot announces new champions

#
#

hype

#

this is another update image

#

you're basically giving players a glimpse into future content and generating hype

blissful bloom
neon parrot
#

i'm making a goofy space sim game

manic wind
#

start small

neon parrot
#

realistic or non-realistic distances in space?

#

i'm leaning towards non-realistic

#

but goddamn @manic wind you were fast af at replying

neon parrot
#

i solved floating origin too

manic wind
#

just draw some images and coming soon

blissful bloom
#

nope, it's a in-dev game

manic wind
#

ok

blissful bloom
manic wind
#

i don't know how to help you

blissful bloom
#

like this kind of content

manic wind
#

looks good

manic wind
#

you could practice by having a base game and then marketing a new asset

blissful bloom
#

I mean, I am developing my game, and I search some ways to make it entertainable, so that people could rate it during the dev

manic wind
#

make two assets and let people vote which they prefer

manic wind
#

base game > two assets > winner added to game

manic gate
#

is the idea of a souls-like game with a character that has abilities and starts with all but unupgraded, and the progression system is skill tree based where you upgrade your abilities by categories and you cannot fully upgrade all categories but only some at the end opening the door for builds a good idea?

cyan echo
#

hey so i am working on a game involving vr controllers and I would like to know what do i have to do in unity if I want to link a UI menu i created in unity to connect to the controller

#

idk if this is a code related thing or not

pearl moat
#

Code

sharp zinc
manic wind
#

do it 1,000,001 times

cunning quartz
#

Hello everyone who is reading! I'm new to the server and this was no.1 on google for game development help.
I just had a game idea and I'm interested in learning to code so if someone could help me out with something, that'd be great!

desert martenBOT
#

🧑‍🏫 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/

cunning quartz
sharp ginkgo
#

hi! I'm new to Unity, but I have a game idea regarding the anime Hunter x Hunter. If anyone here is at all familiar with 3D game dev and HxH, please DM me! (I've already begun gathering reference images for the world, writing the plot of the game, and writing NPC lines.)

spring oracle
#

if i wanted to have spearate animations for when a charater has their weapon pulled out and when they dont, should i make two separte contorllers and idsable/enable it when the sowrd is out or not, or should i have a bool paremater inside a controller and depending if its on or off i play the animatino corresponding to having the sword pulled out or not

late vapor
#

also not a game design question

spring oracle
#

what type of question would it be

#

scripting?

late vapor
#

uhhh probably just unity talk, or animations

spring oracle
#

okay thanks

manic gate
#

or i think you did not understand my plan

#

and if you mean that is a souls like

#

who invents a new type these days 🤨

sharp zinc
#

You describe a talent tree which is done in a lot of games.

sharp zinc
#

In fact, Dark Soul is probably the one that is unique in this aspect

manic gate
#

yes you got that part right

#

yes i know how dark souls works

#

but it has weapons and such

#

my game is self-centered around abilities and upgrading the existing ones

#

not like a skill tree with only

#

more life

#

more speed

#

and boring things

sharp zinc
#

Heck, Diablo 4 is exactly that.

manic gate
#

is diablo a souls like?

sharp zinc
#

Do you really think that matters ?

manic gate
#

yes

#

you just hate

#

when metroidvenia exists

sharp zinc
#

-_-

manic gate
#

and it's a combination

#

of 2 game types

sharp zinc
#

My point is, instead of focusing on the fact you integrate a banal system, make it good.

sharp zinc
#

Do not sell your game on the fact that you included a talent tree.

manic gate
#

this isn't constructive critique

sharp zinc
#

Make something awsome.

manic gate
#

tell examples than

sharp zinc
#

🤦

manic gate
#

bro i do not think you are not old enough to know what constructive critique and just being mean means. So i will go ask somewhere else for opinions if i offended you that bad.

sharp zinc
#

Diablo Paragon System is kinda unique.

manic gate
sharp zinc
dusky bobcat
#

like alright there is an idea, but having a skill tree avaible to be upgraded when you clear a certain level is some base level designs, like simferoce said, maybe bit more roughly, this concept is already in use in many games but you have to find a way that will make your game unique

#

becouse right now your plan is just selecting the base features

#

and being a lone developer it would be pretty hard to catch interest if you dont introduce something different

scenic loom
#

Okay so I am planning out a game(for a video mainly) and the wow feature is that there is a gun which “kills” everything which in reality teleports them to the end, what type of game and ideas should I make/add for it, I was thinking a simple platformer but I am open to suggestions

scenic fractal
#

hi guys, whats is the best way to create a safe zone (like brawl stars game) without lose too much performance? I'm doing a Mobile material but i'm duplicating too much elements and in android device is losing too much performance

cobalt pebble
#

hey all, I made an entry for this years' GMTK game jam and I'm looking for feedback on the visual design for my game. I think the visual design is really relevant to my game design, as the lack of depth in orthogonal view kind of messes with the clarity of what you're supposed to do.
I'm not too sure how to improve it, other than these two ideas -- adding some perpendicular shadows to the walls/floor, and maybe increasing the opacity for blocks that are closer to the camera.
I'm interested to see if you guys would have any other suggestions on how to improve the visual clarity in my game?
https://quackygames.itch.io/gyrovity

itch.io

A mind-bending puzzler in which you control the orientation of the world around you.

dusky bobcat
dusky bobcat
#

the gun has to have some cooldown/limited range or something and the enemy should be able to alert themselves, maybe when they get teleported back they lose some memory, but if some of the enemy already alerted it on coms there should be a screen at their spawn which can than remind em and let them know where was player last seen

#

i am trying to explain the best i can my idea which is far from polished, but you get the spirit(i hope)

hybrid condor
#

Anyone have a intuitive way to rotate an object ?
avoiding gimbal locking.
Working on a project In VR were I grab an object and want to rotate it on x, y.
Right now, rotating a single axis works. However using any of the traditional ways to rotate feels wrong in VR.

scenic fractal
dusky bobcat
#

i think the safe zone based on the trigger wont affect performance as much as you think, i recommend trying it out as i said and check on profiler window whats eating most of fps

#

i really doubt 1 safe zone using a trigger will affect it that much

scenic fractal
sharp zinc
slate osprey
#

can anyone help? i have the following problem: everytime I add a recource into my asset folder to create a new character the colors get messed up -> the colors are a bit different. pls dm (I use Clip Studio Paint and draw pixel art)

sharp zinc
hallow leaf
#

in android when this safe zone with 2000

scenic fractal
sharp zinc
#

but there are 0.

#

Just add one ?

scenic fractal
sharp zinc
#

You are right to think that tracing symbol might find itself more as a mini game then the actual game itself. I am not exactly sure what you mean by "concentration" mechanic though. Also, this has been done a numerous of time an never succeed. I also have noted that IP (Intellectual Property) that use sign or magic drawing tends to leave them out after a while.

From my own experience, I think you should consider the following:

  • The mechanic must feel natural, logic. To understand what a good mechanic that feel nature, you just have to take a step back. Does using a weapon to attack an enemy feel out of place ? Does using a waypoint feel out of place ?
  • The mechanic must not be an obstacle of what the player want to do, but the actual things the player want to do. By example, if the main object of the player is to gather, they do not want to have to, fight enemies, walk long distance or play a mini-game to access the resources.
  • The mechanic should not remove anything, but add something. Human dislike losing something. Instead, strives to reward the player for succeeding.
  • It should be simple. Player are hyper lazy and tends to not be interested in complicated things. If it cannot be understood rapidly, people lose interest.

Here a list of things that could potentially work on a "concentration" mechanic from my understanding of what is a "concentration" mechanic for a magic game:

  • Elemental Reaction. The spell you use have a different reaction depending on the current action of the enemy.
  • Combo. Using different skills in a specific order increase the lethality of the said skill.
  • Weak point. Enemy can have weak point in different part. It can be something static, like headshot or you could a dynamic mechanic that randomize weak points.

There is a million of possibility. Just remember to not force the player to do something it does not want to.

#

You are looking for [x] ?

#

What is the main objective of the game ?

#

Does it includes combat ?

#

Then, you will probably interwind combat and this.

#

Maybe you can consider:

  • A Resource Bar which charge with taking it or attacking hitting something.
  • For the portal, it could be something that you need to defeat to keep open.
  • For spell with a long cast time it could be something that activate with delay.
#

...

#

Typing as typing on the keyboard ?

#

Terrible idea.

#

We are not in the 90s.

#

Except if you do a like education application to learn how to type.

#

I do not see any form of typing that could work in a game.

#

Even socialization is done without typing sometimes

#

So, you are not really looking to make a good game.

#

There is no point to talk then isnt ?

#

Well I do assume and accept that my game would probably have a small community

#

That means, that you know that your game is not going to be good and only people that are commited enough will be able to enjoy it.

#

It says pretty much everything about your drive to make a good one though.

#

You can make the point that small game can be good, however, the fact is that if they were good more people would play them.

#

Yeah, you do not enjoy making something that could be consider good by the majority of people.

#

As you said it yourself.

#

The issue, is by not striving to make a good game, it makes it impossible for me to suggest anything to you.

#

As what I know, and what could arguably be good, is not valid.

#

All the things I said that you should consider, does not make any sense.

#

You know, we could instead try to find alternative to the menu-casting issue.

#

Instead of typing words on a keyboard.

#

Do you understand the distinction between something that is "good" and something that you find "good" and how by not following the general notion of "good" it makes it impossible for someone else to help you find idea.

#

I cannot help you, as I do not understand how I can suggest something that you will find good.

#

Do you understand what makes the game good at least ?

#

This is because it is integrated in an other game.

#

This is where you are wrong. They enjoyed it because it adds something to an already developed game.

#

Maybe the variaty of spell and effect is enormus because it is easy to integrate.

#

I sure know what it is.

#

It is.

#

Roblox is an eco system

#

When people play Roblox, they play the diverse game that are part of Roblox.

#

In other words, a Roblox player will play multiple game that has been made with Roblox.

#

The same applies to Minecraft.

#

They sure do.

#

They play it a while.

#

Maybe come back.

#

Maybe some play longer.

#

Because of the influx of new player

#

That is justify by the fact that the game is part of the eco system.

#

You could make the worst game ever in a Sandbox.

#

And people would still play it.

#

No. Unity is not the same as Roblox.

#

People do not search Unity game to play.

#

People do search for Roblox game though.

chilly oriole
#

I have an Question. I have scenes in my game, and one of them is this scene, the game is meant to be set in a fake medical research facility, that actually used for Human Experimentation. Should i go for more of a abandoned/ ran down style? like this scene:

#

These fake rooms are used alot, mostly from previous experiments, so it would definitely make sense if they all looked ran down. My question is, how ran down/abandoned, should i make the rooms(that are used by the experiments) look?

proven summit
#

When making isometric movement should the WASD go exactly how it normally does or should it be rotated 45 degrees around the y-axis

#

I'm not sure what's the best practice or what's better player experience

proven summit
#

this is the world

#

yea red makes more sense I think then

manic wind
#

i'm a sucker for restaurant management games

#

i'm trying to figure out how i can run a cafe in The Sims 4

#

all the pieces are there

#

its still game design even if you're using someone elses game?

ocean lava
#

I would personally prefer the blue

manic wind
#

what are your thoughts on a passive skill which increases your strength by a percentage as your health decreases?

#

so as the player takes damage they output more damage

#

they return to normal damage after fully healing

pearl moat
#

So like berserker and stats increasing when near death but with additional steps

#

Sounds interesting as long as it doesn’t break the games balance too much

manic wind
#

yeah suppose to help the player not dying while taking a lot of damage

#

it'll be interesting if the player puts point into the passive skill

#

maybe a percentage per level

chilly oriole
#

my screenshotting software makes these images look darker than they are, its actualy more lighted up then this

#

I have an Question. I have scenes in my game, and one of them is this scene, the game is meant to be set in a fake medical research facility, that actually used for Human Experimentation. Should i go for more of a abandoned/ ran down style? like this scene:

These fake rooms are used alot, mostly from previous experiments, so it would definitely make sense if they all looked ran down. My question is, how ran down/abandoned, should i make the rooms(that are used by the experiments) look? My screenshotting software makes things look darker This is one of the other rooms(the 2nd image): https://i.imgur.com/QztSbGP.png

full tangle
#

Hi, we have a parry system in our game. You've been able to parry pretty much every enemy projectile thus far. Do you think we should also have some projectiles that are un-parryable? If so, what do you think would be a good way to visually differentiate them for the player? Looking for some suggestions, thanks.

quaint trail
sharp zinc
# full tangle Hi, we have a parry system in our game. You've been able to parry pretty much ev...

It would be preferable to keep projectile as parryable if it does not add anything to gameplay. However, if you truly want to do so, the difference must be visible enough as you said, and explained. A good way to add an effect that could potentially be identify as unparyable is to either play with the theme of the projectile or add VFX on it.

Example:

  • Diamond Projectile cannot be parried. (Theme)
  • Projectile that has been marked with Death Skull. (Theme)
  • Projectile that has a Red Pulsing effect around it. (VFX)
  • Projectile that has a red tip. (VFX)
manic wind
#

is this good?

cinder hamlet
#

what is this supposed to be exactly?

#

an informative gif for a website/tutorial?

#

a demonstration of game mechanic?

oblique valley
#

what would the best way to go about "painting debris" or adding debris to a scene? like small bricks, rubble, maybe papers and rocks and stuff.

manic wind
manic wind
#

some graffiti

#

make a trash can asset and then flip it on its side

manic wind
#

stop making card games please

ripe pecan
manic wind
#

too many card games!

ripe pecan
#

ahah

cinder hamlet
fossil condor
#

is a skibidi toilet game possible?
from what i have seen there are a lot of concepts that can fit nicely into a game. im aware that there a ton of shitty mobile skibidi toilet games including an official one, but none of them nail the setting and atmosphere of the series (I'm dead serious)

manic wind
#

wtf is a skibidi toilet game?

wintry briar
young anvil
#

any Tips on creating your own 2D or 3D backgrounds, Items. I dont seem to find the right software
I am trying to recreate a Car Drag Strip and Car models in 2D

main vortex
#

Question in regards to creating new elements:
For the app that I'm making, I want it to have a dynamic UI elements - let's say square images for simplicity. The entire app is just UI menus and displays.
So, for example, the user enters 5 as his number, then they get 5 squares that automatically position themselves once everything is loaded (so it looks nice).
I'm just wondering if for the Panel that displays those squares I need to essentially have zero child elements by default and to generate all of them on load based on the input from the user or if there is some other better solution I am missing.

molten basalt
polar geyser
#

Question about Unity Editor Error Whenever I create A new project it adds it to the list but it doesnt let me open the project. When I go to my Unity Projects folder there are no new files, and when I try to open existing projects nothing happens. I am using Unity Hub v 3.5.0 and Unity Editor v 2022.3.4f1. I have already tried running it as administrator and uninstalling and reinstalling the Editor and Hub.

manic wind
#

game design?

polar geyser
#

Yea why?

manic wind
#

wheres the video game design in that?

#

Ask questions and discuss anything related to game design and narrative.

polar geyser
#

The editor won't open. Is there a Unity Errors page I missed?

manic wind
#

whats that got to do with game design?

polar geyser
#

I wanted to make a game but the editor wouldnt open. I didn't see any question threads so I asked here. Is there a Question thread I didn't see?

night shoal
polar geyser
dusk frost
#

do you only ever need one Canvas object for all UI?

sudden pendant
#

No, you should be using multiple and breaking them down for performance reasons. Something you can research.

distant eagle
#

Hey just brainstorming on how to overhaul the map/level select for my game and looking for ideas.
Currently the map is a static image with buttons you click on, but space will run out very quickly if we want to expand and add more locations.
Thinking about taking an approach similar to Sea of Thieves where you approach the map and can nagivate it while the texture on the table slides around for everyone to see.

Any ideas how to accomplish this?

#

My first thought is to have the map be a camera texture that projected onto the panel there

#

And to have the icons and other map elements simulated on another layer for that camera with one big background image

sharp zinc
lost merlin
#

Unless you want to make your own language, this seems the most simplest ways I'd say

dusky dome
#

Yeah, it has the same effect with varying levels of understanding it.

ripe pecan
#

I know nothing about calculating stats in game

#

Someone know a place where i Can learn

lime drum
lone bridge
#

Hi all, I'm a system architect doing some hobbyist unity work, and I'm trying to wrap my head around actual implementations of Scriptable Objects, I understand how powerful they can be. What I don't quite get is visualising how to structure them within a system, if that makes sense?

I've seen some examples using an RPG setup, to visualise it, but I'm struggling to understand!

#

If anyone could explain a good structure, something a bit more meaty than 1/2 layer depth, would help alot!!

lost merlin
#

Generally, they are used primarily as readonly data files. It's an alternative to using plain text files or strictly json, and with how it's implemented with the editor, it makes creating assets much quicker then duplicating a bunch of data.

lone bridge
#

Yeah, I quite like it as data storage, but I've seen mention of complex seperation of concerns with it, which is what I was hoping to learn

#

I'm a visual learner, and lots of blogs/articles I've read are very surface level (in terms of implementation)

lost merlin
#

The real feature of it all is being able to construct similar data objects from a single scriptable object directly on the editor.

lone bridge
#

Of course

lost merlin
#

Imagine creating a variation of swords with multiple stats. Normally, you'll be creating an object entry in your data file for each variation, but having the ability to do it on the editor, you'll be able to just create them through the gui.

lone bridge
#

Oh yeah, I understand that, but what I'm struggling with is above that, e.g, is it best practice to make 'weapon' and 'item' with a type of weapon, even above that?

#

How far to extrapolate etc

lost merlin
#

With that being said, you can still do it the old fashion way, but it makes the process so much quicker

#

Oh, are you asking how'd you come about structuring it all with inheritance?

lone bridge
#

Essentially, even though it wouldn't strictly be considered 'inheritance'

#

But yeah, how in-depth to make that heirarchy

lost merlin
#

Depends how much you want to derive everything from, and that comes from how indepth your game is going to be.

#

You'll see some games, like roguelikes, that inherit everything from a single base

lone bridge
#

Yeah, it's wildly different from what i've seen, haha

lost merlin
#

But if you want to be somewhat sane about it, I'd split up your enemies and items into their own respective bases.

lone bridge
#

I am just a meticulous planner, so this gives me grief, lol

lost merlin
#

Some ideas, for items: you'll always have some inventory sprite of it, you'll (maybe) have a 3d model of it for the scene, it'll have a name and gold cost.

#

Weapons/Armor items are equippable, but they also have sprites, a model, gold cost and a name, but they have stats and an equip method

#

Potions (which are items) also have sprites, models, cost, name, but they aren't equippable and have a Use() method to drink

lone bridge
#

But in that case, would you still derive from Item?

#

Or EquippableItem, NonEquippable, etc

lost merlin
#

right, in this case I'm basing item off something you can probably store in an inventory

#

you can drink a potion, but not equip it, but it is an item because it must have a sprite and a cost essentially

#

so there's some branching in the inheritence there

#

Other methods of an item, you can pick it up, store it, sell it, drag it, ect

lone bridge
#

But would you still use 'Item', or is that essentially just deriving most from the single so

#

I guess it still has the same affect if u split below, really

lost merlin
#

You can probably get creative with it. Technically you can have all items with a Use() method and keep the inheritance to a minimum, and this other way to simply called composition.

#

The trade off is you don't always know the type of functionality an item has, so you always have to check what it has.

lone bridge
#

Which, from a clean coding sort of perspective, probably means you should split off and branch more, for defined usage, right?

lost merlin
#

inheritence is easier to grasp imo, but you don't want to stretch your hiearchy too thin

lone bridge
#

To a certain degree, of course. Don't want it too convoluted

#

Yeah, I understand all the concepts, like i said it's just best-scenario implementation i'm curious about

#

I guess it's negligible really

lost merlin
#

I've not really touched much on it, but I hear ECS is what you'll want to look into if you really want the best (clean case)

#

not too sure how developed unity's dots is at the moment though

lone bridge
#

Not sure what that is but i'll take a look, thanks!

#

I've heard DOTS has its pros/cons

lost merlin
#

Yeah no problem ;)

#

Next project imma dive into it. I have to say, making very dynamic systems with inheritance has been problematic for me, especially for abilities and such.

ripe pecan
frozen urchin
#

So in a roguelike/lite game, where would each of these perks/upgrade fall under in your opinion?

  1. upgrades such a higher damage, faster speed, heal 25% health, life steal, etc.
  2. faster weapon firing, split bullets, wider spread, bullet ricochet, etc.
  3. Burn effect, freeze effect, poison effect, enemies explode on death, etc.
#

I can offer these during in run level up (offer choice of 3 perks to pick from)

#

I can have these as upgrades to character or weapons

#

I can have these are permanent upgrades in a skill tree

pearl moat
#

Debuffs are 10/10

silent hull
# ripe pecan I want to add stats like Armor, Crit etc

Depends how simple or how "advanced" you want those stats to be.
Generally it's good to just look at some other successful games and see how these handle different stats.
I remember you were doing some card battle game, Hearthstone has some nice stats system from what I remember, where you could have cards with armor, boost your stats, etc. You could take a look at that

silent hull
# frozen urchin So in a roguelike/lite game, where would each of these perks/upgrade fall under ...

It kind of depends on how hard your game is gonna be and how you access them.
All of these upgrades could be either overpowered, complete crap or average depending on how you structure your game difficulty so it's hard to tell if the player should be able to access them via level up / upgrades / skill tree. It could be any one of those and it would probably be fine, as long as your game theme matches the way you access new perks.
But in general, when I thing of roguelike games I'd probably place the 1st one under pickable single-use items with an immediate (25% health) or temporary (faster speed, higher damage, life steal) effect. Some if not all of these temporary ones here could also fall under permanent upgrades in a skill tree, but with a very slow growth to not make it too overpowered.
The 2nd one sounds ok for some simple weapon upgrades
And the 3rd one could be anything, depends on how you structure the game, but with these kind of effects I usually like them to be permanently bound to certain weapons as soon as you find/buy them

sharp zinc
young anvil
#

has anyone here tried to make a Office management game ? similiar to Fallout Shelter, Project HighRise or Game Dev Story

manic wind
#

office management game sounds fun

#

what assets have you made?

frozen urchin
frozen urchin
hollow jacinth
#

for those who like photography games https://youtu.be/pSm324HmVg4

0:00 - Intro

This YouTube video showcases the best photography games on PC. It features a top 10 list of the best photography games available on PC, with detailed descriptions of each game and its features. The video also provides helpful tips and tricks for getting the most out of each game. It's a great resource for anyone looking to get into...

▶ Play video
tired inlet
#

how i get idea desgin for my game

manic wind
#

which is better for the player? getting a gun first and ammo second or getting ammo first and gun second?
i think finding ammo for a gun you haven't found yet could be fun

sharp zinc
manic wind
#

nah single player horror game

sharp zinc
manic wind
#

yeah

#

melee combat and finding pistol ammo?

sharp zinc
#

Then you should carefully adjust the amount of unusable object the player will find.

#

Otherwise, it is going to be a frustration.

manic wind
#

aye was thinking about lore

sharp zinc
#

Not exactly sure what it means.

manic wind
#

it means that the player finds a melee weapon first and ammo second before discovering a pistol due to the plot of the game

sharp zinc
manic wind
#

maybe picking up ammo and a note educating the player that pistols draws unwanted attention

sharp zinc
#

Also, if it is "Unique" type of weapon and other weapon are usually usable directly, then you can also consider it carefully adjusted.

sharp zinc
manic wind
#

then when the player discovers a pistol they can make a choice

sharp zinc
manic wind
#

shooting pistols is hella fun in horror games

#

maybe better indoors

sharp zinc
#

If shooting pistol is what you want to support as one of your principle pillar, then you definitely do not want to limit too much the acquisition of the said pistol.

manic wind
#

i'm watching my friend playing Silent Hill 2 and i'm sat watching with a notepad and pen lol

#

damn the corridors have long designs

#

imagine the protagonist wasting ammo shooting the enemy during a cutscene haha

waxen island
#

Hey guys, I want to make a skybox for my game, by creating a simple material and wrapping to it a .png image. What are the extra parameters I should add to my material to function properly

manic wind
#

day/night timelapse?

#

sun colour

waxen island
#

no just a static image

manic wind
#

maybe mountains around the edges

#

buildings

void urchin
#

Preferences?
[⬅️ ] Full screen ui for inventories and menus
[➡️ ] Part screen ui for inventories and menus

sharp zinc
manic wind
#

examples would help too

mossy edge
#

Is mentioning other games in your game considered copyright infringement?

mossy edge
#

damn

sharp zinc
#

They gonna ask you to remove it.

#

I'm not exactly sure if it is considered copyright infringement, however publisher I have worked with have a strong stance.

mossy edge
#

alright thx

night shoal
#

Trademark infringement not copyright but end result is the same

manic wind
#

your game can't contain the word Monster

#

Kappa

sudden pendant
cold onyx
#

bruh my discord is glitriching againn lol

cold onyx
#

anyone want to hear my game concept?

neon musk
#

But it's always better if you dare to manifest it in some way u.u

cold onyx
#

Here it is:

So the Game heavily centres around the ideas and books of Hg Wells, utilising mostly the War Of The Worlds, and the First Men in the Moon. In addition it uses many space designs concepts from the 1950s like the BIS Winged rocket,

So, in the Late 1950s, Britain has established lunar colonies, and has a thriving space programme. However when 1 colony goes dark, suspicions are aroused, however these are downplayed as perhaps a power outage or colony-wide malfunction. Then colonies across the moon start going down, over period of days, weeks at best. The player is then sent to see what the hell is going on up there.

Once arriving on the moon, the player is confronted by a surface-wide Martian invasion of the moon, utilising it as a stepping stone towards a full-scale invasion of earth, utilising the indigenous lunar selenites and human slave Labourers to mine put the moons supply of helium and other precious materials, or to be lobotomised into the martian slave army.

The player spends most of his time combating the martian forces, working his ways through colonies, mines, hydroponic farms, the boiling lunar day, and freezing lunar night to halt the Martians plans, eventually destroying the martian overseer and a human accomplice in the final boss battle.

The player then returns home to earth, and is hailed as a hero.

What do you think?

neon musk
#

You missed the most imporant part

#

It's not really a game concept if you don't tell how it would play

#

Will you build it in engine?

cold onyx
#

so it would be a 2d side scroller, modelled after stike forc heroes, with a blend of half life and doom 3. how's that?

#

and yes probably

neon musk
#

Strike Force is cool

#

You should actually go and build something around it

cold onyx
#

wym?

neon musk
#

Open Unity

#

Make it happen

#

At least up to a 'proof of concept' stage

#

And see what you can learn on the way there

quaint trail
neon musk
#

Whatever fleshes out the idea in an interactive way

#

Playable level, just the basics, etc.

quaint trail
#

so that can be also a power point presentation?

neon musk
#

That's not pretty interactive, but it's a step in the right direction. You'd need to have at least some assets and some mechanics down in order to make a presentation worth the while.

#

Although in that time you could also keep building the game itself so... you know.

#

Make gaem :0

#

play vidya

quaint trail
#

hmm i see, so for first actually, proof of concept is that first part you do with every game, make player, mechanics and test area to play with c# and etc but making it look nice before releasing proof of concept first and then work more on it

#

so PoC is demo

#

and i guess, its used along the presentation to try to gain funding to a project?

neon musk
#

I used "proof of concept" in a general manner. What it really is, is evidence deriving from pilots or demos that something is actually being made.

neon musk
#

Games are gameplay first.

quaint trail
#

i see, i understand it now, thank you for explaining it 🙂

#

yes, i agree. i hate the "graphics matter more than gameplay"

neon musk
#

lmao yeh

quaint trail
#

sure it is nice to see good graphics, but man, if i cant do anything, i dont care about graphics. i can literally go and watch 4k movie instead

void urchin
#

Preferences: (Infinite space inventory)
[⬅️ ] Auto Pickup items into inventory
[➡️ ] Manual Pickup Items into inventory

quaint trail
#

depends on game style, if its minecraft like, then autopickup, if its like rpg with many stats, then manual

bleak loom
#

I need imput on a game idea I have
You play as C U B E
C U B E can't jump (legless) and he cant throw stuff (armless)
He can however, pick up and place stuff. (he can also use various weapons)

You ascend a tower and solve puzzles in order to go higher and inevitably reach the top floor and fight a Snowman (he killed your family)
Puzzles range from: "Find and obtain a ladder from behind a closed door" to "Put a grappling hook into a cannon so you can shoot up to the next floor and climb up"

sleek phoenix
#

!collab

desert martenBOT
craggy halo
#

jit it was 2 hours ago you already !collabed my ass a while ago MY B

desert martenBOT
hard fog
#

@craggy halo Don't spam the channel. You've already have been told where it is appropriate to post.

craggy halo
#

Dude i did it before they ! collabed me i aint know.

rare lily
#

@atomic anvil why wouldn't you?

#

this obstacle will be inherited from ObstacleController that's inherited from ObjectController that's inherited from MonoBehaviour, so there won't be so much specific behaviour

#

it seems pretty reliable to me

hard fog
#

You don't need to create a script for every obstacle. You can have one script and differentiate their type with enum and or prefab variants

atomic anvil
rare lily
#

I just don't think that every obstacle needs to go in one specific direction

rare lily
atomic anvil
hard fog
rare lily
#

also Enemy has this direction, but it moved 1 unit every n seconds

#

log is unstoppable and will be moved in Update

rare lily
#

and fields

atomic anvil
#

Okay. Should have started from that. In this case it makes sense to have a separate script. Although, it doesn't have to be a log script. You could have the obstacle script + some kind of movement script. Composition pattern, you know?

rare lily
hard fog
rare lily
hard fog
#

no

atomic anvil
rare lily
# atomic anvil More mysteries added...😅

yes, I probably gonna change those methods according to my new obstacles. I haven't invented the full game, I'm thinking while doing. Probably coroutine will be written in 1 one in some time

rare lily
# hard fog no

it seems like Raycast will still work properly every frame

#

it just doesn't seem like checking with Raycast every frame may be good idea

winter cloak
#

Does anyone know, is Pathfinder Kingmaker/WotR devs used some kind of extension for unity to make dialogues, or their system is custome made?

maiden viper
#

Does any tool exist to help my tiny brain make/learn UI?
I'm trying to make a game that has no animations, etc, and is just a UI

ocean lava
#

At least compared to rendering and physics

royal robin
#

novice question
is it possible to set the camera outer clipping plane extremely far to render a skydome and 'manage' a "busy" instance (i.e. a city or base with NPCs) and not melt your GPU or something in the process? I'm not well versed in graphical resource management in general and thought to ask whether or not it's feasible - I tried using a skybox but due to constraints I haven't been able to pull off what I wished to do with it

#

also I have no clue where to ask this since this question overlaps a bit between subjects

sharp zinc
#

I'm pretty sure there is multiple method, I didn't do research thought:

  • Render object closer, but smaller
  • Use Skybox and Cube map
  • Use Parallax Background.
royal robin
#

i ended up finding a solution to make what I was trying into a skybox, but thanks a bunch for your input

narrow dawn
#

I am programming an RPG where some percent values, like crit or dodge chance, are sometimes multiplied and sometime added up with another percentage; but in that way the wording of these effects ends up kinda ambigous, e. g. value is increased by x percent. How can I avoid that?

chilly nexus
#

we all know how to code an arcade game, but how do you make your game sequenced like any story based game you'l play?

#

My best guess is game-states within game-states

#

But that’s seems super messy

chilly nexus
#

not quite levels, more like
title screen -> story scene -> scripted sequence -> playable area -> story moment -> playable area -> change in "game world"

#

type thing

verbal mantle
#

So, I'm new to unity and have no clue what I'm doing, but I've built a gravity simulator between objects but when I add like 200 to the simulation the game freezes

#

Can anyone help with this?

astral compass
#

Except the title screen should be a separate scene

chilly nexus
#

how can I make a seperate scene?

manic wind
#

does anyone in here discuss game design?

golden drum
#

im not the best at it tho

manic wind
#

nice 👍

#

just curious

golden drum
#

alright lol

manic wind
#

😛

manic wind
#

working on anything?

gray birch
#

My storm-chasing game has a pretty basic gameplay loop: deploy probes, warn residents and take photos to earn money, use money to upgrade equipment, making the next iteration of the loop easier

#

However, it doesn't really feel like this (somewhat repetitive) process is building to "something bigger"

#

Any advice on how to make the loop more enjoyable?

manic wind
#

how are photos graded for rewards?

gray birch
#

@manic wind It's a combination of tornado strength and distance from the tornado

manic wind
#

do storms have difficulty ratings?

#

you could make each new storm slightly more intense than the previous one

#

maybe NPCs that you're evactuating could give you side-missions

#

such as finding a missing child or a lost pet

#

this would allow you to add dialogue and stories behind the storms

gray birch
#

Hmm nice, I like the idea of some sort of “VIP evacuation”

manic wind
#

maybe have more than one storm on GPS allowing the player to choose which storm to chase

#

you could allow the player to help repair someone elses vehicle trapped in a storm

#

kinda like an SOS beaker

#

the storm has destroyed a wooden bridge so the player has to quickly find a different route

#

some storms emit an eletromagnetic field which means all electronics in the vehicle have stopped working and now the player has to navigate with a map and compass

#

you could also add some sight seeing stuff like building types and mountainsides

manic wind
#

then pay for it?

west zodiac
#

like

#

if u want to

#

of course

hard fog
#

@west zodiac !collab

desert martenBOT
woeful berry
#

Guys I have an issue

#

My game takes place in a military drone hangar

#

And the main character of the game is an abandoned, torn apart robot waking up

#

I’m thinking about making him bipedal or quadrupedal since both can be used as fun game modes of sorts

#

Should I start bipedal and incorporate the other legs later or vice versa

late vapor
manic wind
#

bipedal?

cinder hamlet
manic wind
#

do you prefer having a main sword in an RPG or a variety to switch between?

manic wind
#

i'm thinking about designing four maybe five

#

less is more?

woeful berry
woeful berry
# manic wind horizontal? tell me more

Vertical progression is like how weapons work in Minecraft, each sword is either stronger or weaker than the sword you are currently using, so in progression you are shooting for the highest damaging sword. In horizontal progression, all weapons are about equally as powerful, but they are not the exact same weapon, for example, the base sword can be about average in every statistic you might have in your game, while another sword can do more of a certain kind of damage, like a flaming sword does fire damage, but less damage in other categories, this makes the flame sword better fit to take care of a certain type of enemies inside of your game, like plant enemies. Essentially horizontal progression allows for every weapon to be useful somewhere in your game, which makes each weapon feel unique and have a place

#

Depending on the enemies in your game, you can have more kinds of damage, like stone enemies take more damage to blunt weapons, or maybe a goblin is neutral to all damage, or plant is weak to ice or fire based attacks

manic wind
#

thanks i've copied n pasted into this into my google doc

#

do you like the idea of having a sword good against a certain enemy type but another sword is even better but only against that enemy type?

#

50 base damage but +20 dmg against the undead

woeful berry
#

Yes

#

That is a good example of horizontal progression

manic wind
#

so you can still kill the undead but equipping a certain sword kills them slightly faster

woeful berry
#

Yes

manic wind
#

oh awesome

#

thankies

woeful berry
#

No problem

#

You can also try making the standard sword do more damage in all the “base stats” so it’s better at being a general weapon instead of being a weapon without special damage

manic wind
#

maybe a base sword and four elemental type swords

#

hmm

woeful berry
#

Could be interesting

manic wind
#

@woeful berryalso do you like the idea of having a passive skill that halfs your health but increases your strength slightly so you can equip high health gear in order to get stronger with damage?

#

if that makes sense lol

#

i'm curious if the player would figure that out

woeful berry
woeful berry
manic wind
#

i'm kinda curious if the player would figure out that going high health build makes them much stronger

#

kinda like that base stats versus percentage

#

would you rather have +10 more damage or +1% more damage?

woeful berry
#

That depends how much damage you start with, but generally percentages allow for more creativity in player builds from my experience

manic wind
#

yeah always confused me when i was little

#

had to grab the calculator

patent smelt
#

I was playing Mario Kart recently, and thought to myself... Why does a Mushroom give you a speed boost? Why does a Shell act as a homing missile? Is there some psychological intuitive reason for Mushrooms giving speed boosts?

What power-up represents speed? I'm making an FPS that has abilities, and I get the feeling "Mushroom" is not correct.

#

Like if I am making a racing game and want an icon representing speed boost... "Mushroom"? Seems totally wrong? Can I even use Mushroom?

#

It does feel more intuitive for some reason to have "Mushroom" as a speed boost to me opposed to an "Arrow" or "Jet Engine"

#

Perhaps it is a shape-language thing?

#

Double Arrow, Jet Engine; all have intuitive meanings. But "Mushroom" is easily identifiable and basically has no meaning in the context of Racing, so Mario Kart "Redefines its meaning". By the same logic, I guess "Playing Card" could be Speed Boost, and like "Chess Horsey" could be "Bullet Bill"?

#

"I got the Triple Playing Cards power-up, that means I can boost my car three times!"

#

Something universal with no definition associated with the genre?

knotty wolf
#

how can i come up with map deisgn for my 3d puzzle game revolving around a house

manic wind
sharp zinc
patent smelt
#

I am imagining from the perspective of someone who doesn't play the other Mario games, just like in isolation.

#

Imagining the other Mario Games don't exist with Mushroom as vocabulary language

sharp zinc
#

People that never played Mario Kart game would not know what a Mushroom does.

#

However, in this case, it is not necessary an issue.

#

Every power is activate the same way. If you never had the power, you simply use it to understand what it does.

#

In UI, it is usually preferred to use Universal symbolism to understand rapidly what something does. In case of Mario Kart, the process of understanding the power up could actually be considered a mechanic/dynamic of the game. There is no need to understand rapidly.

patent smelt
#

Am trying to create some boost for my game, and probably shouldn't use "Mushroom".

#

But also realized stuff like "Engine" and "Arrow" don't work either

sharp zinc
#

Thus, I would think having power that fit the universe instead of having them fit an Universal perspective is better.

patent smelt
#

Like Crash Team Racing or Diddy Kong Racing or even Nickelodeon Racing have a bit of delay of understanding because their powerups have previous meaning assigned to them. They aren't icons.

sharp zinc
#

If you are looking for an Universal notion of boost, that would be multiple arrow in the forward direction.

#

However, the best would be to find something that fit your universe.

rough dragon
#

Hello, I am just seeking for some design ideas. Any ideas on any improvements? Do you find this design ugly? What is your opinion?

sharp zinc
#

Also, keep in mind that it is a game, not a tool, thus you need to make it attractive. Think carefully about the esthetic of your menu and the diverse animation.

rough dragon
woeful berry
sharp torrent
#

any advice on what i should focus on first in my multiplayer survival gamw

pearl moat
#

Step 1. Figure out the meaning of life

sharp zinc
sharp torrent
#

i only just started making it

silent hull
nova plover
#

How legal is it to make and sell a full game using only free assets?

wintry briar
manic wind
#

yeah free assets can have licenses

silent hull
#

If trying to make and sell a game I'd probably go with just getting an artist to do the 2D sprites / 3D models and split the revenue with him later.

I'm not saying that making a full game with only free unlicensed assets is impossible... but finding those in the first place and making sure that they match your game theme can be sometimes very time consuming or even impossible since you won't always find what you're looking for. Not to mention that probably not too many people would buy a game made with a bunch of random free assets even if the gameplay itself was quite decent (idk, maybe if someone was really creative with his use of the assets and when making the gameplay, then maybe one could pull something off and make it a success, but personally I think it's quite unlikely)

sharp zinc
# nova plover How legal is it to make and sell a full game using only free assets?

Depending on the license, it is not illegal. However, few people actually like game that are made entirely from free asset or paid one. Those are call asset flip by the community and are view as scam.

Free and Paid asset are usually use to complement a game. (Tree, Rocks, Fence, Box) They can also be use for prototyping, portfolio making or creating a pitch.

cold onyx
#

Is a GDD meant to be a living document? You draft it, prototype its most important features, playtest, then refine it and adjust the existing features and add new ones?

#

Nevermind, Wikipedia answers this 1 paragraph in

sharp zinc
cold onyx
#

Sounds good. What variations would there be for an indie/hobbyist developer?

sharp zinc
#

As a solo developer, I would suggest you focus only on the overview of your game. If I were to read it, I should be able to know what your game is and if it has any potential. Ideally, a one pager.

  • What is the core game loop ?
  • What is the target audience ?
  • What is the artistic design ?
cold onyx
#

thanks!

sharp ferry
#

What are y’all’s opinions and thoughts on having UI part of the environment

broken estuary
#

What process would you guys recommend for turning a mobile time waster type of gameloop into a more engaging and less shallow gameloop? I have an old open world minesweeper project I want to resurrect as a relaxing puzzle game

sleek phoenix
broken estuary
#

the main challenge for me comes out of making an infinite world of minesweeper engaging - of course achievements and such can help, but i'm struggling with something like customization that can engage the player for more

#

i've thought of when opening a certain amount of tiles, an area can be cleared and then customized to the player's choices but even then i'm struggling with what the customization might be - pixelart? building?

#

although demoncrawl does give some unique ideas for variations on the world it doesn't really solve this problem for me

sharp zinc
sharp ferry
#

Hmmm

#

Im torn between using Overlay UI and in environment UI

sharp zinc
#

What you are aiming for ?

sharp ferry
#

Im making all the 3d models and art myself so I can change what I need to. My main concern is in environment UI might be hard to use on a mobile device

sharp zinc
#

Definitly going to be even harder on Mobile

#

Because of how you gonna need to think about all the different resolution

sharp ferry
#

Didn’t think of that part

#

I really want to have environmental UI but I do want things to be clean and easy to navigate

sharp zinc
#

There is also the possiblity to have a minimalist UI with almost to no HUD element.

#

(You can also do both for the visual part)

sharp ferry
#

Ok

#

I got a crappy ruff draft of stuff