#archived-game-design

1 messages · Page 11 of 1

sharp ferry
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The setting and exit button would be on the side panels on the center column

last willow
# sharp ferry

it looks kinda impractical and uncomfortable #ohmyeyes

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good luck with this

sharp ferry
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I’m removing the enter button

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As I said it’s a very Crappy first draft

last willow
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it's your ?

sharp ferry
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Yes

last willow
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why are there 3 rooms upstairs instead of 1 and arrows on the sides?

sharp ferry
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I’ll give more context one sec

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So each room would have its functions

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5 rooms total

last willow
sharp ferry
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3d

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I want a mobile port at some point

last willow
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this will be a menu where the character will rotate and choose something from 5 rooms right?

sharp ferry
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Yes

last willow
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that's interesting idea

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good luck with this

sharp ferry
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Do you like the idea

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Might be the wrong channel

fiery harbor
sharp zinc
sharp ferry
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So is this channel to discuss design decisions within games in unity

manic wind
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You can talk about game design with board games like monopoly if you want

sharp ferry
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Ah ok

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Cool

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🙂

sharp ferry
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so yeah i think ima just go with overlay UI. here is a Ruff Draft gonna make hella changes but yeah

manic wind
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tanks

sharp ferry
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Tanks indeed

sharp zinc
manic wind
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more tanks

sharp ferry
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Hmm

sharp ferry
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Interesting

manic wind
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tank you very much

sharp ferry
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Tanks alot

winter cloak
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Anyway one can help with advice how to deal with 2d sprites.
We have a character, and we want to impose a weapon he is holding in his hand. But character is pixel art. What would be a best approach in this case, if we want to avoid repeating frames of weapon animations on each character to match the animations specifically matching handle of a weapon with the character model.

agile mist
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hey guys, i currently dev a zelda like game, and got a quote from a programmer. since i dont do programming i try to reach out to some experts to have a look if the quote is realistic or not. happy about anyone who'd be able to help 🙂

sharp ferry
sharp zinc
true coral
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Looks like I posted this question in the wrong spot earlier so I'll try here?

"So here's a question. You know how some game devs have disclaimers in the beginning of a game for things like triggers, health alerts, so on so forth? Anybody know if there's some regulations I could look up for reference if I were to design games where that's relevant?"

manic wind
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I'm not sure about video games

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I think it's done out of curtisy towards the player

true coral
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That does make sense. I was wondering where devs go for reference when making this stuff. The movie idea doesn't sound bad

true coral
manic wind
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You can check movies here

true coral
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I seem to be running into errors but thanks anyway

true coral
manic wind
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Oh

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That site seems a bit much lol

true coral
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Some sites are 😅
No sweat though, I think I got a good direction now. Thank you

manic wind
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You want this kinda thing?

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One of my favourite warnings comes from a Harry Potter movie "contains fantasy spiders"

true coral
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Not what I was thinking but that is a good point

manic wind
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Yeah 👍

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Good starting point at least

wicked stump
noble drum
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I think you can improve these nails. - Yes, my precious.

signal dirge
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I need help in building my game's map. I just don't know where to start. i want it to be as rageful as jumpking or getting over it but still having space to do things such as wall jumps etc

manic wind
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study tilemaps for Unity

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In today's Devlog we'll cover the allusive Metroidvania level design, and how it's actually pretty easy to make. Games like Super Metroid, Cave Story, Hollow Knight, and more. I'll even show the steps I took to overcome it with my game indie game, Dewdrop Dynasty.

● Wishlist Dewdrop Dynasty: https://store.steampowered.com/app/1444080/Dewdrop_...

▶ Play video
#

Game Design in Action continues, this time with level design tips for designing levels for your 2D platformers!

Will I actually stick to keeping a feature as it is for more than a week? Who knows! Find out next time on the next exciting episode of Making A Platform Game For Steam!

MUSIC ATTRIBUTIONS:
Ultralounge & Werq by Kevin MacLeod
Link: h...

▶ Play video
proven summit
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Hello I have this box the player can push and I'm not sure what I should do when they get it stuck in the corner

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ideally they go to it's corner and push and it'll go out of the stuck position but how would I approach this in unity?

neon jackal
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writing down my rpg ideas

signal dirge
manic wind
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tile palettes too

proven summit
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the box

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it's ok I just made the player be able to pick it up

merry yarrow
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what dimension should an image be for UI items and UI inventory?

echo galleon
proven summit
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xd I will try

echo galleon
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I personally have always liked when there is just something quirky and it will be like an easter egg

merry yarrow
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is 500x500 too big for non pixel art ui items?

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after inspecting some free itch.io pixel ui art it seems like the norm is anywhere from 16x6, 32x32, or even 48x48

but what about non pixel art? like what you see in botw/totk, animal crossing, or dragon quest? how big are those normally?

sudden pendant
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You pick your target dimension, and you make your UI to scale based on that resolution.

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1920x1080 is probably the most common reference resolution

reef gate
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How can he pick things up if hes armless

bleak loom
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He walks into them and they get stuck

fringe nest
onyx blaze
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hey guys i need help, i am following a tutorial to make a 2d tower defense game and need to set the PPU of a sprite to 32 and change the sprite mode to multiple, however when i try to do this the apply button stays greyed out and if i click of the sprite the values go back to the originals, i cant find a solution anywhere and i dont know what to do

manic wind
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any RPG fans here?

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would you want an item accessory that will tank damage for you on low health until it breaks and you have to craft another one?

tribal hill
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other than that, just sounds like bonus HP which is pretty boring imo

manic wind
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more like armour but okay

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that cracks after taking enough damage

manic wind
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i kinda like it i might make it lore item

mossy sky
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hello, I'm currently setting up a scene in Unity with some buildings that I made in Blender and I'm wondering, what are some common practices to avoid the directional light in a day/night cycle from casting shadows and effecting the lighting inside the building? I have a sun that moves across the sky and rotates the directional light to cast shadows in the proper direction and it seems to effect the lighting of interior items and walls.

For right now I'm setting the buildings and everything inside them on a new layer that the directional light ignores and then I'm going to rely on baked lights to get the lighting I want indoors. I've noticed a few issues with that though. If I continue with that approach I noticed the building itself doesn't cast a shadow on the ground outside, which is something I don't like.

So my thought is to go back into blender and separate the outside layers from the inside layers, that way the outside building can still cast a shadow but everything else inside will be on a separate layer relying on baked lighting.

Sorry that was a lot, but basically I'm just wondering if there's common practices of solving these issues.

manic wind
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solved

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seriously i would just bake the shadows

cold onyx
limber coral
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What do you guys think, how would you improve it?

cold onyx
manic wind
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i'd add a charge-up animation

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maybe switch from a blue to a red when fully charged

mossy sky
# manic wind seriously i would just bake the shadows

the map has a day/night cycle meaning the sun moves across the map throughout the day rotating the directional light to cast shadows in the correct direction. I'm assuming baking the shadows would not work in this case

manic wind
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oh i dunno then i'm more a designer than a developer lol

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i'm not even a good designer

south dust
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Where should I be to promote my 3D design services?

sharp zinc
desert martenBOT
limpid shore
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Hey are there any good tutorials on how to make 3rd person over-world mapping.

With a google maps background - similar to Pokémon go. Found one but it was with unity 5 from a while ago

sleek phoenix
limpid shore
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that im looking for

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new to unity btw, shouldve mentioned that

sleek phoenix
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thats like one of the hardest bits lol

limpid shore
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oh really

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ok gotcha

sleek phoenix
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rendering real world data in unity isn't a trivial task

limpid shore
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ok

limpid shore
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how expensive is geospatial creator api compared to the 2nd best overworld view

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i think im actually looking for something a bit simploer than geospatial

chilly oriole
pearl moat
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Light transparent blue or white

chilly oriole
jaunty nova
chilly oriole
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Should i make it darker?

verbal mantle
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How would I move one of the white boxes over to the other side of the slider

jaunty nova
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i feel like that would be blinding

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and maybe make it like a sky blue?

sharp trail
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what damage formula you would use for damage scaling with level and items? One like in POE where you first stack all flat damage and then multiply it, or like in genshin where there are base flat damage, that is multiplied, and bonus flat damage that is not multiplied by buffs and mods? Or maybe something of your own?

snow nacelle
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!collab 👇

desert martenBOT
torpid thistle
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How do you guys find the art style that looks perfect on your game?

sharp torrent
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i mean... sure
why not

sharp torrent
limber coral
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What do you guys think for a low poly character?

manic wind
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i hope he doesn't skip leg day at the gym

limber coral
manic wind
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kinda has a Kyrten head though

limber coral
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and also another view on the head

manic wind
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reminds me of Kyrten from Red Dwarf

manic wind
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is this a good method for designing video game assets?

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design against a grid

torpid thistle
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How do games like limbo and inside have the minimalist look whereas when I try it, it just looks bland?

manic wind
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honestly? years of graphics design

modern quest
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hey guys, im new here in unity and i wanted to try to create a character creator(like on the left)

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but i couldn't do something similar

manic wind
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people who made stuff like CupHead graphics have been drawing from 9 years old

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just gotta keep trying stuff and doodling

torpid thistle
manic wind
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take a look at shadows

silent hull
manic wind
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instead of white a very light grey

modern quest
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uhh hi?

manic wind
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hi

silent hull
modern quest
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well, i can't do the character creator similar to the ones like gacha club and i wanted to create a system similar to them, how do i do it

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i don't think its the right chat to ask that right

manic wind
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lots and lots of drafts

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a team of graphic designers

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a director

silent hull
modern quest
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oh okay

manic wind
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i think they want their character creator interface to be of the same high quality

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in terms of graphics

modern quest
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well im actually struggling with the scripts

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i never did i coding similar with the character creators scripts

manic wind
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oh a coding problem

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i'm an asset designer haha

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i guess its hard to switch off

silent hull
modern quest
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oh qwq

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okay, thank you

silent hull
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A character creator shouldn't be too hard, it was actually the first thing I created in Unity and most of the time was just waiting for the assets, and even with my terrible coding it went quite smoothly..
Either way, good luck with completing your character creator

manic wind
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i remember creating character creators using flip books in school

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fun times

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also animations too

pearl moat
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Bald

cold onyx
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guys, do you all like more when gun is fixed in the view or when it kinda sways and follows the view?

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i think it feels more responsible when its fixed but idk , what do yall think?

neon jackal
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how do i get started with an rpg

silent hull
silent hull
neon jackal
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mideivel but i have an e-book that says i needs free assets to do it and i think i can pull it of with free assets

echo matrix
sharp zinc
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!collab

desert martenBOT
cursive raven
echo matrix
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I've never worked with creating enemies in depth , any tips (my game is a 2d topdown RPGish very early WIP)

manic wind
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you could also learn to code patterns

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movement patterns and combat patterns

echo matrix
manic wind
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cool

echo matrix
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The only part of it I'm decently happy with is the context based steering behaviour

manic wind
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you can have some fun with it

hasty sinew
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Can you copyright borders? Like can I make a game with the exact same state borders as hoi4?

silent hull
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I believe you can safely make the same exact state borders...
It would become an issue if you tried to clearly copy a game, alongside with all their art and mechanics, but some similarities are ok. There are tons of games that look like HOI4 but are completely different once you actually play them.

hasty sinew
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my end goal is to have every city be playable, but hoi4 states is a less time-consuming goal for now

silent hull
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Shouldn't be a problem.
Simply taking inspiration from another game to make some of your own smaller assets (such as borders), if not obviously copied 1:1, doesn't involve any copyright issues

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And even an exact copy of something as small as a state border shouldn't be an issue... probably

mighty ice
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Hey smart people I have been wondering how you whould allow custom maps in unity and how to format them for steam workshop does anybody know if you can just drag a scene in there but how whould you download and how can others just play the map as it was build in I’m not sure if this is a bit too much for my skill level but I would love some feedback

unborn wolf
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Ive recently started to break my scripts down into bite sized pieces, I was trying to learn about Unity inheritance and was wondering if how I've set it up currently is best practice

snow nacelle
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you're duplicating your object with that Instantiate call

unborn wolf
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You are correct, I dont know how I missed that

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Initially I was just going to do like

input = new InputController()

movement = new MovementController()

but it turns out that isnt allowed for Monobehaviour objects so

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I switched to this

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Thank you though

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Otherwise is this okay?

snow nacelle
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yep. it allows you to reuse your components, for example the MovementController can probably be used for more than just players now (assuming it doesn't do anything player-specific) and would just need some other component telling it when to move and stuff

tacit star
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Could someone give me a reference or template of Game Design Document. Does unity template of GDD is a good one to follow?

grand parcel
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Hi guys. I would like to recreate this movement system inside unity. Originally its a teardown mod and so the game already has a default character controller so my mod is built over the top of it. But for unity I guess I would need my own controller. So the question is what is the best way to achieve this. rigidbody type movement?

sudden pendant
reef rover
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I need help getting a resource or tutorial for a fps turn based party rpg. Trying to make a simple version of wizardry 8

manic wind
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what does "stylized" mean for assets?

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colourful?

sudden pendant
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Not-realistic, hand crafted to look the way you want.

untold fog
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I'm trying to think of a new kind of style for my fps game, I've had "new guns but stylized like old guns," and "new guns in post-apocalyptic world"

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both views are interesting in an old way but I also like the second one a lot, the first style could be suited for an "alternate timelines/universes" background but I can't really think of how it could be eye-catching because it just looks like a gun at the end of the day

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(and also because guns haven't changed style that much over this short period of time afaik)

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but the second option is really interesting, I've been imagining this where a catastrophic event like ww3 or a galactic war with aliens occurred, and the earth basically turns into a wasteland

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but then this businessman takes this opportunity to seize it (because other planets are occupied) and turn it into some kind of

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like

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what are they even called

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paintball (or lasertag i guess) but with real guns

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the guy just takes the land because nobody wants it, but he doesn't have enough money to build the actual arenas, so he opens it up and lets people fight each other for fun while he raises money to spend on his new business

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this is my view on how something like idea 2 could be sensical

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in the end you get neon guns in a dirtland/wasteland

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am I in the right channel lol

sleek phoenix
untold fog
manic wind
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lol 🤣

untold fog
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no way did I really just describe borderlands

sleek phoenix
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Lol

untold fog
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im serious I never played the games

manic wind
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They're amazing

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I like playing Brick

sleek phoenix
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How about you go take a look at some gameplay videos then

manic wind
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I'm guilty of designing stuff that already exists

untold fog
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I wanna make an original idea I didn't expect to just

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create

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borderlands

manic wind
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Make it anyway

sleek phoenix
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Nothing is original

manic wind
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Yep

untold fog
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sure but I wanna be original enough

manic wind
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You probably will be just from never playing Borderlands

sleek phoenix
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nothing is original

untold fog
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what's the plot of borderlands

manic wind
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It has a plot?

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I just kill shit

untold fog
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does borderlands have a story

manic wind
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I think so

sleek phoenix
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Yes

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At this point you should just look it up yourself

untold fog
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sure

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yeah no my idea was different

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it doesn't look exactly like what I just said though

sleek phoenix
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Well yeah, of course it's not gonna be the exact same

untold fog
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yeah it's really a lot more different than I assumed it was

sleek phoenix
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It's just mainly the post apocalyptic fps part

untold fog
sleek phoenix
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Ultimately however your execute your idea is the more important part

manic wind
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Yep

untold fog
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sure but I don't want another call of duty

manic wind
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Just don't make Ghosts

untold fog
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lnao

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I kind of enjoyed it though

manic wind
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Worse FPS game I've ever played

sleek phoenix
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I mean you're not gonna make CoD without millions of dollars anyway lol

untold fog
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granted I didn't have high standards at the time

untold fog
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I wanna make an interesting story

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(even though it's a multiplayer game)

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but I do plan on adding a story mode

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or a pve alongside the pvp

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especially because of the fact that I'm also making a new "original" gamemode

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basically it's like capture the flag but it's a basketball instead and you can use it as a weapon against others

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the core of it is that you need to get the basketball to the other side (which is... basketball) and you have to cooperate with your teammates to be able to score

manic wind
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Would be fun to shoot the basket ball into the hoop

untold fog
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you would be fucked by the inability to calculate the exact angle

manic wind
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Real life video games are boring

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Which is why I love playing Borderlands

untold fog
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sorry i had to plug in my charger

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anyways i think a good way of making the basketball aspect fun is to make its physics with the hoop kind of like a pair of magnets or planets

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the optimal route is what would be a perfect shot in the real world, and if you miss by a little it orbits a bit and adjusts itself before passing itself int the hoop

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so while it's doing that, the enemy team gets a chance to deflect the ball using their guns, or by jumping their way to the hoop and grabbing the basketball by hand

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another thing is to expand the movement options when holding the basketball, and allowing for more style

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more style more points

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and if you wanna mow down the enemy with a gun, you're free to do so

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i think this is a good idea, any suggestions?

manic wind
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Hard to tell with just words

lost merlin
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So I'm trying to optimize a lot of how my data and modifiers are passed into the abilities and buffs/debuffs and I've came across a dilemma where I'm not sure how these abilities should update when they were previously used (and ongoing). Some games I know like WoW used to snapshot a lot of their abilities, being that you'd buff yourself to the sky then unless a barrage of damage over time effects onto your enemies, but nowadays I don't believe that's the case anymore.

Now, I'm not too aware how exactly it all has changed, but if I were to make my abilities update as soon as I re-equip myself with new modifiers I'd feel like that would be quite abusable. Imagine having a bunch of +cast speed modifiers where you'd quick swap every cast with pure damage piece of gear. However, this would fix the issue in which you'd apply a damage buff and your damage over time spells will instantly become updated instead of having to recast your abilities again.

Personally, I think snapshotting would be more ideal, but then I run into the issue of performance. Reading directly from a single reference of data is more preferable than having to make a struct of variables each time I apply a new debuff to an enemy. Perhaps taking advantage of both is the idea; just snapshot a very specific amount of variables, and keeping the overall composition the same for the ability from the point of casting.

manic wind
lost merlin
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True, but there much be more I'm not understanding why games (path of exile/ff14 too) start out with a snapshot approach then eventually change it all up

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I'm leaning more on that it's just more performative for the servers I guess?

manic wind
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what do you mean by snapshot?

lost merlin
manic wind
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i don't know sorry

lost merlin
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The better example is buffing yourself with +damage for a short duration, then throwing on damage over time effects onto your enemies which persists longer than the damage buff duration,.

manic wind
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good luck

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oh i see

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assassins

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make it play however you want

gaunt cobalt
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Hi guys, I want to learn some ideas on how to manage my items scroll list. Especially stuffs like handling new/notice badsges on items and how they are cleared. You guys know any games i can check out that put an emphasis on item management UI on mobile?

gaunt cobalt
amber parrot
#

were my message go?

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what the hell

hard fog
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did you trigger discord filter with picture?

sudden pendant
manic wind
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i'm glad non-game design related queries are being removed

open aurora
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wasn't sure what channel i should i post that in but i'm not sure what resolution or rather camera size i should use for my 2D Pixel Art Puzzle Platformer.
Up until now i've used celeste resolution which is 320 pixels by 180 pixels but my game has different scale for player, tiles, etc. so it does not really fit. Currently my camera is the width of 20 tiles that i use to create my platforms.
Any ideas? Or recommended places where i can look for an answer? It's imporant because it regulates the amount of things the player can see at once and that's important in a puzzle game.

cinder hamlet
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if 20 tiles wide is the right size for the player to see the whole puzzle comfortably then go for it

open aurora
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well the thing is that puzzles change

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and well more camera is good but at the same time if your camera is bigger then the room that is shown has to fill in that camera which forces(not necessarily ik) some smaller rooms to be bigger.

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and idk i'm just looking for some advice

true mango
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i have like this whiteboard of stuff for my current project but i wanna hear opinions on some of the designs before finalising them

pearl moat
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The designs kinda cool ngl

true mango
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but i'm focused on what the flaws are

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i personally can't see anything bad with the designs [ excluding how the concept art was drawn ] but i know there's gonna be at least one thing wrong

calm zealot
#

What would be the best way to interact with objects with an animation? I've been thinking of some ways and one that might work is by having the interact animation on the player with the object, when the player is a child object of that object to interact with. In this case I'm trying to do this with a door that will trigger an animation on the player to open it. I need to use this while additively loading another scene since my game is in a style that blends between them.

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Would that be a good way? Or is there an easier way?

late vapor
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wrong channel, but I have the same question too

surreal cobalt
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i especially like the dragon

true mango
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the dragon is named scorch

surreal cobalt
#

Just slightly I am reminded of Azure Striker Gunvolt somehow,
I feel like that game had a certain fluidity to it

silent hull
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And even if the level is really small, just make it big enough to fit the camera size (the additional part of the level can just serve as a background, player can be just prohibited to go there is necessary)

neon jackal
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Question am I allowed to use the battle royal br200 for my game

grizzled schooner
#

Not sure if this is the best place for this question.

For localization(mainly dialog use), what have y'all found to be the best tables convention? Like one table per scene, one table per project, one table per character, ect?

strange onyx
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Does anyone know how you can make one animation for multiple situations? Like dayz has 3 running animations, one with a pistol/one handed , one where you are carying something and one where you are carying a rifle/two handed
despite there being countles variations in rifle length dayz only has one rifle running animation
how do they achieve this ? is this procedural or ?

strange onyx
#

haha found the answer thanks tough

neon jackal
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i have character model for my fps game

manic wind
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FREE?

pearl moat
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Doubt

silent hull
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Free? Probably not.
Rev Share? More likely

sudden pendant
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Not even rev share.

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@cold onyx !collab

desert martenBOT
sharp ferry
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Slowing reworking my game menus

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Still in early alpha

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Made my own models

short seal
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So I tried something with the UI of the game that i am working on.
I put a side by side, which do you like better?

Please have a vote:
⬅️ like left better
↔️ doesn't matter, both equally good/bad
➡️ like right better

valid ingot
short seal
#

Thanks for the feedback guys, appreciated

patent summit
#

Hi all, I am a student researcher in HCI (Human Computer Interaction) field.
During my recent research on VR commercial games, I noticed that developers incorporated two distinct modes for controller vibrations in the game. For instance, when attacked by zombies, both controllers vibrate simultaneously, while when firing a gun, only one controller vibrates. I am curious to learn about the specific design principles that guided these decisions and also hear about your experiences in game development.
I would greatly appreciate it if you could share any insights into the design considerations that led to these different vibration modes. Additionally, I am interested in hearing about your experiences and expertise in the field of game development.
If you are willing to help, please kindly fill out the following form, or you can DM me to provide more detailed feedback.
https://forms.gle/xfGuv89o2maUR9Pq9

slate radish
#

does anyboyd knwo hwo to my this sniper less grainy and look more high quality

slate radish
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what do you mean @manic wind

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I imported the sniper from sketchfab as an fbx

manic wind
cinder hamlet
slate radish
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but why does the game look so grainy

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do you know what im tryna say

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like

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pixelated kinda

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not just the gun but if you look at the boxes behind their also not high quality

sudden pendant
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This isn't a game design question. Make sure your game view scale slider (at the top) is all the way to the left.

cinder hamlet
#

though what you can do is add anti-aliasing to get rid of these weird staircase-shaped edges

cinder hamlet
slate radish
#

ok thanks

cinder hamlet
#

yw

sharp ferry
#

what do u guys think of this UI?

pearl moat
#

Better than before

manic wind
#

@sharp ferry I love it. Reminds me of Carrier Command

sharp ferry
#

thanks 🙂

manic wind
#

Maybe anything to do with speed could be blue

#

Turret speed

#

Tank speed

#

Reload time

#

Fire rate

#

Just a thought

sharp ferry
#

maybe

brazen ember
#

If im on the wrong channel someone lmk where I should go instead but, in thinking of making a game where you build custom keyboards kind of like the game pc building simulator, i was just wondering if it was a good idea or should I think of another game?

fallen radish
#

I've been working on a movement shooter for a long time now, but i still have zero game design.

#

can someone help me with enviroment ideas? I dont even have story/setting

brazen ember
#

What do you have done so far?

fallen radish
#

full movement/gun system with enemies and some basic levels

#

three different guns right now

#

im willing to change guns or pretty much anything to match style

brazen ember
#

i think anohter gun model might match the game feel and graphics better but i wouldnt have it on top of my to do list. id start by making a complete level and getting all the base mechanics tuned out

fallen radish
#

thats the thing, i wanna get an idea of the games setting so i can design levels around it

#

use enviroment in the level

brazen ember
#

ohhh i gotchu i gotchu well theres a few styles you could go for, you could do it in a simple but clean kinda building similar to the game karlson. you could try to come up with a story on who the player is what they are going towards or running from? then take the feel and look of the game from there

#

basically id find a story first to get an image of that style that would go good

fallen radish
#

alr, thanks for the help. Im definetly trying to stay away from karlson like graphics, i already get enough comparisons as is. Problem is im not a good level designer at all, and thats the easiest style

brazen ember
#

oh i get what you mean you could change the texture of the walls to match the gun? so its less karlson-y, but yes i can always give feedback if you come up with a story. No harm in Chat-gpt either for some guidance on a base story if you are really stuck

fallen radish
#

think i might try this style out, really cool in my opinion

brazen ember
#

omg yes that would be so sick

fallen radish
#

looks simple too

brazen ember
#

you could so do that im nto too sure myself how to get that affect but im sure it cant be too hard. thats a great style very dystopic

fallen radish
#

alright bro thanks for the help

brazen ember
#

no problem :), any time

sturdy oak
#

wondering what could be more interesting for first indie game whenever im ready, more traditional turn based in-line with a megaten game, or combining aspects of turn based and xenoblade

jolly gulch
fallen radish
#

on

#

no

feral mountain
#

Heya im looking for some help with my thoughts for my Game, please react with the Emoji of Idea you like the most or reply to me directly ^^

1️⃣ Hue Showdown - Players take part in a game show where they have to paint the arena and eliminate enemies

2️⃣ Tinted Takedown - In a world where colors have power, players become Tinted Fighters

3️⃣ Pixel Paint-Out: In a retro pixel-art world, players control Pixel Punchers equipped with pixel-paint guns

4️⃣ Neon Nozzle: Set in a cyberpunk metropolis, Alien-like people wield cyberguns shooting toxic neon paint

5️⃣ Prismatic Blitz: Players join the Prismatic Blitz Brigade, a specialized force armed with prismatic fluid launchers

6️⃣ Chromatic Chaos: Set in a futuristic world, players engage in Chromatic Combat, wielding powerful chromatic paint launchers

You either can surf 🏄‍♂️ , swim 🏊‍♂️ or phase 🌀 through paint.

primal narwhal
#

I;m having difficulty differentiating the options

#

are they all a similar kind of game or no

feral mountain
#

Its basically i want to do a game thats based on the idea of splatoons gameplay, but with a creative twist

primal narwhal
#

i think surfing on paint sounds unique and offers much more creativity for movesets, such as diving through paint, as supposed to simply swimming through the paint

#

not to mention I don't really know how you could see anyone if you were swimming though paint

#

To me, that is definetely the most appealing movement option

feral mountain
#

but i could make it in a way where if youre in your paint youre basically getting near invisible while surfing on your paint, while it does the opposite in the enemy color

#

Btw all of these can be either swim or surf, so its more about the ideas that sound the best

pearl moat
#

Needs more colors💢

brave snow
feral mountain
#

while i like surfing the most since its most different from splatoons swimming

brave snow
#

I do like surfing the most too 😁

slim slate
#

Hey all! I'm new here, so I'm not 100% sure if I'm posting in the right thread, please correct me if I'm wrong! But for part of my masters project I am making an AR interactive map with gameobjects/data points that you can click on when exploring to read information/see images from films shot in that area. I've got my map and my user controls sorted, but I'm struggling with figuring out the best way to present the data and make it filterable? My project requires it to be a bit like google maps, like display 'all data points from films released in 1999', or 'all data points from films with this title'. Then the user would be able to filter those data points and explore and interact with the map with only the filtered gameobjects visible. I'm properly stumped, I feel like Unity isn't the best platform for this, but maybe I'm being a bit dense? I have no idea if this is possible! Sorry for the big ramble, appreciate any and all input!

manic wind
slate radish
#

can anybody give me an automatic gun name

#

what

#

i meant like irl gun lol

fathom cypress
#

ohh lol

slate radish
#

i got one ty tho

fathom cypress
#

M4

manic wind
#

the MS14-MKII

feral mountain
#

but be careful, guns do have their name copyrighted and protected, so using them without allowances from the companys behind it could lead to lawsuits

#

never really heard of it, but it could

#

Thats why many games use made up names

hearty knot
#

Hi, I've got a game design problem. I described it on this picture:

#

Can someone take a look and help me find a solution?

#

It's a 2D game.

manic wind
#

Page Up/Down for the turret pitching would be fun 😄

neon jackal
#

help me

#

i'm doing conept art and i have an qusetion how can buckingham palace fit an medievel setting

grand parcel
# hearty knot

i think it makes more sense for the turret to be moving in a left/right direction

hearty knot
# manic wind you could check which direction its facing?

Yea, I can. But I think there still might be some awkwardness when you for example hold W to get the turret on the left and you kind of got used to it so you want to get the turret a bit down and it's awkward because suddenly the controls inverted to the "correct" position (W is up)

grand parcel
#

if that makes sense. it isnt really moving up and down so it might be a little bit weird that a left/right action is being portrayed by up/down keys

#

im assuming this is a 2d game right ?

hearty knot
#

yea

#

it is moving up and down when it's to the left of the tank

#

or to the right

grand parcel
#

the issue i tihnk is that once you get past 12 o clock it flips

hearty knot
#

yea

grand parcel
#

so suddenly up is down

hearty knot
#

Yea, that's the exact issue I mean

grand parcel
#

but if you think of it like left and right there is never a time when moving it left turns right if that makes sense

manic wind
#

I'm sure there is a math equation for this problem lol

grand parcel
#

can the turret go all the way round ?

hearty knot
#

here it's up and down

#

so, if controls would be left right it still would be awkward

grand parcel
#

I guess that im thinking of it like clockwise vs anticlockwise

hearty knot
manic wind
#

Is ManMoth from Karl Pilkington?

grand parcel
#

to me having that as a left / right motion is more intutitve. but thats just me of course 🙂

grand parcel
manic wind
#

Haha

hearty knot
#

Now I've got a scene with two tanks facing each other, so one of them having the same scripts has inverted turret controls right from the start.
I think I might make the controls depending on the initial position of the turret.

grand parcel
#

do you control 2 tanks at once ?

hearty knot
#

no

grand parcel
#

o

hearty knot
#

It's 2-player

grand parcel
#

ah

hearty knot
#

So one player gets used to his controls and the other gets used to his

grand parcel
grand parcel
manic wind
#

I like the capsule shadow 🐱

warm lily
#

the main platform for this game is going to be webgl

#

so im trying to decide whether I can get away with 2d billboarding trees rather then using 3d modeled trees

manic wind
#

I love the 2D one

#

I grew up on games like that

warm lily
native river
#

what do you guys think is a better game idea. 2D online top down shooter or a 2D side scroller top down shooter? same idea but one is top down and the other side scroller

native river
warm lily
#

Top down shooters are much more fun to play with

#

With or without level scrolling

native river
#

ok i’ll give it shot

native river
old shuttle
#

is there documentation on how some games do their movement. for example I notice in chrono trigger the sprites always align on the pixels, so everything moves in pixel units (except the camera right because theres no way the camera could be that smooth moving on pixels that big) right? Is that the conclusion I should draw or would there be a better way to learn about it.

neon jackal
#

no i dont think so

#

because every game has diffent movment

sharp torrent
neon jackal
#

did i go overbroad on my interduction

cobalt orbit
old shuttle
cobalt orbit
old shuttle
limber coral
#

Not sure what to build, for the moment the healer is idle healing any npc's that are damaged, I want an idle game, rts game, what do you guys think?

#

you can also move him with click to select and right click to move

cobalt orbit
limber coral
#

no lol, I did different classes, like knight, paladin, druid with different spells

but I'm not sure if I want them fully idle and survive the night, you get upgrades like in vampire survivor when the level up

or interact like in the 2nd picture and be like an RTS - I have a bit of a bigger idea in there

cobalt orbit
#

cool

limber coral
#

fully Idle and you just select which upgrades they get

Or

semi-idle but you still can control the movement and also select which upgrades they get

dusky lintel
#

Is there an algorithm for generating levels for lightbulb wire style puzzle

sharp zinc
dusky lintel
#

it´s some kind of puzzle to solve a pathway

#

or match a pattern

#

but it´s hard to design each level manually

sharp zinc
#

A bit like how you do a sudoku

cold onyx
#

Game studio naaamesss...

sharp zinc
cold onyx
#

better not infect my pc

#

im kidding

#

ill check it out

sharp zinc
#

Bro, it is a web page...

cold onyx
#

I know

#

i was making a (stupid) joke

#

lil nanner studios

dusky lintel
#

def a keeper

cobalt orbit
cold onyx
#

smarty people

tell me

what's the best way to go about publishing a game on steam as a minor

#

i can't sign contracts

#

doing an llc is expensive

#

but i really don't knoiw
my parents are supportive and would probably help me
but yk i want to know the best decision i should take for this little pickle
predicament even
perhaps, a conundrum

sleek phoenix
cold onyx
#

to handle that legal schtuff

sleek phoenix
#

Then ask your parents to do that

cold onyx
# sleek phoenix Then ask your parents to do that

thats the thing
first of all:

my parents and i have zero knowledge about startying businesses (except my grandma)

and also i don't know if its the best decision and if there are wiser alternatives

sleek phoenix
#

Then they should do some research themselves as well

cold onyx
#

ig

sleek phoenix
#

Not something you should be asking randos on discord

cold onyx
#

idk it just seems really really complicated
oh well
i'll figure it out

cold onyx
sleek phoenix
#

And frankly if you're just sticking a basic game on steam you don't need an llc

cold onyx
#

possibly hiring people

#

but

sleek phoenix
#

Then figure that out later

cold onyx
#

ig

sharp zinc
#

You will probably be major by the time you get to officially hire people.

#

You can also pay people for "services" in the mean time.

cold onyx
#

yeah thats true

#

it's all so confusing

or maybe i'm just dumb lmao

little tusk
#

hello,
so i have a prefab tilemap asset from the asset store, there is one minor detail i would like to change, is there a way i can directly edit each tile within unity or do i have to make my own tile map copying the prefab asset?

shut cypress
#

any simple games ideas? i've got none. i am lazy to think about some.

manic wind
#

make Pong

cinder hamlet
manic wind
#

like VVVVVV?

formal wind
#

So big question, we all know using a server/client exchange for player item/currency persistence is the best for security/hacking purposes. But that kind of design requires constant internet connection. What do most industry games do when the players internet goes out, store the failed information locally then update later? Does that prevent player progress during that time? I'm curious as to what a game like candy crush does to provide a dynamic model of no internet/has internet.

shut cypress
sleek phoenix
undone anchor
#

I'm making an editor for some things in my game and I was wondering if I should add stuff like moving, rotating, scaling and changing hierarchy at all or just let the players do that in blender (or whatever software they use to make the models first)? Not adding that would definitely make things easier for me but I'm not sure because I don't even know if people would need that or not

#

For context you need to import a gltf model to do anything at all in the editor

formal wind
sleek phoenix
sleek phoenix
cinder hamlet
#

it's basically just a cloud save system

formal wind
cinder hamlet
#

what kind of game are you making?

formal wind
# cinder hamlet what kind of game are you making?

2d mobile game, high amount of quick levels. player has primary abilities, bonus abilities, state of chests unlocked on maps, currency, chest keys, bought items etc...its a bunch of persistent items a player can obtain.

#

had the scope of my project been known at the beginning lol, i would have just done it the correct way then. But changing it will be a massive overhaul and have the potential for other network related conditional problems

cobalt orbit
manic wind
#

would tattoo shapes work on decorating weapons?

cold wasp
#

I'm working on a diagram to explain core loop of an ARPG type game, can I get some input? Is it readable enough for people outside game-dev?

cold wasp
#

^Cheers! Thanks. Did some minor changes after posting. Hopefully slight improvement. Any other input or cirtique is welcome 🙂

sharp zinc
sour vine
#

does anyone know where i should go for help with game server hosting? (multiplay)

manic wind
#

could try programming channels for netcode

fickle niche
#

What Do You Do When Something Stubbornly Doesn't Want To Align In G-Spawn?

thick star
#

Hi all, I'm trying to sort out damage calculation for my rpg game. I've been trying to use desmos for a graph representation but it can't use more than 2 variables. Is there a program that can draw a graph using a formula with multiple variables? Thanks

manic wind
#

maybe you could check out some Dungeons n Dragon books?

manic wind
atomic anvil
#

Ok, so I'm developing some rpg game. And currently working on the equipment system. I'm inspired a lot by old school games like Neverwinter nights and Gothic 1,2. At the moment was thinking about what to do with UI.
I just realized that Gothic games didn't actually have an equipment window. If I remember correctly the equipped items would just be highlighted in the inventory. And I never thought of it as weird or lacking.🤔
Now, the thing about my current project is that I want it to be as immersive as possible, without showing the player too much technical information, like stats and other numbers. In this sense, I feel like the Gothic approach would be best. On the other hand, I'm worried that the players would consider it(the lack of a separate equipment window) raw and amateurish and complain about it..?🤔

What do you think a separate equipment window adds to the game? I can't see it having any function aside from just viewing the equipped items. Is it crucial for a modern rpg?

manic wind
#

maybe don't show stats and let the player test weapons in combat to get a feel for them

#

kinda like how Zelda does it

#

no health bars

#

no stats

#

just pure gameplay and feel

atomic anvil
#

Yeah, I wouldn't show stats. I'm looking for opinion on the character equipment window specifically. Whether to have a separate window/panel for it or not.

manic wind
#

make it minimul for sure

atomic anvil
#

I see. I think I'll go with that approach for now. And maybe add it in a later update if needed.
Thanks for the opinion.

manic wind
#

maybe add stuff like a hotbar for now

#

hold E for inventory and make it a couple of slots

#

a lot of FPS games show ammo available on the gun itself

#

that stuff is kinda cool

#

what i would like is being able to see what is equipped by looking at what my player is carrying

#

how many arrows are left in the quiver

atomic anvil
#

Yeah, these kind of details are great for immersion. Can't get lost in the details and forget about the main gameplay mechanics though.

silent hull
# atomic anvil Ok, so I'm developing some rpg game. And currently working on the equipment syst...

Having a separate equipment window makes it cleaner, even for example having the ability to click on your "head" slot and have a list of all equippable helmets pop up for you to choose from is very convenient.
It all really comes down to the style of your game. In terms of Gothic - yes, it is a very simple design, and I haven't once complained about it during the 10+ times I played these games and I'd feel REALLY weird if there was an equip-window there, mostly due to the little amount of equippables you'd get during the gameplay, mostly in terms of armor where it wasn't separated into several items (helmet, chestplate, etc...) but just one whole armor. Also the only indication that something might be better than another were the cost and stat requirements if I remember correctly, so the game was more like "costs much, is good, equip" rather than "I wonder if +10% damage would be better than +15 strength and +5% crit rate...". Of course there were certain rings and amulets that affected your stats in different ways, but if you were focused on becomming a mage - you just get whatever the best +mana ring you can afford, etc.

Basically, if the item system you create is simple, the equip system also can be simple and probably no one will complain

atomic anvil
manic wind
#

Gothic is such a good PC game

cold onyx
silent hull
silent hull
manic wind
#

i've been playing Tenchu to learn from it

#

the modelling and run animations

#

atmosphere

#

anyone made a grappling mechanic?

#

3D world

loud slate
#

Hey, small question, I hope it fits in here.

In short: What are your opinions on having a Level Editor in a Mobile Game?

(Endless Runner/Platformer, only utilizing z&y axis, Levels would have fixed Bounds, Placement of Content would be Grid Based, Game is offline Singleplayer, Levels would be stored as a Text File that's sharable with friends, online or whatever)

What I'm wondering is, would it be .. "fun" .. to create Levels on Mobile?

hard fog
#

If editing levels is part of gameplay you need to make sure that editing just as fun as gameplay itself. Tools usage should not frustrate, should have all the polish the game would have and should be easily testable.

loud slate
#

Thanks! That's kinda helpful!
The Game is aimed to be a kinda easy and relaxing experience, so that vibe definitely has to translate into the level editor.

I probably just need to test it, shouldn't take forever.

sharp zinc
# loud slate Hey, small question, I hope it fits in here. In short: What are your opinions o...

A level editor that works fluidly enough to be part of a game is really a huge endeavor. You should only think about it after having successfully made the game. Even more when you are talking about low end devices. Having done a port from a PC game to console that enable users to create levels, I most say that there is multiple technical challenge. Notably in the memory usage, optimization, loading, etc.

loud slate
# sharp zinc A level editor that works fluidly enough to be part of a game is really a huge e...

Thx for the input!

The Game is already done, I'm working on polishing and refactoring for the next days/weeks, before deciding if I actually want more features!

A Level Editor would be one of the possibilities for a feature because it wouldn't invade the actual gameplay logic, it could live in a completely separate state.

Since the Game is kinda 2.5D in perspective and is based on Chunks composed out of evenly sized Tiles, there wouldn't be need for rotation or scaling of objects, only positioning along the X/Y Axis.
A "Level" would basically be a Chunk that has a random chance to spawn after another Chunk.

There are some rules for how high/far the player can jump so I could validate those levels before allowing them to spawn in the actual gameplay.

I think the options would be quite limited tho, maybe ~20 different placable objects that can be chosen from, being different tiles and enemies, since I'm aiming for a minimalistic experience there are no collectables, because they don't have a use case, there's no score.

It's a really minimalistic, easy and relaxing experience, but it could become a real hardcore difficulty thing if I'd implement different difficulties, which is on my list after doing some cleanup

Basically it's a Bunny running through a forest, jumping over stuff, avoiding animals, with ASMR/LoFi Sounds

#

I know, the Lighting and Sky etc sucks, it's under "polishing", but currently it's running smooth 60fps on low end smartphone with realtime lighting and shadows

#

User would only place down those Ground Tiles and Animals, Water is preset

#

And Details like Grass and Flowers would be randomly generated

#

Only a 2D projection for Ground and Animal Placement, Grid Based

#

With Drag and Drop

sharp zinc
# loud slate Thx for the input! The Game is already done, I'm working on polishing and refac...

Don't take it wrong, but I did not really ask to defend your position. I simply stated facts base on my experience. Whatever you do, it will have a considerable impact on the resulting technicality of the game. It may, or may not, be a problem. In the project I worked on, the pc version was working just fine. However, when we did the port, we needed to review multiple things that made the level editor not viable/too hard to support.

By example, if you want to benefice from Static Bashing or Occlusion, you need to have the level built in Unity. There is also the matter of loading, the performance of a PC is far better than a Switch or XboxOne. We had to convert a large proportion of the level into a scene to increase the speed of loading. Note that I am not saying this is impossible, I'm just pointing out that it is a challenge.

loud slate
#

I didn't mean to defend my position, I appreciated your input, I tried to give you a more in-depth concrete context so you could eventually give some further input 😶

sharp zinc
#

From my experience, having object serialized in Unity is faster then deserializing them yourself then Instantiate one element at a time.

loud slate
solid fractal
#

Hey so you know how in a rogue like everytime you get to a new level they give you power ups to choose from. How do you make that work?

pearl moat
#

Like displaying like 3 random or defined power ups then giving them the one they click/choose?

solid fractal
pearl moat
#

Dunno I’ve never tried making one

faint dagger
#

I'm making a font for my game, can anyone tell does this font look good? (at the moment I only made a-d A-C)

pearl moat
#

That’s some caveman font right there

serene shuttle
#

Hey all, have designed a game from the floor up and had an alpha unity build made for it, but looking for more long-term links of interest. I'm looking for a technical founder to take a card game to the next level. build with me and we will grow together. Outside of that, if I do not find that I will be looking at raising funds to outsource a new build down the line. It is called Spirit Clash if anybody wants to take a look!

hollow plank
#

[Seeking Game Design Advice]

It's tough trying to figure out what to create. I know I don't need to have all pieces of the puzzle to get started but I don't have a good track record on projects when I don't at least feel good about foundational idea of the game and can imagine a basic screen in my mind.

I keep playing new games, learning about game design, and brainstorming a lot but nothing is selling me. I want to make sure I actually would be someone who wants to play the game since it's way easier to create something you want to use yourself, you know?

I keep thinking "What if X game and Y game meshed together with Z mechanic" and most don't lead to any excitement.

I'm pretty confident I want to do the 8x8 pixel tiles that Celeste does since I would be able to design those myself and not hire someone. But, if that's the case it's pretty off limits to do anything else that Celeste is known for such as platforming and the mechanics.

manic wind
valid ingot
#

hey guys what thumbnails attract gamers for horror games

#

should i use vibrant colours or dark colours cause its horror. i heard vibrant attract peoples attention

manic wind
agile wyvern
manic wind
#

ask a question in the title

sturdy oak
calm blaze
#

Is it weird to make a sfw game featuring characters you make nsfw stuff with?
Nsfw details are in supplementary personal material, not in-game.

cinder hamlet
hard fog
#

@torn garnet !collab

desert martenBOT
vast steppe
#

How do I change this object sprite to a different 3d model?

fervent moat
#

this is one solution

#

others may be possible

cold onyx
#

Let's say I wanted a game to be localised into multiple languages. What's the best way to go about doing that? Should I develop it all in English first and then go back and translate it all, or should I develop it with all the translations at once from the beginning, so I can make sure that nothing is missed, at the cost of slower base-game development?

manic wind
#

english first and ask people that like the game if they would translate

cinder hamlet
#

you mean an app for drawing?

#

if it's pixel art, I recommend Pixelorama or Aseprite, otherwise paint net is a good start

sharp ferry
#

i removed the cooldown for testing

sharp zinc
sharp ferry
#

i was also gonna add a trail as well

tiny marsh
#

i wonder if having a story game where all the characters start off much more heroic than they end up as would be too pessimistic

cinder hamlet
#

just like any other story

ocean lava
#

I love that idea

manic wind
#

are there any websites that document video games based on tropes? such as protagonists that have amnesia?

#

from rags to riches

#

the powerful female lead

maiden lake
#

So I’m implementing a rarity system, what rarity systems have you all enjoyed and want to see more of? Feel free to give your opinion on item design in general.

cinder hamlet
#

also I feel like rarity systems will be a lot more enjoyable if it's not based on lootboxes, unless you're just going for the cash

maiden lake
maiden lake
cinder hamlet
#

getting loot by playing the game probably

#

unless it's one of the typical mobile games

novel gull
#

How should I go about block face culling?

cinder hamlet
novel gull
#

I don't know which way would be best though

maiden lake
grand parcel
#

Hi everyone. I have made a minimalist UI for my game, Ii think that its intuitive but of course I made it so I understand how it works! if anyone would want to take a look at the short video, im interested in knowing if it immediately obvious to you what each hud element represents, and is it readable ? its kind of hard to see on a small window so try to watch in full screen. and if you have any other feedback i would be interested.

maiden lake
hollow warren
#

any way to make music for my game in not more than 1-2 hours?

rough lagoon
hollow warren
rough lagoon
#

Then probably not 😦 I don't think AI tools are quite there yet

#

You could buy music from someone else, though, and put that in your game... Royalty free songs with the right license... I dunno.

lyric plinth
#

Not sure if this is the right channel since there isn't a General channel, although this is a game design related question and it's really important to me so I hope you can understand.
I'm studying Visual comm (media) in college and then do a master's in game design, what I'm wondering is would it be better for me to get actual experience by doing some online courses and then working on game jams to get experience and probably get an internship if possible for 2 yrs, Or spend 3 yrs doing media and then a master's in game design.
What is better safety wise, pay wise, etc

#

Unfortunately I'm in india and don't have Game design here much, so I need an opinion from someone actually working somewhere to tell me what is actually required, please help I would really appreciate it

sudden pendant
#

Safety wise? Find a different career path
Pay wise ? Find a different career path

#

Game designers (and any role in the game industry) is overabundant and the job opportunities few.

#

But if you're set on that path, your portfolio is going to be more important than your school diploma. So getting as much experience as possible should be your priority.

sharp zinc
# lyric plinth Not sure if this is the right channel since there isn't a General channel, altho...

As stated by Osteel, you definitely should consider an other career path. You must be really lucky to join a company as a Game Designer straight out of school.

I also suggest that you pursuit an artistic career. Most Game Designer where I work has worked as an artist before. (Level Art, Modeling, Cinematic) Also, the only intern that I ever saw in Game Design has a specialty in narration which we were lacking at the moment.

lyric plinth
#

Thank u so much for the input I will keep it in mind😇

hoary shore
#

y’all have any advice on designing the layout for a castle/dungeoney environment? i’m concerned about making it too big/unfun to navigate

sharp zinc
hoary shore
#

haha i appreciate it lad. thank you

warm lily
#

greetings! Would anyone possibly know how to cut off corners from models or at least be able to create triangles as 3d objects

#

trying to make a red roof for castle

#

please and thanks

#

looking to achieve something along the lines of this

sharp zinc
# warm lily

You either model the whole thing in blender or model what is called a "module" (In french). Think of it has a set of all the possible wall. I'm not exactly sure what is the translation and I do not find any source for that. The translation litteral is: "Juxtaposable element, combinable with others of the same nature or contributing to the same function".

The idea is to carefully define the metrics and then modelized base on it. To be honest, that would really be easy to do in blender for a beginner and it would be really good formation.

warm lily
#

I don’t have blender

sharp zinc
#

Then you have it.

warm lily
#

Like a triangle 3d object/panel

sudden pendant
#

You need a modeling program to make models.

#

Trying to do anything with just boxes isn't going to get you very far.

warm lily
#

You are right lol

sudden pendant
#

You can also look at Unity's built in Probuilder. But it's not really meant for complexity beyond basic blockouts.

warm lily
#

I tried my hand at magicavoxel before hand

manic wind
#

what are your guys thoughts on "this is the attack speed sword" or you can choose "the deal damage over time poison sword" as options

manic wind
#

what?

#

i'm thinking about playstyle weapons for combat

tender aurora
manic wind
#

yeah kinda fun letting the player decide on what loadout to choose from

weary thicket
#

It is only fun if both are effective but also both play differently

peak laurel
#

Hello, I want to make my first game! A dungeon 2D - crawler using stable diffusion and ai that I will use, NLP is what I am thinking (A noob here). I have basic understandings of AI/ML etc. can someone tell me how can I make one? I would like to use rust, cpp, python. any of these languages if possible. Please tell me. The game... I am thinking of making it in terminal (never made anything on terminal). I am thinking of using stable diffusion API and as for NLP I need a chatgpt alternative that is free.

#

I don't know how to use any game engine, no game experience here

sudden pendant
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/

sonic scroll
#

I want to design a spacewalker in VR and am thinking about the control schemes, particularly when including roll; did anybody play EchoVR or Boundary and know how their controls work?

#

directional movements are easy enough with the control sticks but it's the rotational ones that I guess I'll need to playtest; I figure naturally one can Yaw 360 by turning around, so maybe the right stick handles roll and pitch?

cloud moon
#

can someone help me? i want to make map for game but everytime it shows me some errors that i dont know how to repair it

#

i think i can write this here because i want to design a map in game

manic wind
#

we can help you design the map but we cannot resolve errors

keen jacinth
#

Hey, so I'm wanting to make a parkour game that uses water splashes as a effect for after the player dies from a death trap. Any idea for color of the splash should be?

#

Also need help designing the map.

manic wind
#

make it red for blood

cloud moon
manic wind
#

no sorry

#

talk in here

keen jacinth
manic wind
#

why not?

keen jacinth
#

I was thinking something more friendlier tho..

manic wind
#

you could match the players colour

keen jacinth
#

Oh yeah, thanks

sudden pendant
delicate moth
#

Just curious on other peoples thoughts on this, what are some of the better ways to procedurally generate a large scale 2d world? Ive been researching and think I might settle on wave function collapse, but not sure if maybe I havent come across a better algorithm or way of doing it in my research. Wave function collapse is a few years old now so wasnt sure if there are better ways

#

Or if there are any efficient tools out there for this. Currently trying to implement WFC but am having a hard time making it efficient enough to handle larger scale tilemaps. And my current dream is to create a very large open world which is going to be difficult at this rate

dry escarp
#

how do you make the stereoscopic effect in unity i want to use it but like for horror/old vibes, it just needs to be subtle

dry escarp
#

Yeah

wind lily
#

im not sure where to ask this so ill ask it here. What's the best way of doing bow and arrow in a 1st person 3d game. Should I shoot the arrow from the location it is attached to the bow at? or should i shoot it from the middle of the camera. If I do it from the bow then you can't be accurate with aim, if I do it from the camera then how do I make it look good and barely noticable so it doesn't cover the whole screen?

sharp zinc
#

You might have some issue with parallax, you simply need to have a real target and a fake target to compensate.

Here a video on what it could looks like in 3rd person.

hallow pagoda
#

Hey there, fellow game designers in this video I am making my first dev log and along the way I will share my experiences and some tips with you all to help you make your game backgrounds. From choosing the perfect colors to crafting every little detail Hope you like it 🙂

https://youtu.be/r8mIVva60k8?si=8uZ8-WO0sh16ign3

Mir

Hey there, fellow game devs in this video I am making my first log and along the way I will share my experiences and some tips with you all to help you make your game backgrounds. From choosing the perfect colors to crafting every little detail, we'll uncover the secrets that make these backgrounds so visually stunning. And guess what? It's not ...

▶ Play video
plush orbit
#

I need a bit of advice -- I'm wondering if anyone could give me some ideas on how to populate this training grid (purple section above skills) of things to select for each skill. I was initially thinking I'd have a bunch of maybe SO's which I populate each list with dynamically, but now I'm thinking it might just be easier to create the lists themselves and switch between the active one. I know the former is more scalable, but the latter seems like the quickest, and maybe even better if I have different options in each tab

sudden pendant
plush orbit
sudden pendant
#

Sure, then if it's just general organizational then #💻┃unity-talk is fine. This channel is more for mechanics/narrative.

plush orbit
#

Oh that makes more sense, thanks Osteel!

fringe nest
#

HELP ME SOMEONE

#

I AM SO CONFUSED

#

I SET SOMETHING TO PUT A NAME IN TEXT AT THE LOAD SLOTS, AND IT ERASES THE TEXT WITHOUT AN ERROR, SO AUUUUUUUUUUUUUUUUUUUUUUGH

sudden pendant
#

@fringe nest Do not spam, and use all caps. You need to provide more information. Show a video or something. Also this question belongs in #💻┃unity-talk.

fringe nest
#

My apologies. I will move to the respective channel

smoky ether
#

Any tips on how to properly nail down a game loop?

#

During the GDD

flint ingot
#

what is nail down

#

XD

sudden pendant
# flint ingot dont know

If you aren't going to be useful, don't post. And be aware we know this is an alt account of your banned one for also being unproductive. You get one chance before this is banned as well.

cold onyx
#

Cant help much more untill I know whats' your game like

cinder hamlet
#

if player gets strong too fast, game will become trivial and if its too slow, it will become a pain

hard fog
#

There's no one-fits-all solution. It depends on the scope, team size, etc. There are a lot of guides for making GDDs online as well, but be mindful of your own scope. Here's an example of one https://www.youtube.com/watch?v=1_DBsrJGiVY

Should you make a Game Design Document or is it a waste of time?
🌍 Get my Complete Courses! ✅ https://unitycodemonkey.com/courses
👍 Learn to make awesome games step-by-step from start to finish.

If you have any questions post them in the comments and I'll do my best to answer them.

See you next time!

Grab the game bundle at https://unitycode...

▶ Play video
shell stirrup
#

Trying to find some inspiration pics or something, but the only thing that I can think of is the body of golem from the first generation of Pokémon, what do you call a rock that’s made out of a bunch of plates?

#

Is this any type of boulder that I could find on Google images with a specific word next to it?

#

I’m asking in here because it is meant for game design, it’s what my planet is supposed to look like

shell stirrup
#

I guess since I'm working in pixel art, golem's body will be good enough for now :P

wind lily
shell stirrup
#

Hours later I have a nice rock that's split into 20 layers that came from golem :D

pearl moat
#

Armadillo rock

cinder hamlet
#

Literally armadillo

shell stirrup
#

None of this is code tho, that'll be later

pearl moat
#

It even spins wow it’s a real armadillo

wide gust
#

So I wanna build a map using a set of 3d models. I don't have the models yet and my goal is something similar to the style of Legend of Zelda: A Link between worlds.
I want to build the map manually, but what would be a good approach to that? Do I just copy paste the 3d models? Do I use some kind of grid-like system? For houses and trees, do I just place them where I want in the editor? I really don't know where to start.

manic wind
turbid ore
#

I'm trying to make a 2D game with portals and I made a system where my player places a portal down wherever the raycast it shoots hits. But then I realized something: I don't know how to make walls that are at 45 degree angles. How do you do that in 2D games?

#

I've been rotating them by just typing '[' or ']'

#

Also, how do you place terrain outside of the grid? As in, there's a bunch of squares that I can place ground in, but sometimes I want to place walls in other places.

ancient halo
sharp zinc
undone forge
ancient halo
undone forge
undone forge
manic wind
#

am i allowed to model the shape of a Sony console without any ensignia to get around copyright laws?

manic wind
#

i'm just talking about shapes

sharp zinc
#

Trade mark and Copyright is a pain in the ass.

#

If your game is free and not popular, you might straight up ignore it though.

#

If you ever receive a complain, just take down the content that is in default.

wise zenith
#

Is there a good tutorial for a 2d adventure game?
I'm planning on making one and not sure how to get it started. Youtube is no current help.

manic wind
#

i love 2D games

wise zenith
#

They are very cool

manic wind
#

my PC needs more 2D games

sharp zinc
#

What are you looking for ?

manic wind
#

pick an engine and follow a beginner 2D playlist

wise zenith
#

I chose unity as my engine surprise surprise
I'm trying to make an adventure game similar to night in the woods. Mostly story but still with some fighting.

sharp zinc
#

Turn base ?

wise zenith
#

No um.. side scroller like. Platformer even

wise zenith
#

Like the enemy is on the stage and the character has to move towards it and attack it

manic wind
#

Unity is awesome

#

those links though

wise zenith
#

Oohh the second one might be close

manic wind
#

what does "adventure" genre mean to you?

#

storytelling?

#

i'm a sucker for a good point n click adventure game

wise zenith
#

Yeah.. storytelling and adventure like environments and stuff

manic wind
#

creates worlds is difficult

#

giving a video game a personality

#

art direction

#

character building

#

dialogue

#

concept artwork

wise zenith
#

Nothing too big actually
The characters are there, the art is there, story, setting, i just gotta find a way to put it into a game

manic wind
#

my character at the moment is a 8x8 square with one eye

wise zenith
#

Radical

manic wind
#

i know right

wise zenith
#

Well I'll be going thru the videos

manic wind
#

enjoy

wise zenith
#

Best of luck in your ventures

manic wind
#

ad-ventures

mighty jungle
#

I have to make a game, to "advertise" doing good things for the community.
The recommendation from the teacher was "you could try something like a simulator where u can build things to help ppl like bike stands to increase bike traffic" which sounds weird/blant thats why i wanted to ask if anyone has an idea?

sharp zinc
mighty jungle
late vapor
mighty jungle
late vapor
#

it's a simple concept, but depends fully on execution

sharp zinc
#

That was what I was gonna say.

mighty jungle
sharp zinc
#

Start simple

#

Then build on top of it.

#

You could by example, increase the varity of trash

#

Have a progression level where more trash you get, the more efficient you become

late vapor
#

I don't know what you call 'refined', but I'd enjoy playing it if you had to terrorize those who don't subscribe to your service

sharp zinc
#

You could include combat

#

And puzzle

mighty jungle
# sharp zinc Start simple

dont wanna go a big "risk" yk? while it can be progressive and have npc interactions, to make picking up trash good is hard for me lol

late vapor
#

I don't think you can purpose build a speedrunning game, but having additional movement mechanics and high skill ceiling ways to collect trash would be fun for me. Things like being able to throw trash fom far away to your truck would be interesting.

mighty jungle
sharp zinc
#

Are you even motivated to make the game ?

mighty jungle
sharp zinc
#

Or you are trying to make it the easiest possible ?

late vapor
#

are we designing the game for you??

mighty jungle
late vapor
#

first you have to find out what most enjoyable looks like

sharp zinc
late vapor
#

which depends on your target audience, what kind of games you personally enjoy playing...

mighty jungle
#

So i dont mind too much if the mistakes contribute to my goal

mighty jungle
sharp zinc
late vapor
#

^

sharp zinc
#

Add the thematic with in that.

late vapor
#

include some design elements from those genres into whatever you want to make

mighty jungle
late vapor
#

off the top of my head, I'm thinking of being in a horror setting where you're trapped in a house, and have to bring it up to fire code/clear trash so you can escape easier from whatever is going to chase you eventually

sharp zinc
mighty jungle
sharp zinc
#

For an horror game, you could think of what happens when people do not follow proper behavior.

urban granite
#

How do we categorise games like Legend of the Five Rings or Blaseball?

#

This has been bugging the crap out of me ever since I first started hearing about these games.

#

We already have the term ARG for games that use multimedia as mechanics.

#

Games like I Love Bees and Frog Fractions.

#

But unlike those L5R didn't do the required thing by hiding itself.

#

Do they need their own genre?

rich perch
vestal token
#

i got a problem when loading a new scene from another scene during runtime all the skybox reflections and all reflective materials turn black, I think the data is getting corrupted or something, but when i switch to the previous scene with proper lighting it works properly

polar ginkgo
#

whats the name for the feature of a game where you have to click a button a certain number of times to escape an enemy?

#

I used to see it in old playstation games where you would have to mash a buttonfor a certain number of clicks or a period of time I want to implement something like this

late vapor
#

quicktime event

sharp zinc
#

Maybe they are both though

full tangle
#

They're pretty much the same thing.

wind agate
#

What’s more difficult to make with a small team or as a solo, a stylized fps multiplayer game, or a stylized open world mmo with pve and pvp? I think the latter would likely be more challenging, but I’m curious to hear what others think

sudden pendant
#

Surprising you felt you needed to ask. Of course the MMO would be much more difficult.

wind agate
#

I'd think so too lol But just curious if maybe there were some difficulties with an fps game that I wasn't thinking of

full tangle
#

Fps is probably one of the easier things to make next to a 2D platformer

sudden pendant
#

Minus the multiplayer part that seems to be everyone's goal now adays.

vast patrol
#

stylized open world mmo with pve and pvp?
It depends, you can easily open a new (RP) Discord server and have exactly this

#

so, because FPS implies something about the mechanic and visuals, and "open world MMO" does not, the former can be more difficult to make!

#

by contrast an online FPS has a much more complex server architecture due to matchmaking concepts and such

cinder hamlet
#

and don't forget the cheating problems

#

if you make an online game, you'll have to actively deal with cheaters which is probably not a responsibility you want as an inexperienced indie developer

bitter jetty
#

guys, good day. I have come up with a game design idea of which the game teaches c programming language. I wonder if its possible to have it done in unity in a way that the player can run a sort of IDE inside a game?

cinder hamlet
#

for example godot (because of its simpler 2d) or just not using an engine at all

#

also keep in mind that if you want it to run code, you'll have to make an interpreter as well

bitter jetty
#

i was thinking of having an exploration sort of game - where the theme is future post apocalypse and the player approaches an old broken console to scavenge parts. however it is locked by that console and it needed to be fixed through an ancient programming called c…

bitter jetty
sharp zinc
#

Are you sure that it needs to be the C programming language ? Usually, game made for learning programmation have their own language/node system.

#

The idea is to make the student discover the concept of coding (Variable, Loop, If, Function, etc.). The language itself is secondary.

bitter jetty
# sharp zinc Are you sure that it needs to be the C programming language ? Usually, game made...

I am currently taking an academic college course majoring in game development. We used unity to do the dev. In terms of how the curriculum went, we started with a programming 1 course with c as the language. At the same time, the idea of the design is for a research and capstone project with the final output be the game. This is a preliminary take and was hoping to gain opinions from the community for this. If the idea is feasible or viable?

bitter jetty
# sharp zinc The idea is to make the student discover the concept of coding (Variable, Loop, ...

you are right, however it is perhaps more that we want to specifically target the c language in that way, the project can also help gain traction in our local game dev industry by creating a sort of educational video game targetting our course curriculum. However, i wanted it to not also be more focus on programming but the emphasis of a narrative experience and Knowledge Based Unlock concept.

sharp zinc
bitter jetty
#

Thanks for your input. I’ll relay it to the team. I wonder if, is there any resources that you know of that we can use? We are given a year or two for the actual product and around four months for a working prototype. That being said, we’re still at the thinking it through stage. Resources in that regard would help greatly and perhaps more opinions about it. I think highly of the game design and vision of it but also know how it may be unrealistic for us to accomplish it. Though we wont shy away from taking on the challenge.

#

Any other opinions and thoughts are welcome about the feasibility of the design: C prog compiler as part of a game mechanic in Unity. I also hope to gather some resources regarding how to do it or tutorials, guides, documentation…

tender aurora
bitter jetty
# tender aurora You could get away with a pseudo coding setup. A puzzle example with a number of...

I just recently thought that it doesn’t have to be fully compiler/ide either. A pseudo coding setup will also work. Having a compiler tho, i think would also help in actual immersion as part of game mechanic where the character and the player feels the need to code simple stuff in an alternate world to unlock and progress. There would be guides and learning modules lying around the game for the player to explore and read them.

tender aurora
#

In that case perhaps the learning material would grant more code blocks when read. Effectively giving the player additional keys to the puzzels locks.

It would depend on the audience you intend the game for how complex the coding blocks would be.

For an example in a different genre you could check out a game called Duskers. It's main interface is a coding/command line system that allows for both manual typing and autofill type commands.

#

For another example perhaps also look into "The case of the golden idle"

bitter jetty
# tender aurora In that case perhaps the learning material would grant more code blocks when rea...

Thanks, I’ll check out duskers and keep your idea in mind. The team is looking at it pretty grimly and has yet to fully go into the project idea yet. I’m still gathering thoughts and opinions and see it from there. If there really is a need to back out from it, I’ll put the game design idea into the backlogs and comeback at it at a later time where I have more skills at the disposal. Again, many thanks.

sharp zinc
scarlet wigeon
#

Ah yeah, writing a scripting language within c#, fun stuff xD

bitter jetty
scarlet wigeon
#

Pro tip, avoid using dynamic keyword if you do end up making some runtime interpreter, it allocates a ton of garbage and prevents il2cpp compiler option so can't release on all platforms 😉

bitter jetty
scarlet wigeon
# bitter jetty oh, i wonder good sir.. do you have any good resources of where I can start with...

You'd likely want to find a c language EBNF grammar then implement a parser that can handle that grammar and turn it into an abstract syntax tree, which then you would execute using an execute or visitor pattern. That said, there are tools to generate the parser so you don't need to get into the nitty gritty of writing one manually. Bison iirc is one such tool (though i havent used it myself).

#

You could take it in a slightly different way and instead have the parser build a sort of bytecode that you'd build a virtual machine to execute.

#

Or you could always pull in an existing c compiler and wrap its functionality in engine so it can be used at runtime

#

The last option is the quickest, you might be able to find a open source c compiler and integrate it directly into the project. This would be one of the easier options

bitter jetty
scarlet wigeon
#

A ebnf grammar is basically just a way to describe the syntax of the language,. An abstract syntax tree (AST) is a tree datastructure that allows you to visit each node in the correct scope and order.

bitter jetty
scarlet wigeon
bitter jetty
scarlet wigeon
#

Also javascript doesn't allow for overloadable functions where the call sits picks which version of the function needs to be executed via the parameters signature

bitter jetty
scarlet wigeon
#

Also it's easier imo to gamify a language where the user doesn't need to deal with heap vs stack memory, etc.

bitter jetty
#

mmmm… the game aims to atleast teach the basics of c programming langauge.. from what I know to atleast multidimension array… not going into higher algorithm or data structures

scarlet wigeon
#

Ah if it's a teaching game, then fair enough

bitter jetty
#

it can be considered a teaching game, i envision it as there are learning modules in game that differs from each succeeding level. in that level design area also contains some parts of coding and some other gameplay elements that is related to the narrative.

#

learning modules acts as a Knowledge Based Unlock concept from video games.. (KBU yt vid by superdude)… that way players are incentivies to go explore the given area, do some set of objectives and in accomplishing this goals may be done by coding and other game mechanics

scarlet wigeon
#

TBH writing your own parser and interpreter for a language like c is a pretty large project and complex in itself, I'd definitely recommend exploring existing libraries and using a tried and true one instead. But regardless, hopefully I've been able to at least point you intl the right direction for what to look for.

bitter jetty
obtuse pier
#

ok i have a rly weird idea and im looking for outside opinions

#

also i have close to no real unity experience

cinder hamlet
#

don't wait for permission to ask

obtuse pier
#

alr lol

#

so basically what if i made an arena shooter game, but the twist was that all the weapons were instruments, like for example a trumpet would be a sort of machine pistol-esqe weapon, tuba would have a wide, high damage, slow moving projectile, basically stuff like that

cinder hamlet
#

sounds nice

obtuse pier
#

kewl

cinder hamlet
#

like a twin stick shooter

obtuse pier
#

maybe🤔

cinder hamlet
#

since you're new to unity, you should stick with simple mechanics and probably 2d

obtuse pier
#

thats probably smart

cinder hamlet
#

but I think your idea can work as a beginner project, though you should still get a grasp on the basics before starting it

#

don't try to have tutorials carry you through it, that approach is not good

obtuse pier
#

yeah, ill probably start small with like 6-ish instruments, and just kinda tweak it from there based on feedback from players

cinder hamlet
#

start by getting a working prototype at all

#

since it might be tough to even get to the part where you create multiple instruments

obtuse pier
#

true

cinder hamlet
#

and since you're new to unity, you first need to get a grasp on the basics before you're able to code features on your own

#

which is a key skill in developing

obtuse pier
#

gotcha

cinder hamlet
#

go ahead then

#

good luck

obtuse pier
#

thanks!

velvet lily
#

Hi Guys, not sure where to post this. So I'm a Web Developer and I really like Macbook, great display, keyboard, amazing trackpad. But I want to do a 3D game now, my gf is a 3D Artist. My 2019 Macbook is not powerful enough, so I started looking at a Windows laptop, but they are all quite $hit, trackpad is a joke, small and not haptic, keyboard is often woobly, display is dim. What hardware to you recommend for 3D, high fidelity graphics ? What are you using ?