#archived-game-design
1 messages · Page 10 of 1
didnt spend much in game details rn
also the glow at the top does not look good
less glow or no glow?
no glow
kk
bevel is already pretty cheesy
better, but it is still pretty intense
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
then any edits to make will be more obvious
ill try the fall guys background
this looks so bad lol
#archived-works-in-progress , make a thread.
agreed.
also, yeah, putting in the background makes bad UI really obvious
u mean i should ask there? Sry my english is bad. idk Thread
If you want feedback and such, use the #archived-works-in-progress, and if it's going to be a whole discussion, make a thread there.
This channel is for game design specifically.
ahh kk, sry
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?
Or starting on one?
Make a visual novel if your focus is on story, otherwise it's way too easy to get carried away by lofty ideas you can't implement
what software do you guys use to organise your game design stuff? something like onenote/notion?
millanote is one of them
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 ?
Should you not learn that in school ...?
Realistically, you might want to use Python to implement the Neural Network bits as most tutorial use that. (If it is about doing the neural network yourself)
Otherwise, there is https://unity.com/products/machine-learning-agents / https://github.com/Unity-Technologies/ml-agents
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.
im struggling leaning c# any tips for a beginner? btw im learning this for unity
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
you can also follow courses on udemy
wdym by small ones? what should i start learning first? i already know how to use unity
I found sololearn.com really good for basics, codeacademy might be decent too, they're paid tho
is sololearn.com free?
mostly, yea
I found YT tuts not so helpful for learning the basics, because you are just copying instead of doing challenges
bro i was thinking the same thing ive been watching shit tuts and i honestly didnt learn anything lol
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
with practice questions and stuff
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.
hey i got smthn i need help with
how can i deal with sprites that have different dimensions
like when i splice these sprites the individual sprites have slightly different dimensions
when i animate it it looks as if the sprite went slightly up
@buoyant patiowhenever i purchase sprites they're always in separate images with a bounding box
make a bounding box and centre is?
how can i make a bounding box?
This isn't a game design question, #🖼️┃2d-tools or #🔀┃art-asset-workflow
You have two options:
- Make the art correctly
- Manually move the pivot for each sprite in the sprite editor
how can i manually move the pivot
the pivot worked
thank you
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
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.
Thx i will think about all of that
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?
I think some games just teleport the player to a different area that is under the map or something
Gta does it like that
As stated by others, you hide different part of the map at other places. Disabling the irrelevant part for each player.
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?
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.
I'm a beginner to 3d game development and i want to create a game with only primitives in unity.. like stumble guys..
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..
Not a game design issue. Ask in #💻┃code-beginner and include the scripts
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
this is for game design
game design as in a overall plan for a video game
like what its gonna be like, how its gonna play out
#archived-game-design is for that
that looks like a game dev/programming problem
do you guys add in some bounding boxes as placements before modelling the assets?
Example?
hmm i guess just square boxes for buildings
i tried googling but couldn't find anything
you're talking about "blocking out"
so maybe nobody does it
roughly shaping the level before creating the detailed assets
yeah
Ain’t that just prototyping?
it is?
maybe i am doing the wrong aproach for my needs
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
Yea that’s prototyping if I’m correct
okay thank you
i'd call that specific act of using boxes and other primitive shapes "blockout" or "blocking out"
i keep finding blocking out my haters meme lol
YEAH THATS IT
i saw someone else doing it
i'll bookmark
once you've figured everything out and the map flows you can start adding details
damn i should make a level design book for retro games
this is cool
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)
charging blade obviously
maybe parry depending how it works
does a successful parry go into an instant blade charge?
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?
a parry stuns the enemy
ig everyone is dead here lol
This is indeed a graveyard
block/charge sounds fun
switching between the two during combat
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.
that's really up to your target audience, focus on making something that you'll enjoy making
race team manager game with wipeout vehicles
vehicles take damage and have power ups on tracks
ok thanks sorry for wrong channel
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
thats a simple idea you can improve it
thanks man
i actually might use that thats a good plot lol
with a little bit of editing
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?
Or change in general?
is the game all about this weapon, or is it optional?
Which button looks better, need to know asap
top but why asap?
you can switch assets out later
It looks like a button inside a button
you don't have to lock everything in the instant you add it
Ik
I just wanted to know
Doesnt look too bad so far
Button only took me 1 1/2h
Ocd lmao
It is optional the teleport thing is just the main feature
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.
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.
@nova ploverwhat came to mind were lots of people having the same conversation with NPCs and the world changes depending on dialogue choices
because you said narrative games
unless i am confused
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
problem is i didn't get any suggestions
(give suggestions)
Suggestions for a horror FPS game
Does anyone have any code for a farm system such as adding seeds and water and waiting for them to grow
This is the first part of a farming sim game.
Files for the project (GitHub)
https://github.com/silverlybee/farm-game-tutorial
i suggest google searching simple questions
ok thank you
a question to control design in game
apart from flying simulator games, any more reason why XY axis reversion exists?
personal preference
for some reason, y axis flip on controllers feels better to me on console shooters
sometimes its used if the player is "drunk"
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
github
Dropbox is not version control software.
Use Git. GitHub is a popular hosting service.
I self-host a Gitea instance (i really need to update it...)
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)
Any suggestions to make it better?
like any one
can be the smallest detail
This is the core mechanic of Curse of the Dead Gods.
Also, be aware of the difference between making something tedious vs making it challenging.
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.
Things like jump each second or lose life is an example of something that would be tedious and not challenging.
inconsistent resolutions, make em more consistent
wym inconsistent resolutions
Different pixel sizes on different art elements looks poor.
Yeah that was a bit harsh, sorry 😬
Let me rephrase: mismatched pixel sizes can make otherwise good art also look mismatched.
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
!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.
like Magicka?
type-casting magic i think
you combine elements into magic spells
really fun
drawing symbols on a touchpad kinda thing?
maybe it could work
oh okay
only game i've played like that was Typing of the Dead
sorry 😦
i don't know
sounds different
is it like you're pronouncing the magic spell by typing it out?
would be fun for roleplaying
oh so it plays like Magicka but with typing
it has hundreds of combinations using elements
you combine elements from a magic periodic table together into spells
okay 😄
i think it would be fun as roleplaying the character
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.
you can make that yourself i am doing it on a notebook
for example take a coin which has a 50/50 chance right and make one side attack and the other defend
if the player levels up you flip the coin
then you could take something like a die and roll it
so you could do defend + 5 or attack + 3
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
you could combine a fruit machine so whenever the player defeats a boss they pull a level and get a random drop
its really good just taking something from another game and combining it into a 2D platformer
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
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?
Mr Game & Watch?
what you're describing is that haha
do they have a similar mechanic?
very simple gameplay loops
|| stick character
|| platformer
okay the main idea is the teleport gun in mine but I will check that out thank you
where can I play the game?
no game
they're handheld games with simple loops
from the 90s
the games just repeat
oh makes sense
he's in Smash
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...
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?
I googled about games revenue in 80s
Who believe pac man made 14 billion dollars
1$ in 80s equals 2.803$ now
It means the revenue was 39.2 billion dollars, which is insane !
Yeah some games high insane turn over rates
You should face the enemy and let the player position to attack
Forcing the player to move unexpectedly would ruin the immersion for me
thanks for the input
Otherwise I'm fighting the game to regain control of my character
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?
would most likely just study computer science, with that if you are looking at being in the game design field as a programmer, that degree will pretty much allow you anywhere in the tech field, rather than specifically tying yourself to one place, if you are looking at art that is something i dont know
I see thank you
How do you advise I learn the skills in game design specifically
i think that game design comes from understanding the issue at hand, but also understanding what methods you can use to solve those issues, weather that be logical like programming, or psychological like level design, at the end of the day, each topic will just have to be learned on its own
Ok so I should proceed with computer science and focus more on games. Then the design will just unfold itself to me
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
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.
Highly agree
you should certainly avoid having "infinites"
before can do the other move
i.e. situations where one player is literally incapable of escaping an infinite combo
the end of the combo has cooldown
but the 3-4 moves the combo
if i do them in quick succsesion
it counts
K got it
@manic gate where about a combo meter that drains?
Different attacks drain it by different amounts
If you're low on health it drains slower
DAMN
you are a genious
thanks
Kinda like stamina
ye gotcha
Would be fun trying out weak + weak + strong attack and weak + strong + strong attack 🫢
Maybe a special ability that fills the combo bar for a few seconds before going on cooldown
While in combat
Which one is better? https://i.imgur.com/IjHejd4.png https://i.imgur.com/7KElCBU.png
I'm really considering the top one, because i'm extremely lost, with the reflections not being realistic.
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 😄
Is the reflection key to the gameplay?
you can use planar reflections
no, its just for detail
I'd suggest you don't worry about it too much about it, and if your setting allows, break the mirror 🙂
Add cube mesh, scale it make it looks like a mirror, make it looks foggy, if its scary game then add blood decals using quixel decals, then use reflection probes
I'll have the mirror be face down on the floor, which means that it wont need a reflection probe, which is also good for performance too.
If I want to create precise movement 2d platformer like Sonic/Mario would I use a kinematic or dynamic rigidbody2d?
What are some design concepts/early planning decisions I should follow when making an MMO to avoid problems down the line?
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
There's the database, and there's the server which are not the same thing
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.
Yeah, im just looking for a simple way to store data, that can be universally fetched so in a way it can simulate an "online" feel, in that way i would figure i wont need an actual in game server, since i can just save all information to a database and get it and post it in a way, obviously the database would use a server i beleive, in that way i guess...
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...
Photon, MIRROR, DarkRift, Fish Networking
hmm, those are networking solutions, im thinking more like between mysql postgresql and sqlite, etc...
Sorry, I was thinking I'm replying to something else
I mean if you're just looking for a feel, pick something. SQLite?
make this
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...
I need help with my code
its movement code
i keep getting this msg
and
this is my code
i need help asap
just @radiant jungle
get this msg
put a ; at the end of line 4
fixed parrt of it now it says this
?
Configure your !ide so it highlights these simple mistakes and you can fix them
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.
how?
You really should ask in #💻┃code-beginner
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
Does your script name have a space in it?
Minecraft does 70
@lyric atlas !collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
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.
what are your thoughts on NPCs in video games with cameras taking your picture? 🤔
IT HAS BEEN FOR THE FIRST ONE
sorry caps
ight
@radiant jungle You can move this question and any future code questions to #💻┃code-beginner. This is the game design channel.
🤔 why are npcs taking pictures of me
creepy
haha just a little fun so you can make screenshots
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 (:
haha thats a cute drawing
most people don't make it to that stage
they're still busy writing
what system are you using for your clothing. like are you using any form of simulation on it or how are you doing it?
I just rigged the character
wait I'll send a video about this
have you tried asking chatgpt cause sometime it makes some weird solution that works tho
I tried it 😄
thanks BTW 🙂
sorry i couldn't help i've never used clothes physics in video games
it's not physics actually
oh
I sent u dm btw just check it out whenever. It might help but not 100% sure
You need to rig your cloth as well. The exact same way you did your character. (Your cloth will be a SkinnedMesh)
Do I need to rig each cloth with the same armature of the character?
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)
- You set the bones of the SkinnedMeshRenderer to match the bone of your character. (You might need a bit of programmation or tooling)
- Yes, you probably need to do so. (I usually do not do this step, so I do not know how exactly)
Alright then, thanks for help. I'll try
My problem is, that when I rotate my head until 90 degrees, it just stops rotating. https://gdl.space/nizevobiva.cpp
I want to create a "level" button which then takes you to a list of all the levels
Is the best way to just create a new scene for the level list?
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
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
Mathf.Clamp() basically prevents your value go out from between min and max values. Mathf.Clamp(value, min, max) so you should chance these like the image shows..
if you don't want to stop the rotation of your head, you simply delete yRotation =/xRotation = lines
/***/
I found these solutions. I never had this problem. So, I hope this helps
/***/
yes someone already told me but thanks a lot
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 (:
I made a collision detector for many things in my game
I thought it was pretty neat
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
- every time
those noticeable but short color changes on hit give immediate feedback to the player that they're still damageing what they hit
Thanks. Can you also tell me, why my Player is always flying through a Mesh? I was about to make a procedural World Generation, but now, my Player is always falling through. I tried a mesh collider already, but it didn't work.
This is the game design channel, if you have coding questions, use #💻┃code-beginner.
Oh, sorry.
"One Night at Flumpty's" Is a 2d game right?
But "Five Nights at Freddys" Is a 3d game?
FNAF is 3d models rendered out to images
so also 2d?
the in game assets are technically 2d, yes
come to #💻┃code-beginner channel
Why is my Unity keep crashing, when I try to put grass on my Terrain?
Hi, i'm actually creating somehting, only with UI element. Is that bad thing a game with only UI ?
Myst?
not really i play idle games which is just progress bars and buttons
ahah i don't understand
PC game
oh ok
make a game where you click a button
This could be about your GPU
I suggest you to make it from code
bc you're making a procedural world generation
a system like this;
cute
nahh, not anymore
I am doing my own terrain
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
you could always cheat like No Man's Sky
make a bunch of premade areas and randomize them
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.
type to experiment with different art directions and assets
maybe make an empty map to run around
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?
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?
Tip: fix the errors
Actual suggestion: post your code + error in #💻┃code-beginner so someone can actually give you a proper tip
maybe increase the fov? or emit a light from the player so closer objects appear brighter
look for inspirations in games and movies or go to pinterest and find a style you like
Hey, do you guys, keep a progress track on your games?
you could create a roadmap
there are websites for tracking game development progress
especially if you work as part of a team
no I mean, posting on Twitter or something else
updates?
yeah something like that
learn how to make splash images
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
Do you have accounts for it?
Because my game isn't uploaded
accounts for what?
oh okay
this is how riot announces new champions
Hear their howls, feel their hunger, and hunt down your prey.
“HOUNDS OF IRON” Cinematic”: https://www.youtube.com/watch?v=xIWsch7cumQ
Naafiri Champion Insights Article: https://leagueoflegends.com/en-us/news/dev/champion-insights-naafiri/
Naafiri Champion Bio: https://universe.leagueoflegends.com/en_US/champion/naafiri/
League of Legends Sig...
hype
this is another update image
you're basically giving players a glimpse into future content and generating hype
oh yeah but I mean for little projects '^^
i'm making a goofy space sim game
start small
realistic or non-realistic distances in space?
i'm leaning towards non-realistic
but goddamn @manic wind you were fast af at replying
rn i have some orbits and planets turning
i solved floating origin too
what is the added content about?
just draw some images and coming soon
nope, it's a in-dev game
ok
i don't know how to help you
like this kind of content
looks good
you could practice by having a base game and then marketing a new asset
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
make two assets and let people vote which they prefer
base game > two assets > winner added to game
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?
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
Code
Not interesting. Pretty much has been done a million times.
do it 1,000,001 times
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!
!learn, have at it
🧑🏫 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/
lol thx
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.)
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
neither. animator override controller
also not a game design question
uhhh probably just unity talk, or animations
okay thanks
what other souls like does that?
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 🤨
You describe a talent tree which is done in a lot of games.
In fact, Dark Soul is probably the one that is unique in this aspect
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
Heck, Diablo 4 is exactly that.
is diablo a souls like?
Do you really think that matters ?
-_-
My point is, instead of focusing on the fact you integrate a banal system, make it good.
you are just mean.
Do not sell your game on the fact that you included a talent tree.
this isn't constructive critique
Make something awsome.
tell examples than
🤦
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.
Diablo Paragon System is kinda unique.
k bro, agreed
In what way you would have offended me...
so bassicly you will have a basic skill tree but only avaible to be upgraded after level clearance
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
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
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
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
maybe a trigger, the trigger has a script ontriggerenter, checks if tthe collider that entered has a player tag or layer, if it has it gets a component<script> that has acces to maybe the user input or to overlay images for touch controls which will prevent the player from attacking by simply changing one bool
thinking its singleplayer i feel like it should be some kind of casual horror mixed with some stealth mechanics
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)
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.
i'm already using triggers, but in my case i have 2000 objects and it's not goof for performance. I need another option but i don't know what
2000 objects? but those 2000 objects arent all players?
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
in android, when this safe zone with 2000 objects appears, the FPS drops from 60 to 20. I'll try Unity Entities, it looks the best option
2000 dynamic objects is definitely something you want to do with ECS.
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)
#🔀┃art-asset-workflow Might be due to the render pipeline. Usuage of HDR color ? PostProcessing Effect ? https://docs.unity3d.com/Manual/HDR.html
in android when this safe zone with 2000
Bro, do you know how can I fix this error? InvalidOperationException: GetSingleton<CloudSpawner>() requires that exactly one CloudSpawner exist that match this query, but there are 0.
We do not have the code. However, it state what is the issue. Also, do not randomly ping someone.
but there are 0.
Just add one ?
i do not ping you randomly, i quoted you because you told about ECS, and maybe you could help me sorry
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.
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?
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
what a cute game!
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?
You could do both and put a toggle in settings for it
I would personally prefer the blue
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
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
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
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
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.
maybe "boss projectiles" which could/should be like, every x-th projectile to parry and deflect back? so player has to survive some time before being able to kill it?
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)
what do you mean by good?
what is this supposed to be exactly?
an informative gif for a website/tutorial?
a demonstration of game mechanic?
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.
is it fun? do you enjoy it?
start simple with a texture of scattered newspapers on the ground
some graffiti
make a trash can asset and then flip it on its side
stop making card games please
but card game are so good
too many card games!
ahah
haha yes make more card games who cares
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)
wtf is a skibidi toilet game?
idk, it's a dumb meme
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
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.
Use object pooling, if able.
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.
game design?
Yea why?
wheres the video game design in that?
Ask questions and discuss anything related to game design and narrative.
The editor won't open. Is there a Unity Errors page I missed?
whats that got to do with game design?
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?
Ok thanks. I'll repost there.
do you only ever need one Canvas object for all UI?
No, you should be using multiple and breaking them down for performance reasons. Something you can research.
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
If you are doing a "mini-map" it should be fine. However, if you plan on doing a map that includes more than that, I suggest an other approach. It is kinda hard to suggest anything because we do not know if your world is dynamic (Layout Change), if your world is large and what is the expected detail shown on the map.
Unless you want to make your own language, this seems the most simplest ways I'd say
Yeah, it has the same effect with varying levels of understanding it.
I know nothing about calculating stats in game
Someone know a place where i Can learn
what sort of stat calculations
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!!
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.
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)
The real feature of it all is being able to construct similar data objects from a single scriptable object directly on the editor.
Of course
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.
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
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?
Essentially, even though it wouldn't strictly be considered 'inheritance'
But yeah, how in-depth to make that heirarchy
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
Yeah, it's wildly different from what i've seen, haha
But if you want to be somewhat sane about it, I'd split up your enemies and items into their own respective bases.
I am just a meticulous planner, so this gives me grief, lol
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
But in that case, would you still derive from Item?
Or EquippableItem, NonEquippable, etc
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
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
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.
Which, from a clean coding sort of perspective, probably means you should split off and branch more, for defined usage, right?
inheritence is easier to grasp imo, but you don't want to stretch your hiearchy too thin
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
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
Not sure what that is but i'll take a look, thanks!
I've heard DOTS has its pros/cons
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.
I want to add stats like Armor, Crit etc
So in a roguelike/lite game, where would each of these perks/upgrade fall under in your opinion?
- upgrades such a higher damage, faster speed, heal 25% health, life steal, etc.
- faster weapon firing, split bullets, wider spread, bullet ricochet, etc.
- 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
Debuffs are 10/10
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
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
- Skill tree
- Upgrades
- Level up
However, you should consider adding a lot more variety and importance in the Level Up perk. Ideally, they should be the most important one to increase the variability of each run.
thx for the idea
has anyone here tried to make a Office management game ? similiar to Fallout Shelter, Project HighRise or Game Dev Story
Thank you. Yes, they could fall anywhere, and which is why I was trying to get a feel for where players would like to see them.
Very true on the slow growth in permanent tree - don't want player getting OP.
Thank you! Keeping each run different is correct! Will keep that in mind.
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...
how i get idea desgin for my game
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
It depends on the game.
In some game (Competitive Game, by example), finding something that you cannot use is a frustration. It must be carefully adjusted.
In other game (Survival Game), finding something that is not usable at first give the player an objective. In this case, either the gun or the ammo fulfill the same role.
nah single player horror game
Does your game include intensive fighting ?
Then you should carefully adjust the amount of unusable object the player will find.
Otherwise, it is going to be a frustration.
aye was thinking about lore
Not exactly sure what it means.
it means that the player finds a melee weapon first and ammo second before discovering a pistol due to the plot of the game
You could consider this being carefully adjusted if it is part of the story. The type/amount of enemies will be balanced around having completed this part of the story.
maybe picking up ammo and a note educating the player that pistols draws unwanted attention
Also, if it is "Unique" type of weapon and other weapon are usually usable directly, then you can also consider it carefully adjusted.
You do not need to explain explicitly mechanic.
then when the player discovers a pistol they can make a choice
That was not the point of increase the difficulty in what I was saying. You can easily decide to make it that way if wanted though.
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.
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
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
no just a static image
Preferences?
[⬅️ ] Full screen ui for inventories and menus
[➡️ ] Part screen ui for inventories and menus
It depends on the rest of the game. Both can work pretty well.
examples would help too
Is mentioning other games in your game considered copyright infringement?
Yes.
damn
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.
alright thx
Trademark infringement not copyright but end result is the same
@cold onyx This is the game design channel. If you have a coding issue, use #💻┃code-beginner
bruh my discord is glitriching againn lol
anyone want to hear my game concept?
Are you actually working on it? In any case, let's hear it.
But it's always better if you dare to manifest it in some way u.u
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?
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?
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
wym?
Open Unity
Make it happen
At least up to a 'proof of concept' stage
And see what you can learn on the way there
whats concept of "proof of concept" excatly? a playable level? with all mechanics? or just basics?
Whatever fleshes out the idea in an interactive way
Playable level, just the basics, etc.
so that can be also a power point presentation?
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
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?
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.
When all you have are concepts, let's say art, lore, designs, etc... but no actual gameplay, then you won't get any funding. So yeah, you need "Proof of Concept" for funding. Or else you'll get called a scammer e.e
Games are gameplay first.
i see, i understand it now, thank you for explaining it 🙂
yes, i agree. i hate the "graphics matter more than gameplay"
lmao yeh
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
Preferences: (Infinite space inventory)
[⬅️ ] Auto Pickup items into inventory
[➡️ ] Manual Pickup Items into inventory
depends on game style, if its minecraft like, then autopickup, if its like rpg with many stats, then manual
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"
!collab
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jit it was 2 hours ago you already !collabed my ass a while ago MY B
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
@craggy halo Don't spam the channel. You've already have been told where it is appropriate to post.
Dude i did it before they ! collabed me i aint know.
@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
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
What's the purpose of having a separate script if there's no specific behavior in it?
I haven't decided what enemies and obstacles will be in my game, but ObstacleController already has useful scripts so that the lines of code will be decreased to minimum
I just don't think that every obstacle needs to go in one specific direction
I know that, but I probably have to have different scripts for Log Obstacle and e.g. Spikes Obstacle
You still did not explain why a log needs a separate script. Is there anything specific that it does compared to other obstacles?
both can be the same script with a parameter that says to apply damage or not. Or even entire custom action assigned.
because log needs direction to move, not all Obstacles have this direction
also Enemy has this direction, but it moved 1 unit every n seconds
log is unstoppable and will be moved in Update
yeah, I can do this in 1 script for sure, but there will be too many redundant methods
and fields
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?
yes, I do already have those scripts in parent classes, so that this behaviour is much easier
private IEnumerator Move()
{
yield return _moveDelayWFS;
while (true)
{
Vector3 newPos = transform.position + GetDirection(direction) * moveUnit;
MoveIfPossible(newPos, direction, k_playerTag);
yield return _moveIntervalWFS;
}
}
Moved in FixedUpdate using MovePosition method on its kinematic Rigidbody. So that physics step was updated properly.
is physics step not updated property when moving directly with transform.position in Update?
no
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
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
Does anyone know, is Pathfinder Kingmaker/WotR devs used some kind of extension for unity to make dialogues, or their system is custome made?
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
Doing a raycast every frame is fine, it takes a lot less resources than you would think
At least compared to rendering and physics
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
Rendering really, really, really far object is not something you should do.
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.
i ended up finding a solution to make what I was trying into a skybox, but thanks a bunch for your input
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?
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
Like, different levels?
not quite levels, more like
title screen -> story scene -> scripted sequence -> playable area -> story moment -> playable area -> change in "game world"
type thing
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?
post relevant code in #💻┃code-beginner
Yea a variable that changes between these would work.
Except the title screen should be a separate scene
how can I make a seperate scene?
does anyone in here discuss game design?
i could help
im not the best at it tho
alright lol
😛
working on anything?
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?
how are photos graded for rewards?
@manic wind It's a combination of tornado strength and distance from the tornado
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
Hmm nice, I like the idea of some sort of “VIP evacuation”
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
then pay for it?
@west zodiac !collab
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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
from a world building perspective, it would make sense that parts of the robot would be malfunctioning. From a game design perspective, you can use that as a way to introduce new mechanics over time. That sounds good.
bipedal?
two-legged
do you prefer having a main sword in an RPG or a variety to switch between?
I like a variety that are equally powerful in different categories, like instead of vertical progression in the swords, I like horizontal progression in swords
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
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
so you can still kill the undead but equipping a certain sword kills them slightly faster
Yes
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
Could be interesting
@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
So an ability that half’s your health, and the health you lost scales with strength
While I don’t know how you would get the items and abilities, it could potentially fun
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?
That depends how much damage you start with, but generally percentages allow for more creativity in player builds from my experience
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?
how can i come up with map deisgn for my 3d puzzle game revolving around a house
depends on the game mechanics
I would take a guess and say that it is because of its history and theme. If I gave you exactly the world that Mario lives in, what would you use to give power ?
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
You asked why they used Mushroom and Shell. This is the reason from my perspective.
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.
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
Thus, I would think having power that fit the universe instead of having them fit an Universal perspective is better.
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.
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.
Hello, I am just seeking for some design ideas. Any ideas on any improvements? Do you find this design ugly? What is your opinion?
It is hard to know as we do not know what information is more important than the other in your game. I would maybe try to subdivide the whole menu in multiple tab instead of a single one. (Demographics, Economy, Diplomacy, etc.)
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.
Thanks for the input, and tips 🙂
Funny mushroom make go fast
any advice on what i should focus on first in my multiplayer survival gamw
Step 1. Figure out the meaning of life
Make a GDD. Define what are your selling points.
The purpose of a game design document is to unambiguously describe the game's selling points, target audience, gameplay, art, level design, story, characters, UI, assets, etc.
https://en.wikipedia.org/wiki/Game_design_document
i only just started making it
I never played Mario Kart but I can easily imagine Mario eating shrooms, getting high af and going full speed to find some more.
How legal is it to make and sell a full game using only free assets?
Depends on the assets licenses. Some licenses don't allow you to use them if you are selling your game
yeah free assets can have licenses
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)
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.
Thank you for sharing this link
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
Note: Depending on the workflow of your team, it can be updated (used as a living document) or not. From my experience, the document is heavy worked on early and is used principally for the "Pitch". Afterwards, the document is rarely amended and the new feature or either included in the game or waiting in a backlog.
Sounds good. What variations would there be for an indie/hobbyist developer?
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 ?
thanks!
What are y’all’s opinions and thoughts on having UI part of the environment
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
Maybe look at other similar games like demoncrawl or Let's! Revolution! for inspiration
good idea
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
I prefer overlay UI. There is less risk of it going wrong.
What you are aiming for ?
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
Definitly going to be even harder on Mobile
Because of how you gonna need to think about all the different resolution
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
Those are kinda going in opposite direction. For a mobile, I really recommend to use Overlay. That does not mean that you cannot add sign or other environment UI, however your "main" UI should be an Overlay.
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)