#archived-game-design
1 messages · Page 11 of 1
it looks kinda impractical and uncomfortable #ohmyeyes
good luck with this
it's your ?
Yes
why are there 3 rooms upstairs instead of 1 and arrows on the sides?
I’ll give more context one sec
So each room would have its functions
5 rooms total
this is 3d game or vr ?
this will be a menu where the character will rotate and choose something from 5 rooms right?
Yes
Game Design and Narrative. You want #💻┃unity-talk
So is this channel to discuss design decisions within games in unity
Just discussing game design the engine doesn't matter
You can talk about game design with board games like monopoly if you want
so yeah i think ima just go with overlay UI. here is a Ruff Draft gonna make hella changes but yeah
tanks
Tanks indeed
Just for reference, if you did not know, there is already mutliple Mobile game of tank. You could look at how their interface works and what you like and what you dislike.
more tanks
Hmm
Interesting
tank you very much
Tanks alot
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.
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 🙂
I've never done a 2d game, so take what I am going to say carefully.
If I were in your position, I would define multiple archetype of weapon ( 2H Sword, Dual Wielding, etc.) Each one of those archetype would then be animated. For each weapon, you would then animate the weapon given it's archetype, applying it as a layer.
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?"
You could try movie warnings
I'm not sure about video games
I think it's done out of curtisy towards the player
That does make sense. I was wondering where devs go for reference when making this stuff. The movie idea doesn't sound bad
^
You can check movies here
I seem to be running into errors but thanks anyway
I tried Lethal Weapon 1 and 2 for example but couldn't connect
Some sites are 😅
No sweat though, I think I got a good direction now. Thank you
You want this kinda thing?
One of my favourite warnings comes from a Harry Potter movie "contains fantasy spiders"
Not what I was thinking but that is a good point
I think you can improve these nails. - Yes, my precious.
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
start by designing/making grid maps
study tilemaps for Unity
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_...
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...
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
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?
writing down my rpg ideas
alr thanks man
they stuck or box?
what dimension should an image be for UI items and UI inventory?
addforce and have it randomly yeet within clamps
xd I will try
I personally have always liked when there is just something quirky and it will be like an easter egg
is 500x500 too big for non pixel art ui items?
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?
You pick your target dimension, and you make your UI to scale based on that resolution.
1920x1080 is probably the most common reference resolution
How can he pick things up if hes armless
He walks into them and they get stuck
Here is a thing I am currently working on. Still learning.
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
any RPG fans here?
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?
depends on how difficult it is to craft
other than that, just sounds like bonus HP which is pretty boring imo
i kinda like it i might make it lore item
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.
make all windows black
solved
seriously i would just bake the shadows
u disable them and make shadows to pure black in lightning settings, that will reduce overall brightness of shadows and give u ur wanted look i assume
What do you guys think, how would you improve it?
Animation for arrow reload, like grabbing it from back
why does it snap back before firing?
i'd add a charge-up animation
maybe switch from a blue to a red when fully charged
disable what, the buildings?
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
oh i dunno then i'm more a designer than a developer lol
i'm not even a good designer
Where should I be to promote my 3D design services?
Your best bet is local studios, or if you are ready to move out, reach for a larger town. There is also remote that can be an option.
Finaly, you can do odd jobs on diverse site such as !collab
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Please use the forums:
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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
i doubt anyone is going to just have a better one than the one you already found, its not something most people just have off hand
it would be only over-world character movement. not the actual pokemon and stuff
that im looking for
new to unity btw, shouldve mentioned that
thats like one of the hardest bits lol
rendering real world data in unity isn't a trivial task
ok
how expensive is geospatial creator api compared to the 2nd best overworld view
i think im actually looking for something a bit simploer than geospatial
What is the best color for a office window, this office is high up in the building. https://i.imgur.com/OzPDezC.png
Light transparent blue or white
Could you provide a example or what blue and white you mean? Becuase i am using this for day time https://i.imgur.com/RtD7G7x.png
isn't that... too white for daytime?
I wouldnt think so, since their is no background.
Should i make it darker?
How would I move one of the white boxes over to the other side of the slider
a tiny bit yeah
i feel like that would be blinding
and maybe make it like a sky blue?
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?
!collab 👇
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
How do you guys find the art style that looks perfect on your game?
i mean... sure
why not
i just get too lazy to make textures, so i use solid colors and outlines
What do you guys think for a low poly character?
dude looks buff from behind
i hope he doesn't skip leg day at the gym
kinda has a Kyrten head though
and also another view on the head
How do games like limbo and inside have the minimalist look whereas when I try it, it just looks bland?
honestly? years of graphics design
hey guys, im new here in unity and i wanted to try to create a character creator(like on the left)
but i couldn't do something similar
they started with stuff that didn't look right but kept going
people who made stuff like CupHead graphics have been drawing from 9 years old
just gotta keep trying stuff and doodling
So like what factors should I keep in mind to give it more styly look instead of straight up bland
proportions
take a look at shadows
The more games there are, the more different damage formulas you can find.
There is no one correct damage formula to use, it all depends on your game, how it progresses and what kind of combat mechanics it implements.
instead of using black try using a very dark blue
instead of white a very light grey
uhh hi?
hi
Yeah, so, what's your question?
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
i don't think its the right chat to ask that right
Once again, what's your question - what are you exactly struggling to do. I could say that I'm struggling with creating a massive multiplayer openworld RPG, but that doesn't really help people to understand what exactly my problem is within the whole process of creating it. It might be just the player controller I'm struggling with.
And yeah, probably not the right chat for that
oh okay
i think they want their character creator interface to be of the same high quality
in terms of graphics
well im actually struggling with the scripts
i never did i coding similar with the character creators scripts
Then #💻┃code-beginner and state your problem there, preferably including the actual piece of code that doesn't work / you don't know how to implement
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
i remember creating character creators using flip books in school
fun times
also animations too
Bald
guys, do you all like more when gun is fixed in the view or when it kinda sways and follows the view?
i think it feels more responsible when its fixed but idk , what do yall think?
how do i get started with an rpg
Depends on the game but small swaying is cool, and it can always snap back to it's default position when shooting - the recoil of the gun could somewhat mask that so it wouldn't be that noticable
By deciding what kind of RPG you want and starting to work on it
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
Bald is Best
!collab
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thx
I've never worked with creating enemies in depth , any tips (my game is a 2d topdown RPGish very early WIP)
what i like to do is play as the enemy i am making and then program them to behave the same way
you could also learn to code patterns
movement patterns and combat patterns
I do have a basic temporary system
cool
The only part of it I'm decently happy with is the context based steering behaviour
you can have some fun with it
Can you copyright borders? Like can I make a game with the exact same state borders as hoi4?
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.
I want to make a game where everyone plays as countries on the same world map, and it resets every month or so
my end goal is to have every city be playable, but hoi4 states is a less time-consuming goal for now
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
And even an exact copy of something as small as a state border shouldn't be an issue... probably
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
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
you're duplicating your object with that Instantiate call
You are correct, I dont know how I missed that
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
I switched to this
Thank you though
Otherwise is this okay?
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
FBI: enters chat quietly
Could someone give me a reference or template of Game Design Document. Does unity template of GDD is a good one to follow?
A trailer for my new mod Advanced Movement demonstrating the new movement abilities and features of the mod.
Mod link:
Song Credit : Stranger Things - Music Unlimited
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?
#archived-works-in-progress or #archived-art-asset-showcase for feedback @limber coral
I need help getting a resource or tutorial for a fps turn based party rpg. Trying to make a simple version of wizardry 8
Not-realistic, hand crafted to look the way you want.
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"
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
(and also because guns haven't changed style that much over this short period of time afaik)
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
but then this businessman takes this opportunity to seize it (because other planets are occupied) and turn it into some kind of
like
what are they even called
paintball (or lasertag i guess) but with real guns
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
this is my view on how something like idea 2 could be sensical
in the end you get neon guns in a dirtland/wasteland
am I in the right channel lol
Isn't this just borderlands
what??
lol 🤣
no way did I really just describe borderlands
Lol
im serious I never played the games
How about you go take a look at some gameplay videos then
I'm guilty of designing stuff that already exists
Make it anyway
Nothing is original
Yep
sure but I wanna be original enough
You probably will be just from never playing Borderlands
nothing is original
what's the plot of borderlands
does borderlands have a story
I think so
sure
yeah no my idea was different
it doesn't look exactly like what I just said though
Well yeah, of course it's not gonna be the exact same
yeah it's really a lot more different than I assumed it was
It's just mainly the post apocalyptic fps part
the only relevant thing is that the planets are post apocalyptic themed
Ultimately however your execute your idea is the more important part
Yep
sure but I don't want another call of duty
Just don't make Ghosts
Worse FPS game I've ever played
I mean you're not gonna make CoD without millions of dollars anyway lol
granted I didn't have high standards at the time
I mean the premise of it and the games similar
I wanna make an interesting story
(even though it's a multiplayer game)
but I do plan on adding a story mode
or a pve alongside the pvp
especially because of the fact that I'm also making a new "original" gamemode
basically it's like capture the flag but it's a basketball instead and you can use it as a weapon against others
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
Would be fun to shoot the basket ball into the hoop
I doubt it would be if they were sized like they are in the real world
you would be fucked by the inability to calculate the exact angle
sorry i had to plug in my charger
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
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
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
another thing is to expand the movement options when holding the basketball, and allowing for more style
more style more points
and if you wanna mow down the enemy with a gun, you're free to do so
i think this is a good idea, any suggestions?
Hard to tell with just words
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.
please stop caring what other games do and what people think and just make your own vision 🙏
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
I'm leaning more on that it's just more performative for the servers I guess?
what do you mean by snapshot?
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
i don't know sorry
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,.
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?
Archero?
Tks! I'll look into it. If you got any other, feel free to share
did you trigger discord filter with picture?
Your question belongs in #⛰️┃terrain-3d, this is the game design channel.
i'm glad non-game design related queries are being removed
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.
it's up to you to determine how much the player has to see
if 20 tiles wide is the right size for the player to see the whole puzzle comfortably then go for it
well the thing is that puzzles change
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.
and idk i'm just looking for some advice
i have like this whiteboard of stuff for my current project but i wanna hear opinions on some of the designs before finalising them
The designs kinda cool ngl
but i'm focused on what the flaws are
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
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.
Would that be a good way? Or is there an easier way?
wrong channel, but I have the same question too
pretty cool
i especially like the dragon
the dragon is named scorch
Just slightly I am reminded of Azure Striker Gunvolt somehow,
I feel like that game had a certain fluidity to it
Just find the smallest camera size that still looks good and is practical in your case. You can always just zoom it out on bigger levels when needed / give the player the ability to zoom out or drag the camera around
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)
Question am I allowed to use the battle royal br200 for my game
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?
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 ?
Likely procedural, yes
i have character model for my fps game
FREE?
Doubt
Free? Probably not.
Rev Share? More likely
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Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
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
left side is cleaner, right side is more fun
i still prefer right side
Thanks for the feedback guys, appreciated
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
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 controll...
does anyboyd knwo hwo to my this sniper less grainy and look more high quality
is it the material?
the material is probably reflecting light
You'd probably have to learn what the various properties of the material do
but why does the game look so grainy
do you know what im tryna say
like
pixelated kinda
not just the gun but if you look at the boxes behind their also not high quality
This isn't a game design question. Make sure your game view scale slider (at the top) is all the way to the left.
Making a 3d game look as good as the professionally made games is rather difficult
though what you can do is add anti-aliasing to get rid of these weird staircase-shaped edges
and how would i do that
sorry
there's tutorials for that on the web
ok thanks
yw
Better than before
@sharp ferry I love it. Reminds me of Carrier Command
thanks 🙂
Maybe anything to do with speed could be blue
Turret speed
Tank speed
Reload time
Fire rate
Just a thought
maybe
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?
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
What do you have done so far?
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
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
thats the thing, i wanna get an idea of the games setting so i can design levels around it
use enviroment in the level
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
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
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
think i might try this style out, really cool in my opinion
omg yes that would be so sick
looks simple too
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
alright bro thanks for the help
no problem :), any time
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
Will it be multiplayer? If so can I help?
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.
I;m having difficulty differentiating the options
are they all a similar kind of game or no
its the same kind of game, just a different idea for execution
Its basically i want to do a game thats based on the idea of splatoons gameplay, but with a creative twist
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
you can but its very hard, but its also good to avoid enemys, etc
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
Needs more colors💢
I personally think the prismatic blitz brigade sounds awesome, and I think all 3 types of movement could be used throughout
You could either introduce them in stages
Or have levels/stages/times that you can only use one of the 3
But I do like all 3 enough where I think you should incorporate all 3 since they are all so different
Thanks for the feedback, its a multiplayer game so only one of the movement types would be used
while i like surfing the most since its most different from splatoons swimming
I do like surfing the most too 😁
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!
would be cute if it was like a google map but all points-of-interests are televisions showing footage for that place
ohh lol
i got one ty tho
M4
the MS14-MKII
thats a great usecase for chatgpt if you ask me, just tell it to generate you a list of popular real gun names
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
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.
you could check which direction its facing?
Page Up/Down for the turret pitching would be fun 😄
help me
i'm doing conept art and i have an qusetion how can buckingham palace fit an medievel setting
i think it makes more sense for the turret to be moving in a left/right direction
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)
Hmmm...
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 ?
the issue i tihnk is that once you get past 12 o clock it flips
yea
so suddenly up is down
Yea, that's the exact issue I mean
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
there is. I'll draw
I'm sure there is a math equation for this problem lol
can the turret go all the way round ?
here it's up and down
so, if controls would be left right it still would be awkward
I guess that im thinking of it like clockwise vs anticlockwise
Yea, for now. I think I might clamp it, so just 90 degrees from the bottom would be blocked. So 270 degrees motion, just so you wouldn't be able to shoot towards your body/tank tracks.
Is ManMoth from Karl Pilkington?
to me having that as a left / right motion is more intutitve. but thats just me of course 🙂
Yes 🙂
Haha
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.
do you control 2 tanks at once ?
no
o
It's 2-player
ah
So one player gets used to his controls and the other gets used to his
Here is my still WIP movement system. do you guys like the look of it ? any suggestions ?
Reminds me of surfing in CSGO
The air strafing is kind of similar..
I like the capsule shadow 🐱
3d or 2d?
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
Thanks
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
which seems easier?
I wouldn’t say one is much easier than the other tbh
Try top down
Top down shooters are much more fun to play with
With or without level scrolling
ok i’ll give it shot
thanks for the help!
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.
use 2d, 3d looks kinda out of place
did i go overbroad on my interduction
That's an snes game, so the pixels were a hard limitation, not a stylistic choice. So everything moves in a "pixel perfect" fashion (movement may be calculated in sub pixels, but will always be rendered pixel perfect). It's not like a modern pixel art game
Somehow their camera is smooth and their diagonals are too. Its crazy how smooth their camera moves if its moving by pixel units.
Even in the low res of SNES games, moving something one pixel each frame is pretty slow. So you can have smooth movement by calculating the movement in sub pixels (so you can ease in and ease out of movements), even if the actual rendered position is always pixel perfect
Can unity do that? Pixel snapping in unity destroys the cameras smoothness with 16 ppu. If you dont know about it thats okay youve already given me some good info. Ty.
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
I'm not sure
what's the objective of the game? Just to heal every NPC?
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
cool
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
Is there an algorithm for generating levels for lightbulb wire style puzzle
No idea what is a "lightbulb wire style puzzle", however, you could probably use something like backtracking algorithm with constraint collapse.
it´s some kind of puzzle to solve a pathway
or match a pattern
but it´s hard to design each level manually
Yeah, backtracking algorithm with randomness
A bit like how you do a sudoku
Game studio naaamesss...
hmm
better not infect my pc
im kidding
ill check it out
Bro, it is a web page...
Graveyard Progress Games
def a keeper
Clumsy Crane Games
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
Ask your parents to sign up for a steam developer account?
well ye i could do that
but i kind of want to form a business as well
to handle that legal schtuff
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
Then they should do some research themselves as well
ig
Not something you should be asking randos on discord
idk it just seems really really complicated
oh well
i'll figure it out
idk i figured this would be a good place to ask since a lot of other game devs are here
well obviously but yk
And frankly if you're just sticking a basic game on steam you don't need an llc
i wnat to do multiple games later on
possibly hiring people
but
Then figure that out later
ig
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.
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?
i'd edit myself in MS Paint lol
any simple games ideas? i've got none. i am lazy to think about some.
make Pong
platformer but you can walk on walls and ceilings
like VVVVVV?
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.
interesting, like a spider, right?
Many games just straight up prevent you from playing if you're not connected
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
just seems like a headache keeping track of when internet goes in/out and updating player stats/items correctly
Needing to go back to blender and reexport just to make a simple transform change seems very annoying to me, imagine if unity made you do that
That sounds like what you need to do regardless if you want the server to handle player status
being able to progress while disconnected makes it easy to cheat btw
it's basically just a cloud save system
My concern is dealing with all the player persistent items. I wonder if its even worth going full client/server model or just stick to saving a local file using AES and let the minimal people that wanna crack code and cheat to just cheat.
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
Pinball but with powerups
would tattoo shapes work on decorating weapons?
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?
looks readable to me
^Cheers! Thanks. Did some minor changes after posting. Hopefully slight improvement. Any other input or cirtique is welcome 🙂
When two arrow are pointing to the same element, we do not know if it starts on end there.
does anyone know where i should go for help with game server hosting? (multiplay)
could try programming channels for netcode
What Do You Do When Something Stubbornly Doesn't Want To Align In G-Spawn?
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
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?
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
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.
make it minimul for sure
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.
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
Yeah, these kind of details are great for immersion. Can't get lost in the details and forget about the main gameplay mechanics though.
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
That's a good point. The more the player needs to interact with equipment(more different types of slots and how often new equipment is acquired), the more it would make sense to have a separate UI window. In my case, it would not be often, but there would be different equipment slots.
BTW, Gothic had resistance(or some similar word) stats on the armor for different damage types.
Gothic is such a good PC game
Using DALL-E, ChatGPT and TTS for accelerated game design experiences: https://youtu.be/RUG4LDCXw_w
Technology used for this Game Concept:
Unity
OpenAi (ChatGPT)
Dall-E
AWS Polly
yeah, but the scaling on these stats was well... basically you didn't have to think too much about which armor to choose
True, even if I had a 10k$ PC I'd still play Gothic. I also hope that the remake will be at least half as good as the old games.
i've been playing Tenchu to learn from it
the modelling and run animations
atmosphere
anyone made a grappling mechanic?
3D world
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?
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.
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.
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.
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
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.
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 😶
From my experience, having object serialized in Unity is faster then deserializing them yourself then Instantiate one element at a time.
Totally understanding what you're saying! Didn't try that one, I definitely have to do a test
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?
Like displaying like 3 random or defined power ups then giving them the one they click/choose?
Yesss
Dunno I’ve never tried making one
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)
That’s some caveman font right there
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!
[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.
make something you want to play and others will play it for the same reasons
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
do a shock face with a red circle around it and use arrows pointing at random shit with a silhouette
Do this and also put a text clickbait on the bottom with yellown
ask a question in the title
are you a game developer or a youtuber
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.
look at itch.io's front page
@torn garnet !collab
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Please use the forums:
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How do I change this object sprite to a different 3d model?
you can change only sprite ... yu cant change it from 2D to 3D... and if you wanna do that just place the 3d model in the scene and copy the components of the 2D model and paste on the 3d one
this is one solution
others may be possible
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?
english first and ask people that like the game if they would translate
you mean an app for drawing?
if it's pixel art, I recommend Pixelorama or Aseprite, otherwise paint net is a good start
what u guys think of this particle effect when dashing
i removed the cooldown for testing
A trail would probably be better.
i was also gonna add a trail as well
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
a game can be pessimistic if that's how you want it to be
just like any other story
I love that idea
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
Tvtropes
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.
I think a fun way to do it is to make items with higher rarities have more special perks, rather than just a raw stat increase
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
I agree, I dislike P2W structures in general.
Atleast in my game, I like them in other games occasionally.
getting loot by playing the game probably
unless it's one of the typical mobile games
How should I go about block face culling?
this is a channel for game design, you should ask somewhere else
I'd argue this is game design, as there are multiple different ways to do it
I don't know which way would be best though
I’d argue this is a scripting issue as there is probably a best way to do it so it’s not up to interpretation. Also it’s definitely more about game architecture rather than the design of the software
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.
I imagine the segmented one is the double jump and the other is a sort of hover feature
any way to make music for my game in not more than 1-2 hours?
i guess be very good at making music? there's no specific answer to this... depends on how much you're willing to concede mastering quality and how creative you are at freestyling 😉
well i have 0 experience in that...
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.
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
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.
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.
Thank u so much for the input I will keep it in mind😇
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
The only advice you need is: Make something, make anything. From there, you will be able to see what works and what does not.
haha i appreciate it lad. thank you
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
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.
Do you know if theres a way to make a triangle 3d object?
I don’t have blender
You install blender
Then you have it.
Like a triangle 3d object/panel
This isn't a game design question. #🔀┃art-asset-workflow
You need a modeling program to make models.
Trying to do anything with just boxes isn't going to get you very far.
You are right lol
You can also look at Unity's built in Probuilder. But it's not really meant for complexity beyond basic blockouts.
I tried my hand at magicavoxel before hand
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
Without a greater context neither option sounds better than the others. In an extremely fast paced game the poison sword likely isn't a good option since a damage over time effect wouldn't have time to be effective. In a slow game with high damage reduction enemies a quick sword likely isn't as useful if the poison bypasses typical reductions.
yeah kinda fun letting the player decide on what loadout to choose from
It is only fun if both are effective but also both play differently
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
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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?
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
we can help you design the map but we cannot resolve errors
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.
make it red for blood
can i text you to dm?
Sure! Why not red?
why not?
I was thinking something more friendlier tho..
you could match the players colour
Oh yeah, thanks
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
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
You mean like anaglyph?
Yeah
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?
You shoot from the bow towards the point that is being hit by the middle of the screen.
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.
In this video, we’re going to look at how we can set up a third-person camera using the new Aiming Rig of Cinemachine 2.6, and how we can use Impulse Propagation and Blending to create additional gameplay functionality for our camera controller.
Download this project here!
https://on.unity.com/36nVNzt
Learn more about Cinemachine 2.6 here!
htt...
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 🙂
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 ...
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
This isn't a game design question ( #💻┃code-beginner probably is more appropriate). Personally, I would go with the SO option.
Oh, I thought it was a game design issue. I'll check beginner code but I don't really have anything written.
Sure, then if it's just general organizational then #💻┃unity-talk is fine. This channel is more for mechanics/narrative.
Oh that makes more sense, thanks Osteel!
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
@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.
My apologies. I will move to the respective channel
dont know
what is nail down
XD
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.
Challenge the player. Force them into new situations. Keep 'em on edge with every new area
Cant help much more untill I know whats' your game like
need to put some extra care into upgrades so that the pace at which player gets stronger matches the pace at which game gets harder
if player gets strong too fast, game will become trivial and if its too slow, it will become a pain
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?
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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
I guess since I'm working in pixel art, golem's body will be good enough for now :P
thank you for your help really appreciate it
Hours later I have a nice rock that's split into 20 layers that came from golem :D
Armadillo rock
Literally armadillo
Armadillo is now a space armadillo that can be broken up https://streamable.com/7w98ib
None of this is code tho, that'll be later
It even spins wow it’s a real armadillo
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.
you could use a grid system and snap assets to design levels
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.
Does anyone know what this games artstyle is called: https://www.youtube.com/watch?v=6sR_qyeH2Vk
Wishlist Out of Action : http://bit.ly/3ZvOwWW Support : https://www.patreon.com/OutofAction
Twitter for more info : https://twitter.com/DokuGamesLTD
No idea, but the FX are cartoony. Also, the first image seem to be flat shading (On the character). And it does seem to have a really small outline. Someting like https://en.wikipedia.org/wiki/Cel_shading could have been use.
looks like anime game
looks a bit low poly, im not sure, the screen keep shaking
but the shader looks like a toon shader
yeah, but only for the hands
the lighting worked wonder in the video, might be the missing piece of the puzzle to recreate the art style
I'm trying that currently
good luck, you may sacrifice your first born to me as thanks
am i allowed to model the shape of a Sony console without any ensignia to get around copyright laws?
Not a place for legal advice.
i'm just talking about shapes
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.
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.
i love 2D games
They are very cool
There is a ton of tutorial.
my PC needs more 2D games
What are you looking for ?
pick an engine and follow a beginner 2D playlist
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.
What style of combat ?
Turn base ?
No um.. side scroller like. Platformer even
Like the enemy is on the stage and the character has to move towards it and attack it
Oohh the second one might be close
what does "adventure" genre mean to you?
storytelling?
i'm a sucker for a good point n click adventure game
Yeah.. storytelling and adventure like environments and stuff
creates worlds is difficult
giving a video game a personality
art direction
character building
dialogue
concept artwork
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
my character at the moment is a 8x8 square with one eye
Radical
i know right
Well I'll be going thru the videos
enjoy
Best of luck in your ventures
ad-ventures
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?
Trash Collector. You gotta collect trash throughout the city.
as said thats too simplistic/boring tho
got like 7 months/1 and a half hr weekly
it's only as simplistic and boring as you make it
myb im unimaginative
it's a simple concept, but depends fully on execution
That was what I was gonna say.
how would YOU make this rather simple concept into something more refined?
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
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
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
lmao
You do not need NPC interaction
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.
Just example
What do you mean ?
Are you even motivated to make the game ?
On what to add
Or you are trying to make it the easiest possible ?
are we designing the game for you??
To a certain extent yes, im just trying to find a way to make it "most" enjoyable to make by finding a more detailed description of what i could do so i have a defined goal i clearly want
first you have to find out what most enjoyable looks like
Without having to make functionnality that you do not know how to implement at the moment ?
which depends on your target audience, what kind of games you personally enjoy playing...
I can certainly learn WHILE doing it, no matter what u do u always learn and i think with coding/modelling learning is pretty fun
So i dont mind too much if the mistakes contribute to my goal
Fair enough
I'm not following you.
Me personally i like stuff like horror/openworld/rpg/mmo
Then go for it.
^
Add the thematic with in that.
include some design elements from those genres into whatever you want to make
Im struggling with that tbh
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
You definitely can make an RPG with the goal of collecting trash.
Yh i could make something interaction/skill/quest based in theory
For an horror game, you could think of what happens when people do not follow proper behavior.
fair enough
Thx
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?
Just gonna say power washing simulator some people would say is basic and unimaginative, but it was a huge success
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
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
quicktime event
I do not think it is quicktime event. Those or event in a cinematic if I am right.
Maybe they are both though
They're pretty much the same thing.
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
Surprising you felt you needed to ask. Of course the MMO would be much more difficult.
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
Fps is probably one of the easier things to make next to a 2D platformer
Minus the multiplayer part that seems to be everyone's goal now adays.
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!
it also depends on exactly what you want, e.g. a Ragnarok server can be thrown up in like a day (https://rathena.org/board/topic/111830-tutorial-video-edition-how-to-setup-rathena-and-run-ragnarok-updated-2018-7-28/)
by contrast an online FPS has a much more complex server architecture due to matchmaking concepts and such
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
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?
making a text editor in unity is possible, though I think that it's a good idea to consider other options
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
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…
i’didnt think of that at all… i just played on the idea and imagination of a narrative driven story game that teaches prog c in such a way.
I'm not sure that it is a good idea. Usually, in-game coding is made with interpreted languages such as LUA. C is a compiled language.
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.
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?
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.
It is most likely feasible (Having a C compiler/IDE in Unity), however it is definitively not viable. At least, not with the amount of time and experience I'm expecting someone that is currently taking an academic course has.
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…
You could get away with a pseudo coding setup. A puzzle example with a number of pregenerated segments of code the player would need to arrange for the desired effect. Basically arranging blocks in an order.
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.
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"
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.
I know that @scarlet wigeon as done something simular but with Javascript.
Ah yeah, writing a scripting language within c#, fun stuff xD
Thanks, somehow the concept of that project looks familiar. I might have come across some online literatures of it before when I was doing an RRL for the topic.
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 😉
oh, i wonder good sir.. do you have any good resources of where I can start with or atleast tell me what look for. I somehow find it difficult or just dont know what to search for in regards to runtime interpreter. Humbly, I of my team are still amatuers in terms of unity however we have made some few games already as part of our curriculum.
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
In all honesty - I am unable to follow through and understand. goes to show how I am still quite inexperienced and ignorant to some terms, I apologize. however, i am willing to learn such stuff. you have given me a list of options to deal the in game compiler problem. the last two options seems to be more feasible and easier. I’ll relay your input to my group. and thanks btw.
If you do want to write it all yourself, I'd recommend a language with a simpler syntax, at least to start with since eunderstanding how everything works is really important in this case and jumping into the deeper end right out of the gate may prove challenging
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.
pardon, what do you mean a language of simpler syntax? a more simple programming language?
Javascript for example doesn't worry about data types for example meaning its simpler to parse from than something that is very explicit. At least from a parser complexity standpoint.
I agree, if i do agree the importance of learning and understanding how it actually works to just putting the codes in without a basic understanding of it.
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
i see. i am currently taking a bit of javascript course this sem. And i’d understand how js doesnt worry about data types. hence then it is much more simpler to parse it. tho.. the parse complexity standpoint , i dont have a knowledge of it
Also it's easier imo to gamify a language where the user doesn't need to deal with heap vs stack memory, etc.
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
Ah if it's a teaching game, then fair enough
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
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.
You’ve been a huge help ngl. Atleast you’ve shown us the light in the grim project. Thank you so much, if ever we really follow through the game, i’ll explore existing libraries instead of writing it and also perhaps I wonder if you don’t mind I’ll reach out to you (dm) if I have further more inquiries. Again, huge thank you.
ok i have a rly weird idea and im looking for outside opinions
also i have close to no real unity experience
go ahead
don't wait for permission to ask
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
sounds nice
kewl
like a twin stick shooter
maybe🤔
since you're new to unity, you should stick with simple mechanics and probably 2d
thats probably smart
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
yeah, ill probably start small with like 6-ish instruments, and just kinda tweak it from there based on feedback from players
start by getting a working prototype at all
since it might be tough to even get to the part where you create multiple instruments
true
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
gotcha
thanks!
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 ?