#archived-game-design

1 messages Β· Page 12 of 1

velvet lily
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Note: I'm not sure I'll be using Unity, but I'm already in this group and I've learned 7 programming languages in my life so I'll be fine

sleek phoenix
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a desktop

velvet lily
sleek phoenix
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then buy an M2 macbook I guess

velvet lily
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The ability to take my machine and using laptop screen to continue my work

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otherwise ill have psychological problems after 10 years in software development))

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M2 Pro

sleek phoenix
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a lot of people have a desktop that they ssh into

velvet lily
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I was thinking about that

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Not sure it can handle game development

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M2 Max is too expensive

sleek phoenix
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thats the apple tax for ya

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even with an M2 you're still won't match up to the power of an actual desktop

velvet lily
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What matters for me is to be able to do my work

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Without performance issues

sleek phoenix
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well weigh the tradeoffs yourself then

velvet lily
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Well 1. performance, 2. portability

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The idea too connect remotely to a Desktop sounds interesting

sleek phoenix
velvet lily
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Not sure it really works

sleek phoenix
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of course it works, with some slight latency

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thats what a lot of AAA game devs do when working remote

velvet lily
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In Romania internet is not that consistent

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Idk where you from

sleek phoenix
velvet lily
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Is one of the best in EU, speed wise

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okay)

nocturne fable
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does anyone know a good Free substitute to this? i really want something that can paint and grass and bushes like this so yeah.
https://assetstore.unity.com/packages/3d/environments/stylized-nature-pack-37457?aid=1100l9fny&utm_campaign=unity_affiliate&utm_medium=affiliate&utm_source=partnerize-linkmaker

Elevate your workflow with the Stylized Nature Pack asset from Mikael Gustafsson. Find this & other Environments options on the Unity Asset Store.

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ping me if youd like

ashen star
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hi everyone, i'm curious about how do you practice level design(specialy in 3D). Do you think & build your levels directly with Unity tools or do you use level editor or other specific software ?

sudden pendant
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I like to blockout in Blender

sharp zinc
ashen star
sudden pendant
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If you import the .blend file, it updates as you save in Blender, which makes it pretty easy to test, yeah.

ashen star
ashen star
rich perch
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Any resources out there on how 2D cameras should behave? Not looking for how to program it, just how the actual design of the camera should be. Follow right on top of the player? Lag behind a bit? etc.

tender aurora
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Not sure of a definitive answer for camera work design. The specific needs for your game would dictate the uses. The use could also change from moment to moment depending on context.

rich perch
tender aurora
# rich perch well some type of resource listing the "pros" and "cons" of camera behaviours wo...
rich perch
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yea, thanks

tender aurora
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No problem. It was just top of the search for "study on videogame cameras".

rare warren
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How well do you think a combat system built for single player PVE content would transition to multiplayer pvp? I'm looking for inspiration for 2d side scrolling combat systems that are similar to like dead cells, rogue legacy, hollow knight but unsure how fun they would be pitted against each other like for a pvp game.

cinder hamlet
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if you want pvp in your game, I recommend you design your combat with it in mind right away

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but keep in mind that making online games is very difficult so if you're just starting out, I recommend you don't bother with it

rare warren
cinder hamlet
steep beacon
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hey friends... so im having an issue with unity atm and im using chatgpt to kinda coast me through some of the more basic stuff...
right now, im trying to launch my "main menu" so i can see if everything so far works, and my HOPE is that it launches, and i hear the audio play...
but its not, its saying there are compiler errors... and ive checked the scripts, nothing is red that i can see, and i have no clue what im doing wrong (hope this is the place for this)

cinder hamlet
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I recommend you go a step back and try to learn to write your own code

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this way you'll learn a lot more

late vapor
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!ide

desert martenBOT
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πŸ’‘ IDE Configuration

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

β€’ Visual Studio (Installed via Unity Hub)
β€’ Visual Studio (Installed manually)

β€’ VS Code*
β€’ JetBrains Rider
β€’ Other/None

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

steep beacon
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I fail to understand how it isn't about game design as it's about a game I'm designing, so small criticism: If you declare something I'm doing isn't proper, then redirect me to where it becomes proper...
And the console never did which is WHY I asked. NOTHING was showing me.
I finally figured it how though. Redownloaded unity and my console finally fixed itself to which I could solve the issue.
Thanks anyway though.

sharp zinc
cold onyx
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does anyone have any recommendations for beginner 3d tutorials?

desert martenBOT
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πŸ§‘β€πŸ« 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/

cold onyx
cold onyx
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Does anyone have any good ideas for a Horror Game? It would have to be 3d with more Basic graphics. I just need where it should be set and when it should be set. Any ideas?

atomic anvil
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While dark setting makes it easier to scare the player, that's not the only option. Think of settings where you might be scared even in a fully lit setting.

One of the main fears exploited in games is the fear of the unknown. Darkness uses the limited visibility for that effect. But you can also invoke that fear with architecture(building interior) or natural obstacles, like trees and bushes. If you can make the player feel like something is not quite normal, even daily environments can be quite scary. Imagine a hospital setting with no person in it. It looks like it's operation, but the absence of people makes it disturbing. Of course other cues like ambient sound or some events or clues might be needed to get the player into the right mood.

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"backrooms" games are a good example of it(at least the ones that rely less on the jumpscares). They create a unusual disturbing atmosphere even if the environment is lit.

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Oh, you you didn't mention the darkness/lightness in your message. Just noticed.
I was replying based on your message in the other channel.

cold onyx
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I get that

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Its okay

late vapor
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Mufasa's 2.5d extravaganza

desert oar
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What's a great project manager for people with ADHD?

cinder hamlet
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trello is a popular choice, though I'm not sure if it's best in your case

desert oar
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Well I'd use Github but I don't trust MS with their AI copilot

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I hear they use peoples code.

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Right now I have Obsidian

cinder hamlet
desert oar
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Imagine if people stole 2K's source code to 'learn' from lol

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I'm pretty sure they'd sue.

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I don't want my projects going to AI, especially if I plan to make this a career one day. (I'm 44 but I hope I'm not too late cognitivily)

sharp zinc
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To be honest, if it is the price to pay for using Git, I am more than ready to use it.

atomic anvil
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Though as a person working with AAA games code on daily basis, I'd assume that there's nothing worth stealing there.πŸ˜…
Unless you're planning to plain copy paste their projects.

quiet shoal
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i'm here

molten basalt
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!collab

desert martenBOT
olive jacinth
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Okay, after making lots of toybox projects, non-game Unity apps, and encountering basically every problem that can be encountered from my time in battle in the code channels, I want to start seriously considering releasing a full, polished, proper project. My budget is limited as it's basically just "Whatever I can pull out of my paycheck" so I'm going to need to narrow the focus down on one project and start trying to realize it. I'm going to post two project ideas, I just want a quick gut feel, which one do you think would be the one worth working on?

πŸ‡¦ Platformer Tag Game

  • 3D platformer akin to 3D Mario
  • Inspiration from the Super Mario Odyssey Multiplayer Tag Mod
  • Online Competitive Live Services Game
  • High emphasis on speedrun-style movements with a way to ease players into advanced control techniques
  • Customizable character avatars with cosmetics to unlock or buy

πŸ‡§ Tactical Physics-Based RPG

  • Turn based tactical RPG with physics based battles
  • Story Driven
  • Quirky
  • Single Player
  • Battles involve launching characters like pinballs to damage enemies by hitting them or environment
  • Similar vibe to Paper Mario

Now, both have some pretty big design challenges. One is online which is a whole can of worms unto itself, with hosting, moderating, and regular content releases. The other is a story-driven game with tons of up-front content costs. Less space for monetization, but more space for having "legs", since it doesn't depend on an active playerbase to continue existing. I'd need to write up full GDDs for either of them, which would likely include some art and design mockups I'd probably need to commission, so I want to figure out which one to pursue.

sudden pendant
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Defeinitely #2. Multiplayer aside (and even trying to get a playbase), it just sounds like a more fun game.

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I imagine a small explorable world where the battles are as you described. Lots of silly dialogue and moments, things to explore (maybe collectibles that are used in battles to alter your attacks).

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World building just sounds lot more fun to do with that one.

olive jacinth
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Basically, A has a bigger chance of getting big but also a bigger chance of just being dead in the water. B has a more tempered release, it's a one-and-done purchase without monetization but it'd have residuals basically forever since people could still theoretically be buying and playing it for decades

sudden pendant
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I don't know, I would say B has a better chance of success in my opinion

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You can make a good game of A with lots of sales, and still ahve it die quickly once the attention falls off. Whereas, B you just have to get them to purchase it and not have to worry about keeping it going.

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And with a success of a single title, you port it to consoles/switch, and bam, you're the next Stardew Valley.

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Why does it matter if people aren't micro monetizing it then, you're already rich πŸ˜„ πŸ˜†

mellow matrix
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I have a question for my game idea, but it's moreso in terms of difficulty and recommendations.

I'll give the synopsis as to not give away too much of the game, but you can ask and you shall receive more info.

Here's the synopsis lol:

Synopsis:

"Pixel Arcade" is a (will be if it can lol) charming indie game that takes players on a nostalgic journey back to the golden age of arcade gaming. The adventure begins as you stumble upon a retro-style arcade cabinet tucked away in the basement of your college dorm. As you step up to the machine, the familiar sounds of '80s arcade games fill the air, inviting you to embark on a classic gaming experience.

Within the game, you find yourself in an in-game room that captures the essence of an '80s arcade, complete with neon lights and pixelated characters. The arcade game itself offers a delightful and straightforward gameplay reminiscent of the classics you grew up with, evoking feelings of nostalgia and joy. As you progress through the levels, you'll encounter the challenges and quirks that made arcade games of that era so beloved. Collect power-ups, avoid obstacles, and engage in friendly competition with your digital adversaries. It's all about having a good time, just like the good old days.

"Pixel Arcade" promises an "authentic" retro gaming experience, transporting you back to a time when high scores were the ultimate achievement. Whether you're a fan of classic arcade games or simply looking for a fun and lighthearted adventure, this game offers a delightful journey through the pixelated past.

Enjoy the innocent charm of this arcade game, and let yourself lose your mind. And just like the infamous Nintendo 64, will you play the game, 𝕠̷͛̈́𝕣̴̛̼ ΜΆΝΝ€π•¨Μ΅ΜΝ›π•šΜ΄ΜšΜ‰π•Μ΅Ν„Ν‘π•ΜΈΜ π•₯𝕙𝕖̡̆Μ₯ ΜΈΝ›Μ”π•˜Μ΅ΜΜ“π•’ΜΈΜˆΝ›π•žΜ·ΜΝ’π•–Μ΅ 𝕑𝕝𝕒π•ͺ ΜΈπ•ͺ𝕠𝕦?

sudden pendant
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Not surehow to answer the difficulty question without context of mechanics.

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Are you making a collection of nostalga-esque games, or is this an RPG where you play a game and there's some bigger story about it (like you get sucked into another world, etc.). The synopsis doesn't give much to go on in terms of understanding the gameplay.

sharp zinc
mellow matrix
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I technically have that in a separate doc

Not in the data's entirety but lemme find it

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Got it

sharp zinc
mellow matrix
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It doesn't?

sharp zinc
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Is it detective game ?

mellow matrix
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Apologies, I should probably fix that

sharp zinc
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I mean, i'm unable to find the genre of it.

mellow matrix
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Oh!

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Uh

sharp zinc
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Like, is it first person ? Third ?

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Is it an exploration ?

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Is it 3D or 2D ?

mellow matrix
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It's 1st person Psych Horror with Retro aspects. I don't really know how to explain more than that.

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Oh uhm

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3d and 2d

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It changes during the game

sharp zinc
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1st person horror should be one of the first information we see.

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I feel like what you have is too ambiguous and does not translate well in mechanic and gameplay.

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What is the goal ?
What you do to achieve the goal ?

mellow matrix
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Sorry, I'm really new to the game dev scene, so all that I wrote there is a rookie's brainstorm(?)

sharp zinc
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What are the obstacle ? How are they preventing you from reaching the goal ?

mellow matrix
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That involves more thought, all I have rn is the concept

sharp zinc
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At the moment, it feels like a story or a movie.

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Not really a game.

mellow matrix
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Ik

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I need to fix that eventually

mellow matrix
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Could you give me recomendations to figure this out? Or is this an "you're on your own" thing? /genq

sharp zinc
mellow matrix
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Thx

sudden pendant
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You've only written a very high level concept, with no details on how the actual game plays.

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Imagine yourself playing this game and what you are actually doing. What does 10 minutes of gameplay look like?

manic wind
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do you guys listen to music from the genre of game you're designing?

manic wind
languid garden
fluid agate
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I'm thinking about how to get a stealth roguelite to work - did anyone play around with that concept? I can't find many games like that, and I'm beginning to doubt if procedural level generation can ever play well at all in this context.

fluid agate
# manic wind

I haven't played it yet, but unfortunately, it seems to be neither procedurally generated, nor a roguelike or a roguelite :/

normal crane
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Hey

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Where can I get some help?

fluid agate
normal crane
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Ok

manic wind
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you could copy the stealth mechanics into randomly generated levels

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such as shadows

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corners

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walls

fluid agate
manic wind
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i dunno then

fluid agate
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and if it's possible to make procedural good stealth levels

manic wind
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oh definitely!

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just requires layers

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a lot of trial and error

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randomness + rules

fluid agate
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Has anyone here actually tried that though?

tender aurora
# fluid agate I'm thinking about how to get a stealth roguelite to work - did anyone play arou...

I believe this is procedural generation.
https://store.steampowered.com/app/243970/Invisible_Inc/

Take control of Invisible's agents in the field and infiltrate the world's most dangerous corporations. Stealth, precision, and teamwork are essential in high-stakes, high-profit missions, where every move may cost an agent their life. Klei Entertainment, the independent studio behind the hit games Mark of the Ninja and Don't Starve, presents: I...

Price

$19.99

Recommendations

4649

Metacritic

82

β–Ά Play video
tender aurora
manic wind
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Sorry meant to post the original

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My bad πŸ˜”

fluid agate
manic wind
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You can also fake the procedural too 🀫

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Combine premade areas with randomness

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cough No Man's Sky cough cough

tender aurora
fluid agate
ivory shore
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I needed a little guidance on implementing a feature of mine.
So I have a slider (the fill area is red and the background is green), the user will first select the slider to a required value of his. The value is stored and displayed which I have already implemented
Then the user presses a button after which I dont want the fill area and the bg (i.e. the red and green part) to change. But I want the handler to slide from its position back and forth to a random value. The random value is calculated onButtonClick
So basically after user selects a value and presses the button, only the handler moves (slides back and forth a couple of times) and then stops at a random calculated value

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Just need help as to how I can only make the handler move here and there without affecting the fill area and background

manic wind
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sounds complicated

night shoal
manic wind
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yeah i'm just pleased its about a game

ivory shore
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I was thinking of adding two sliders on top of each other
when users places the button, hiding the handle of main slider, (fill area and bg of the second slider is hidden) then only slide the handle of the second slider
Maybe there is a better way to achieve this

manic wind
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i don't even know what the slider does

cinder hamlet
hallow pagoda
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Got it thankss

noble willow
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hi guys i need help for a level design. its a speed running platformer

noble willow
cinder hamlet
noble willow
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kuz i have something spinning and and running wall

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but still feels bad

cinder hamlet
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perhaps you should try changing some of the values like player's speed or acceleration?

astral timber
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oh come on why is artist pink

noble willow
astral timber
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I mean it depends

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is it 3d or 2d

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does it have complex movement or simple

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is it only a platformer or is it a platformer and

cinder hamlet
noble willow
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can i send a link here ?

noble willow
cinder hamlet
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yes, but it's better if you just show a video of the game

noble willow
astral timber
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nice pfp btw

cinder hamlet
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best selfie I've got

noble willow
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is it fine like this or i need to imgur this ?

astral timber
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idk I'd say it needs weight

noble willow
astral timber
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its probably a character thing

astral timber
noble willow
astral timber
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not sure how to explain it but instead of a character running around the level it feels like a bean jumping around

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its probably a bean jumping around but yknow what I mean

noble willow
astral timber
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like maybe you have the main path that's easier but slower but there's a second path that's more dense with the moves you have but faster

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its probably not what you're asking about but I hope that helps

noble willow
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you can skip if you can make the jump with high speed there

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okay

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ill tweek the player movment for now

cinder hamlet
noble willow
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so it gets very fast :))

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but it seems like moving on ice just spacing around

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okay thanks for the feedback ill be back with a better or worse gameplay :))

noble willow
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or it is one model ?

cold onyx
noble willow
cold onyx
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I'd rather make some quick models in unity then spend a month learning blender

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Plus, it's two quick models

astral timber
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this is a sackboy a friend asked me to make and I started blender like 2 weeks ago

cold onyx
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I can't learn that fast

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🀣

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I am trying to learn blender though

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wait guys

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how do you get to the intro scene of a game in unity editor

golden kayak
noble willow
# astral timber yeah

you were absolutely right my slope detection was not even working so the player was getting constantly speed, now feels better i adjusted the player speed run speed and gravity, feels better

cold onyx
# noble willow wdym ?

so I used the karting microgame scen and the scen where it ends it still has (game name here), how do I change it to show my actual game name

noble willow
cloud delta
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yay or nay allowing the player to fight his own characters LOL?

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or would that confuse newer players and be more of a annoyance

vapid stream
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Nay unless it’s the core concept, or maybe make it an optional setting (sounds like a funny concept)

torpid siren
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Hi i need to make a uneque minigolf course map. And im looking for any cool ideas that can be implemented. Its hard to come up with anything that would work great.

How the map works? The map contains scenery with 18 minigolf levels that players go thru one by one, and by going from one to another level they slowly travel around the whole map. For example there is a pirate island with pirate themed scenery around it and the golf course starts off on one islands side then goes thru a cave, reaches the other side of the island and then moves up a mountin. <- example

If you have any cool theme/map ideas please let me know.

sudden pendant
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Look at Golf With Friends for inspiration on themes

manic wind
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i'd be down to make mini golf stuff

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sounds fun

manic wind
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the ball can just fall back down if the player misses

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to try again

nova plover
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If I wanted to practice making visual novels, branching narratives, or heck small scale RPGs...would it be dumb to essentially copy and make a gamified version of a published DnD adventure like Curse of Strahd or Tomb of Annihilation?

Obviously, DnD's adventures are meant to be more open ended with choice making and geared towards multiple people in a party. And dice rolls obviously. I just think that by translating a pre-established RPG storyline into a game, it can be a great way to practice and grow as a game designer.

manic wind
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you could design an NPC and design interacting

nova plover
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Bear in mind I don't plan on selling the games I would make.

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Share them? Yes. Sell them for money? No.

manic wind
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i don't think you're allowed to use someone elses copyrighted work even if its free

nova plover
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This would just be for practice until I feel confident in making a game to sell on my own.

fossil temple
manic wind
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yeah but he is talking about taking it from DnD books no?

fossil temple
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ah i didn't read context

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despite that, i don't think the generalization works

manic wind
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i'd like to make a hologram NPC that has prewritten dialogues like from the movie I, Robot

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you could even create a little stand like Warhammer models use

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i'm just trying to help avoid any legal issues

cloud delta
fossil temple
cloud delta
manic wind
fossil temple
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the art would be the artist's copyright, idk what you're talking about

manic wind
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wouldn't it be easier and safer to make your own work?

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create your own dnd campaign

cloud delta
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i mean the d&d ruleset by U.S law cant be copyrighted

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so i assume thered be some leeway

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to copyrighting "adventures"

fossil temple
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the adventures are creative works

cloud delta
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in the context of the story sure

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but itd still fall under parody law then

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in the scenario that the original person was trying to do

fossil temple
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that means DND as a ruleset cannot be copyrighted. this is good as people who want to make and sell homebrew content for the game can just not sign OGL 1.1 and still do so as long as they don't reference the copyrighted bits of DND which is the worlds and the wider lore of those worlds.

fossil temple
cloud delta
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i mean the d&d ruleset by U.S law cant be copyrighted
so i assume thered be some leeway
to copyrighting "adventures"

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what i said

fossil temple
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ah yes, emphasize the entire thing so you don't emphasize anything at all

cloud delta
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i said thered be "leeway to copyrighting adventures" under U.S law

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ur just a moron

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if u cant interpret that correctly

fossil temple
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but "adventures" are pretty transformative.

cloud delta
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obviously

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so youre not even arguing with me lmao

fossil temple
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what even is your point here then, im confused

cloud delta
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and yes a "visual novel" would still be considered transformative so long as some things are changed

fossil temple
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are you asking about the adventures themselves being copyrighted, or the adventures infringing dnd copyright?

cloud delta
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whats ur point?

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not asking anything

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what?

fossil temple
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this seems pretty obviously a question

can d&d games me copyrighted lol?

cloud delta
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i asked a question and then later clarified after googling that answered it

cloud delta
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of conversation

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LOL

fossil temple
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but if you want to be pedantic,

are you referring to the adventures themselves being copyrighted, or the adventures infringing dnd copyright?

cloud delta
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right well anyone can read the conversation and understand

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what was occuring im not gonna argue with someone who may have issues understanding social ques lmao

fossil temple
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lmfao the irony

cloud delta
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"the irony"

fossil temple
cloud delta
fossil temple
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what even are you referring to there lmao

cloud delta
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lmao

fossil temple
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im damn near a literal child and even i can tell that that's being so childish

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well i can only blame myself for expecting any community to have only sane members

cloud delta
fossil temple
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speak for yourself

cloud delta
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gen alpha is doomed

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...

fossil temple
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lmao im not gen alpha

sudden pendant
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Can you two take it to DMs if you want to bicker like children.

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Keep it off this channel.

fossil temple
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please do purge it if it's within your power and unwanted here, wouldn't want unrelated discussions here either

sudden pendant
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I'm not going to manually delete it, no. It will bury itself over time.

fossil temple
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i mean, dyno has a purge feature, i assumed that would be used, but aight.

tender aurora
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The mechanics of dungeons and dragons, I.e. rolling dice and adding variables to get a result, the concept of classes, and most others cannot be copyrighted. Specific words however are trademarked. Particularly such as many iconic monsters.

Published adventures are copywrited materials. They are not specifically mechanics but a narrative work of fictions.

hybrid sail
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Hello, I want to make a run and gun game but don't really have any good ideas for mechanics. If anyone has a good idea please tell me, I might make a game out of it.

hybrid sail
manic wind
glacial dome
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i can give you 2 robux for this so i can add it to my game

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2 robux cuz i have only 2

astral timber
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darn

glacial dome
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will i have it

astral timber
glacial dome
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?

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ikr

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i am rich

astral timber
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its pretty bad but sure you can have it

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if I saved it

glacial dome
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ok

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i wuv you

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finally i dont have to watch a 40 mins toturial to make a 3d model

astral timber
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I didn't save it

glacial dome
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then look like trash

astral timber
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but I do have a turtle

glacial dome
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ah shucks

glacial dome
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trultle is good for health

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i eat 3 in a day

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that is why my pfp looks shit

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i got fat and drunk and made the pfp

sudden pendant
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@glacial dome There is no off topic in this server.

glacial dome
#

ok

#

me sorry

#

i just wanted the 3d model

celest heron
#

I oboe it!

#

Lovr*

astral timber
#

thanks

proud escarp
#

not quite sure if this fits here, but i'm wondering if anyone has some advice for general approach or certain tools/assets that could be helpful in a point-and-click type game. specifically i am thinking about how the characters emote with facial expressions or body movements, or walking animations to show different gaits. i don't really care about detail in the models necessarily, but the expressiveness of the facial expressions and body movements are important for comedic reasons. this is a blank slate project and i'm not exactly new at programming, but i've never done any 3d modeling so i'm just looking for high level advice. thanks

#

my thought would be that the 3d environment would let me use different camera angles/positions as well, to help sell the scenes, so to speak

tender aurora
pine spruce
#

how could I go about making sand tetris? I get most of the game mechanics except the blocks splitting into a bunch of sand

cinder hamlet
#

not sure what method is good for that though

pine spruce
#

yeah that's what was getting me

pine spruce
#

im just trying to figure out how to transform the tetris blocks into a bunch of sand pieces

hybrid sail
#

Its not the most efficient but it works

#

If you know the piece dimensions and the pixel density, then its not that hard to go do this

manic wind
#

inbox you with what?

#

my rates are $500/hr

mystic hill
#

hlelo

#

@manic wind

manic wind
#

yo

pine spruce
torpid siren
#

Whats the best way to plan out a map? I have the theame in mind and what it "Has to" contain, but just come to the point of where i know where everything should go so that i can start modeling assets.

Also my needed assets contains things such as low poly terrain, trees, rocks + any other astetic like statues. Whats the best way to make these. For example if i need like atleast 5 different versions of the same tree to not have it identical everywhere.

cinder hamlet
torpid siren
cinder hamlet
#

yes, that's a good approach

hybrid sail
pine spruce
#

no my bad I forgot grid layout groups are just for UI elements

#

I meant just make a grid associated with each piece

hybrid sail
#

ok

#

yeah sure that works as well

pine spruce
#

okay good

torpid siren
river onyx
#

guys what you think a game like dishonored but set in a futuristic city? im currently doing that and uh yeah you can suggest things if you want.

proud escarp
# river onyx guys what you think a game like dishonored but set in a futuristic city? im curr...

haven't played it, but i've played lots like it. seems like an approachable / scalable format and that type of 1st person melee action game has been popular since day 1. i don't really have any suggestions other than maybe look at how dead space 1 sets up their rooms/challenges. i always felt pretty happy/relieved/exhilirated when everything was dead in that game lol. anyway i'd make sure you focus on making it fun before you scale up.

snow jackal
#

Hello beautiful people, does anyone know or can recommend a place to make a Text Logo? or Text Graphics?

My artistic level is currently -infinity, the only place i can draw things is MS Paint πŸ˜›

Its specifically for UI text πŸ™‚

cinder hamlet
proud escarp
grizzled spindle
#

which design cool?

#

short?

#

or long???

full tangle
cold onyx
#

hey guys haveing some issues with a map im editing, ( yes i baught the rights for it ) when standing at my spawn point im having an issue where the rooms goes black like the first image, when it should look like the second image i thught maybe there was some profileing groups or maybe some lod groups, but i cant seem to find any. no idea what it keeps blacking out and could really do with some help as there used to be a Curtain with some fairy lights over them to cover this issue up,, but i want to make the turn on and off so that i can see through them, ive tried turning them off and rebaking the lights and probes, but it did nothing if anyone has any idea on whats going on it would be amazing. thanks.

cold onyx
# grizzled spindle which design cool?

shorter looks better over all, maybe have the long version as pump action without the under barrel attachment? or change the long barrel to something more fitting, just haveing a tube feels a little lacking

grizzled spindle
#

the underside is a rotating tube thing ;D

cold onyx
grizzled spindle
cold onyx
cold onyx
#

the youtube player is just for background music

grizzled spindle
#

I see a little error down here

#

ah alright

cold onyx
#

yea that error is just because it dosent have access to yt2mp4.exe, it shouldnt pose an issue.

grizzled spindle
#

hmmm

#

if the original creator made something to cover this problem up(assuming someone else made this since you said you bought it)

#

it might be hard to solve

cold onyx
#

yea maybe, but im really trying to fix it as it would look really nice

grizzled spindle
#

what I suspect is a shader issue

cold onyx
grizzled spindle
#

check if they used any cool custom shader

cold onyx
grizzled spindle
#

if the problem happens to a model, it is a problem with 1 or more of these reason

#

model
UV
textures
shaders
your camera

#

UV and textures shouldnt be a problem

#

it might be the model?

#

my guess is the shaders

cold onyx
grizzled spindle
#

try to switch it to the standard shader

cold onyx
#

it also has no issue in the editor view, its onyl when i play inside the editor, i might try and see if it works within the game itself.

grizzled spindle
#

see if the same problem occur

cold onyx
grizzled spindle
#

oh um

#

make a backup

cold onyx
#

yea. let me check if its just an editor issue then ill get back to ya.

grizzled spindle
#

alr!

cold onyx
grizzled spindle
#

idk, it is pretty late

cold onyx
grizzled spindle
#

and I am by no mean good at shader or anything like that lol

grizzled spindle
#

good luck on fixing whatever it is dude!

cold onyx
#

just testing now if its the editor or the map itself

#

ok yea no seems to be the map

grizzled spindle
#

maybe culling

#

turn off occulusion culling

cold onyx
cold onyx
vestal laurel
#

How do you people get ideas for games?

granite dagger
#

build around a mechanic or design

cinder hamlet
vestal laurel
pastel compass
pastel compass
#

it might not work for everyone but it do for me :)

vestal laurel
grizzled spindle
wild reef
#

Hey guys I'm trying to move my project from one computer to the other using my flash drive, but when I try to open the project it says "Project Failed to open, Project not valid". How do I fix this?

remote barn
#

ignore the ".gitignore" and the "gitatributes" files.

mighty cypress
#

hello what do you think about valheim graphisms ? (like simple textures but beautiful graphisms)

full tangle
brave coral
#

Hey, I have some doubts related to 2d character interaction in unity. Anybody free to help?

night shoal
solemn stump
#

Any good tutorials on game art

manic wind
solemn stump
#

Horror/tim burthonesque

manic wind
solemn stump
#

Dark/Morbid?

cold onyx
#

Anyone has any idea on how they made the things in these two clips?

In the first one he shows that he has a "sun/sky slider control" where he can set the time of the day, and then the sun/light and the sky dome changes (I guess the domes and lights were made in unity and the scripting to change in TTS, but i might be wrong)

In the second one, he says that, when the players entered a building, he would hide the ceiling/roof so that he could see them from the top view, but inside the building, they would still see the ceiling.
anyone have any idea on how that was made?

sharp zinc
# cold onyx Anyone has any idea on how they made the things in these two clips? In the firs...

Adjust the directional light rotation than blend the skybox, light parameters (ambient) and post processing effect.

Something like: https://github.com/Bonnate/Unity-Skybox-Blender

GitHub

Blend the skybox in unity to change the sky during runtime. - GitHub - Bonnate/Unity-Skybox-Blender: Blend the skybox in unity to change the sky during runtime.

cold onyx
#

Thanks@

brazen lintel
# cold onyx Anyone has any idea on how they made the things in these two clips? In the firs...

The time of day one, I believe they're using a custom script that adjusts the directional lighting's rotation, which if you notice when you adjust your directional lighting to turn upwards, you'll find your scene to have the sunset effect.
The hide ceiling from top view one, either it's a raycast to hit the separate roof gameobject to hide and unhide, or it's a Z / Y detection.

austere basin
#

hey anybody here intrested in hearing a new game idea its a shooter game like val, csgo i have already done a lot of brainstorming for a lot of the agents (3d models) and some maps and basic game mechanics, guns and more

brazen lintel
steel swift
#

umm

#

so i kinda messed up how i view my scene and i dont know how to fix it

#

nvm dumb iso view

vestal raven
strong rock
#

so all in all we should never do cutscenes again

#

i dont think its exactly cutscenes i dislike

#

what i rather dislike is me sorta just doing something and then controls being forcefully grabbed away from me to make me look at something or to push me in a certain direction when i'm honestly just trying to do something else

#

idk if that makes sense or not

smoky nova
#

Anyone have good resources about character stats and how to balance or implement them? πŸ€”

manic wind
#

How many textures files does the average video game load onto memory?

#

I can only check VRAM used

cinder hamlet
chrome schooner
#

Anyone have any good starting places or tutorials for creating ai.. I am looking to make AI for a 2D football game.

manic wind
#

sounds difficult

cold onyx
#

First implement run to ball, if have ball run towards goal, if at goal, shoot

#

Then implement tackling opponents with ball, etc. and just build up from there

cold onyx
#

Something that actually really stuck with me is when I watched a Lex Fridman interview with Elon Musk. He asked Elon how the AI in Tesla Full Self Driving was developed and Elon said "it's just a huge number of if statements"

#

One tip I have though, you can think of making a cost function that describes how "bad" the AI's current situation is. It could be something like L = w_1 a + w_2 b + w_3 c where a is how far away from the ball it is, b is how many goals have been conceded, and c is how many defenders are in the area, and add whatever else you want, and then you could calculate given a specific AI action, will this number L increase or decrease? If it decreases, you would have the AI take the action. The numbers w_1, w_2, w_3, etc. would be used to weigh how much impact that criteria has on the decision

chrome schooner
#

Thank you

steady hollow
#

@chrome schooner Finite State Machines, Behavior Trees, Goal Oriented Action Planning, and Utility AI

#

Then there is also Unity's ML Agents framework

late vapor
#

fsms I think are easiest to implement if it's your first time making ai

#

but they have limits that I've run into with my current project. I've been recommended b trees for more complex behavior

humble star
#

What are some good sources to learn and do the general gist of game writing quickly and see if it interests me?

manic wind
#

i'm not sure what you mean

elfin beacon
#

also not sure, but I would say, just do it and see how far you get of the top of your head with a random Idea you have

manic wind
#

do you mean typing words per minute?

#

creative writing exercises?

#

word count?

manic wind
#

you could try speedwriting short stories

#

set an egg timer

deft patio
#

Hi all
Can i ask things about writing GDD here?

hard fog
static raven
#

Anyone got any recommendations for Talent Tree design tools? Doesn't need to be polished but something flexible and functional that I can use for sketching out ideas.

cinder hamlet
#

that's what "don't ask to ask" means btw

#

if youre in wrong channel we'll just redirect you

deft patio
#

So my friend just said for his project, the GDD is split to 100p of gameplay, 100p of story

#

And in the GDD template I'm using, it also links the monetization docs

#

As in, expects the monetization to have its own docs

night shoal
#

and the question is...?

deft patio
#

Few questions

#

Should sections like the project scope, asset needed, timeline, etc be separated for the needs of the gameplay and the story? Or be combined?

#

Actually it should be combined. Was not gonna ask bcoz it's silly but just gonna send it anyways

static raven
#

That's too big of a GDD, nobody is gonna read all that. You can put story stuff in there where relevant but you should probably have a separate doc for story alone.

deft patio
#

I'm joining like a public business meetup event in 3 weeks

#

1 of the investor asked for my docs, so I'm just polishing some old one first etc

#

Should I make a slide too for the meeting?

sudden pendant
#

If you're pitching/showcasing something, a slide deck is the best format for that, yeah.

winged lotus
still cedar
#

Hi there!

#

Can anyone suggest a simple game idea to resume my unity journey with . Like it should be a simple but fun to play 3D game. I have been thinking a lot but don't know any unique or suitable simple 3D project.

#

For Android Especially !

snow nacelle
still cedar
snow nacelle
#

that's the whole idea. you take that idea and come up with the details on your own to create something

sinful hazel
deft patio
sinful hazel
#

?

lilac shadow
#

does anyone have a youtube tutoral or something to help me get started with game develpment and just get the basics down

desert martenBOT
#

πŸ§‘β€πŸ« 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/

bright storm
#

How hard is jt to make roguelikes?

#

Currently taking a course to make a game and my team wants to make a roguelike

#

It is a sound idea but I worry about how much design it will tKe

#

Kinda want to get into game dev so I want the resulting project of this class to be good

#

So i worry if my team is underestimating this genre

#

We also have no design people hahaha

manic wind
#

there is no context to the questions

winged lotus
bright storm
#

Any tups for that @winged lotus

cinder hamlet
cinder hamlet
#

although that applies to any game

bright storm
#

What about stealth game

#

Someone pitched a stealth rogue like

#

but feels a bit difficult

winged lotus
sudden kestrel
#

Is there any other site like Mixamo for finding created .anim files that can be used for mecanim humanoid rigs ?

north coral
thorn bluff
#

I need help with my unity project. I did a bake with Bakery. Immediately following that, Unity is running extremely slow and laggy. I can't hardly move around in the editor window, and even selecting windows and options in any other party of the program, everything is slow and lags.

What would cause the entire project to run like this? IDK if the bake had anything to do with it or not, but it was the very last thing I did before I started to experience this issue.

I am not having this issue when I open other projects.

atomic anvil
#

Also, wrong channel. This here is about game design, not technical aspects.

final kiln
#

does anyone have any tips?

#

im very new to game design & tilemaps, this is the second tileset ive created

#

I want to make this look really nice

lost merlin
#

Looks fine. Perhaps some 2D shadows and some post processing for polish

final kiln
lost merlin
#

Ah, I was going to suggest some color adjustments, but of course just messing around with the other options for a more vivid look if that's what you're aiming for. Also, another suggestion would be to delve into some particles and animate some wind for the scene.

#

Render an animated texture of falling leaves over the camera, ect.

wraith falcon
#

if there is a programmer it should to help me πŸ€”

pearl moat
chrome jetty
# wraith falcon thats game needs a shop system right ?

This channel is for discussing design. So, to answer the design question, I would say yes. Since you are collecting coins, it should definitely have a way to spend them. A shop system would be good for that. With maybe skme powerups you can get, or skins changing from a cube to like a skull or a cat or something. Only cubes to start with though?

#

Ah. I missed the unlock random button. So yeah, adding a DIFFERENT way to spend money would be good. Variety is the spice of life and all that

winged pagoda
#

If I'm right, watch this video https://youtu.be/_QajrabyTJc?si=KbfL0GR9dTaI36Dp. After that, your character will not get stuck in other objects

pearl moat
#

That’s 3D not 2D yknow

winged pagoda
pearl moat
#

Oh

tepid veldt
#

Ok, is it just me or are there no isometric cityscapes avaliable online? Not like the bird eye's view, brightly colored cities with small sizes for a game like a city builder- I mean like isometric downtown alleyways and streets type. I just assumed there'd be way more, and I can't find any. Am I crazy or bad at googling, or is there just a lack of this?

manic wind
wraith falcon
chrome jetty
#

I have my own stuff going on, I only tutor for money

chrome jetty
#

I do pc games. I've done a mobile game to learn before, but not super interested in that

wraith falcon
#

or admob ?

chrome jetty
#

No

#

I have a company

#

I make my own things

#

I have said three times I don't do mobile.....

wraith falcon
#

i understanded

#

do you have steam account ?

sudden pendant
#

@wraith falcon Can you try to read this social interaction here and stop pestering to see someone's work?

wraith falcon
glacial raven
#

I have a bit of a balancing/enemy gameplay-design problem.

context: I am making an arcade style singleplayer horde-shooter game, and I made an enemy that is completely invisible until it takes damage from any source (including other enemies, because I also made an enemy that deals damage upon death via explosion). Also, please note that the only way of attack most of my game's enemies have is walk straight towards the player at all times to use melee attacks.

my problem lies in the balancing and designing combat against the invisible enemy, because right now the enemy (who I named Stealthy by the way) is completely invisible in all ways, but not on the player's minimap which is the only way Stealthy can be seen before it is damaged.

My previous version of Stealthy was always visible to the player, but also always invisible on the minimap. Should I keep Stealthy like it is now, or swap back to the older version, atl east partially?

manic wind
#

Maybe can only be seen by light?

#

Invisible only in shadows?

#

The player is safe around light

sudden pendant
#

@elder sorrel You can use the forums for commissions: !collab

desert martenBOT
pearl moat
#

I have way too many game ideas written down to the point I have to make atleast some of em

final kiln
#

i need some opinions

#

im concerned because
the map is 16x16
but the fox doesnt follow those regulations, not noticably really anyway
and the foxs' pixels against the 16x16 textured map looks a little out of place

#

At least to me, but id like a second opinion before i do anything drast like reanimate the entire character in a proportionate size or redo the map on a 32x32 grid

cinder hamlet
spiral marsh
# final kiln

As a general rule of thumb don’t worry too much on the graphics of the game till later on, you might find that it actually works better with your completed prototype.

Best to keep it for now and change later if needed. I would avoid adding any animations to the fox at the moment to save time in the future if you ever decide to change things up.

final kiln
hoary flax
#

Ok so I am relatively new too coding and want too start making my first game with my best friend and I genuinely think it’s a really dang good idea I’ve told my friend where going too start designing it but I don’t know where too start in terms of getting the game organised and how to make each thing a task for each of us I guess I’m trying to say I don’t know how too get it started may I please have help I would like help with getting started also if this is the wrong channel for this sorry wasn’t sure

hard fog
#

Multiple people working on one project generally would have to work on separate scripts, scenes then have someone dedicated to merge them into project to not have merge conflicts.

hoary flax
#

I think where more gonna have one person make it the other focus on stuff like materials animations and such then we slowly develop it and give the game code too the other when we want too add something cause we’ve tried GitHub many times but it was really hard for us to work it out took us a while and we never worked it out even with YouTube and other softwares

#

@hard fog

#

Sorry forgot to reply

hard fog
#

Make sure you are using correct gitignore file as well !vc

#

!vc

desert martenBOT
#
Using version control in Unity

β€’ PlasticSCM
β€’ Git: Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory

hoary flax
#

Ok thank you but how should we organise everything is that also through GitHub

hard fog
#

You can't work on the same scene for example. If you make any changes together you will create conflict.

#

So create separate scenes to work on

#

If you want to work on the same one, make sure it's not at the same time and all changes were pushed before another one touches it

hoary flax
hoary flax
#

I want it simple most of them we watched where so complicated

hard fog
#

Make sure you are using a client program for Git, it will make it much simpler

#

Fork for Git for example, although starting with something like SourceTree might make learning easier. It has large knowledge base

#

Generally you can apply answers from other client programs though

hoary flax
#

Can you please send me whatever you you recommend

hard fog
hoary flax
#

Ok thank you

#

And could you also send me whatever else I am going too need other than the GitHub itself

#

Sorry I’m just not sure I’m saving all these your sending me

hard fog
hoary flax
#

Ok thank you got them all

#

Is there a way you can send me a link to the gitignore I should use please

#

The one you sent before I don’t know how too get too the link from there

hard fog
#

!vc

desert martenBOT
#
Using version control in Unity

β€’ PlasticSCM
β€’ Git: Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory

hard fog
#

click the "here" link

hoary flax
#

Ok thank you

hoary flax
# hard fog click the "here" link

Also if you don’t mind one more thing is my game basically involves the same building with multiple versions should I make a skeleton version of said building and update it too each time frame and make it all seperate

hard fog
hoary flax
#

It’s not like that it’s like in a campaign game you go back too the same place but said place is not how it was would that apply too this prefab variant

hard fog
#

If you have a prefab that has at least some parts of it the same as other prefabs, that would be a good opportunity to do variants, if not, separate prefabs

hoary flax
#

Ok thank you

plucky dock
#

Ah not.

sudden pendant
plucky dock
#

Am I missing something?

hard fog
#

You are free to evaluate however long you like

sudden pendant
#

Yes, free evaluation. You don't have to pay and it's fully usable.

plucky dock
#

Ah I thought it was for a limited evaluation period of up to 30 days at no cost or something like that.

#

Well thanks for the info!

manic wind
#

Unity is free?

sudden pendant
#

Yes

placid tartan
#

You guys know how you could like move rotate stuff? It’s like snapping whenenver I am moving and I want my smooth move and rotation how do I do this?

cinder hamlet
manic wind
echo flume
#

What language does unity use

sudden pendant
echo flume
# sudden pendant C#

If I’m looking to make games, is that what language I should try to learn, I am literally brand new

hybrid relic
#

How could i build a profitable game in 6 months

lost merlin
#

mobile game that spams you ads every time you click a button

manic wind
#

you can find some really good tutorials that will cover the basics of coding in C# and how it works

#

pretty easy language with it being OOP

pulsar elbow
#

Does anyone know any good software to make 3D platformer Levels?

pulsar elbow
#

Blender is actually usable to make levels? x _ x

manic wind
#

into unity or unreal

pulsar elbow
#

Yeah I know that

#

But what I meant is, the interface is good for levels, is it hard to navigate?

manic wind
pulsar elbow
#

Alright, thank you i'll try : )

manic wind
#

i love Blender

#

@pulsar elbowhttps://www.youtube.com/watch?v=8XyIYRW_2xk&t=10s&ab_channel=Blender

Blender is Free and Open Source Software
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org

--

This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu.

Find more free tutorials on: https://blender.org/tutorials

Follow Blender on social media:

β–Ά Play video
pulsar elbow
#

Thank you : ))))

manic wind
#

i've got to buy some calipurs tomorrow

chilly oriole
#

I have a part of a scene that has a puzzle that needs to be finished before the time ends, but what should i do if the time ends. I'm thinking about just popping up a "Failed" screen, but i want to make it better and add something different that would add fun to the game?

manic wind
chilly oriole
manic wind
#

hmm

#

pause time?

chilly oriole
#

What do you mean?

manic wind
#

clock stops ticking

#

everything stops moving

manic wind
#

i dunno i have nothing much to work with

thick lichen
#

For a first person shooter that has multiple weapons how are the first person hands/arms typically done when considering different gun sizes, hand positions, etc? Are they part of the weapon prefab itself or are the hand/arm models given specific animations for each weapon that change when the correct weapon or weapon type is equiped?

late vapor
#

I used animator override controllers to prevent a single animator from needing states with every unique weapon's set of animations

#

please don't put every animation in one animator

sharp zinc
glacial raven
#

would it be a smart idea to make a sort of "Hub World" Scene (basically, a Scene that the player can walk around in and touch certain objects in the scene to open different UIs) for my singleplayer horde shooter game just so I can save space on the menu UI?

currently, there is only one UI for both picking a level and a character, but the menu is getting kinda crowded so I am thinking about making a Hub World just to have an excuse to make separate UIs for each selection that are tied to player progression as well...

pulsar elbow
#

Thank you Bakagajin for recomending me Blender, I love Blender too now : )))))))))

manic wind
#

yeah Blender is amazingly powerful for free

#

open source too

#

lots of add-ons

#

which become features

manic wind
#

people that wanna collab never tell me what they need making

fallow lintel
#

For a 2D platforming game we design our maps as small levels, per scenes.
Currently we have movement set up so that it reloads after transitioning to a new scene (level).
The issue with this is that when holding the movement button during scene transition, the input is stopped thus player starts in idle state in the new level.
Is there a way for move input to continuously be detected even after scene transition, so player keeps moving?
Im finding threads that are 5 years old. Seemed to be a non supported feature back then. But I wonder now?
Honestly, testing some Unity games, this should be possible. So what is the best way to handle this?

fallow lintel
manic wind
eternal rain
#

Hello, here we can discuss about game design, right?

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I've a RTS project on Unity and wanna talk about settings and programming configurations.
I Kinda know how to program but need to be sure how to set script and organizing stuffs

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which problems to avoid etc

night shoal
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that's not game design though

eternal rain
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where can I talk about it?
Game design means only the style and graphic /music behavior?

manic wind
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asset designs

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art directions

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level building

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storylines

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character development

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game rules

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character designs

cold onyx
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Game design broadly means what makes a game enjoyable and interesting

manic wind
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you can talk about making a board game here

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you could discuss the rules of Monopoly

cinder hamlet
mossy rapids
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Does game design also include the psychology of the game?

cinder hamlet
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I think it does

chrome schooner
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Anyone have a clue on making a UI with pixel art? I would like to make it scalable depending on the screen size. Was thinking of designing it at 320 x 240

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Just unsure of how this would look on an actual TV without testing

manic wind
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most people don't even know about pacing or letting the player breath

mossy rapids
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Thats a great point. Im new to game dev, but Ive been writing songs for a while and great songs I find also have awesome pacing or "breathing room" in the work of art.

mossy rapids
# chrome schooner Anyone have a clue on making a UI with pixel art? I would like to make it scalab...

Good question. I would check some graphic design blogs or tutorials like this one. https://graphicdesign.stackexchange.com/questions/156711/how-should-i-insert-sharp-crispy-pixel-perfect-text-into-a-pixel-art

fading grove
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Hey guys, I need a bit of help with bringing a concept to life.

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I'm trying to figure out how I'd make the roof look here work in Unity

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This bit

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I've got individual rooms, seen here:

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And I'd like to fill the external area with a flat plane

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I'm not a programmer, but what I'm thinking is have a flat plane with a sort of boolean shader

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If a room intersects with the plane / shader, it culls the inside so you achieve the Zelda look

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I actually think I'm posting this in the wrong channel haha 😦

sage parrot
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Looking for some feedback on what looks better.
The tower on the left uses some low-intensity lighting without any color and the tower on the right uses the world lighting that has a red hue to it (Im trying to go for a simple sunset aesthetic). I like the left but I'm worried its making the red too bright.

atomic anvil
sage parrot
old shuttle
atomic anvil
sage parrot
sage parrot
sage parrot
celest heron
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Anybody have any ideas on how to implement a camo select screen for my game?
Here’s how I’d generally having it work:
Select Scene: you select an option from the list
Then when you click done, you are sent to a different scene and the image you selected is applied to the gun of choice.

atomic anvil
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What's camo?

manic wind
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what is a network game?

winged lotus
cold onyx
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this is kind of a theory question, but also a design question. I have a player build system and a third person camera and controller. I hide roofs and things like that with my own client-side script. This works very easily for objects I placed in the editor (static buildings and parts of the environment) but not for things that players placed in the world (player made buildings and objects and other players). Any thoughts?

winged lotus
sudden pendant
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@cold onyx!collab

desert martenBOT
cold onyx
sudden pendant
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I'm aware of it yes

cold onyx
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Then yes

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But

sudden pendant
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Okay, not sure why you're sharing these details with me. I was just redirecting you to where job/collaboration posts should go. It's not here.

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Good luck

cold onyx
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I need good spawn for my game called galaxy monkes

manic wind
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a good spawn?

cold onyx
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Yes

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I need help adding texture to blocks

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And importing gtag locomotion into Unity

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I just need help with that no building but

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U want be mod

sudden pendant
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Again, if you're looking for someone to collaborate with, use the forums as directed. This isn't the place to find people to help you with your project.

cold onyx
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Okkewuwuuwuwuwuwuuwuwuwuwuwuwuuwuwuw

cursive phoenix
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Do i get help here?

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yes its culled @chrome jetty

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the picture of space is when i run the game and the space shooter is how it looks in the scene w the camera pointing at it but it wont show

chrome jetty
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That's probably the issue.
Play with those settings

cursive phoenix
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thats what the video said

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or tutorial

chrome jetty
cursive phoenix
proud vale
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I have a question

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My friend and I are trying to create a game similar to flappy bird, but we’re having an issue where the bird doesn’t die when it falls below the camera or goes too high up. Is there a way to fix this?

atomic anvil
proud vale
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Oh oops mb

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Wrong channel lol

cold onyx
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Ok so I have tried a million assets, tutorials etc. but they are all for one-piece buildings or buildings placed by the developer - I am trying to hide roofs, ceilings, furniture, and players on floors above the player in player-made buildings. Does anyone know a good approach?

fossil heart
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How do i make Quake, but like, the good edition

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no im joking, how should i go about balancing weapon damage and enemy health? should i base the enemies health off the player's damage? or the player's damage off the enemies health?

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My game is an FPS that is heavily inspired by quake

winged lotus
pearl moat
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Yea no gun with a bullet that does 999 damage per shot

manic wind
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999 out of what?

winged lotus
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999 outta 3

pearl moat
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Outta 0.1

manic wind
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-997?

pearl moat
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Negatives are great

idle kiln
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anyone there to help me i am on a college team project and i am facing problems regarding blender and untiy can anyone help ???

sudden pendant
thorny perch
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@fossil heart how good u want it be?

fossil heart
thorny perch
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u will need to incorporate as many test dummies in your level design. players like to shoot dummies

manic wind
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i'm a gamer and this is true ^

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we also like shoot stuff that explodes

thorny perch
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gamers are a rare breed now in days - much could be lerned from u

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bout game design

manic wind
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gamers love microtransactions and content locked behind DLC

vivid pendant
pearl moat
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That dabbing squirtle must die

manic wind
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dabbing squirtle goes first

regal patrol
fossil heart
regal patrol
fossil heart
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I was asking how I should figure out the numbers

regal patrol
ashen hearth
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Hello guys, I got an open question regarding Additive/Multiple Scenes as a way of loading levels. The information I have found is very spotty and seems to point to the fact that if several scenes are open in the hierarchy, you still cannot access member variables from separate scenes regardless of their encapsulation...so, is this a viable solution? I have seen a big project that SEEMS to use this technique, but I would love some more info on how to implement it practically.
One example is there is one scene that holds things like the game managers, camera Post processing etc, then another loaded additively holds the UI another may hold the level objects etc...any help is appreciated

regal patrol
cold onyx
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@cold onyx
#πŸ’»β”ƒunity-talk message
Colors seems cool. Could you try using a 2D fog? I mean a fog that stylized by you. I think it can be done with some particle system but you better do search for easy one maybe there is a unity-implemented 2D fog. Maybe you could even shift the area's color by using Post Processing effect. I would try blue a little but not much. Fog's color can be shifted to something near to blueish and orangish maybe :d you should test and see

pine comet
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I have a game I;m designing that involves 4 players based on a point system that ranks them from 1st to 4th place. Points are converted to in-game currency after the match. There will be two winners and two losers. Should the points count down or count up? I take in consideration that if the points count down, the worst player may be inclined to leave the game early before they hit 0. However if I count up , the game runs until the first player hits 20, then ranks players that way. However, players may quit if the first player is too far ahead? Would like some feedback.

vast ingot
winged lotus
orchid pewter
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I didn’t know I needed to see a dabbing squirtle arrayed with other squirtles at the business end of an fps, but I feel so much better now. Thanks.

pine comet
# vast ingot How about you add like a bounty system. In case for count up, to let the last pl...

Thanks for the insight. I try to keep all players in the game as long as possible, I think it is normal for frustrated players to leave the match. I take that the mindset of things going downward (ex when ppl lose health) has a bad effect, so that is where counting up has a slight benefit. Also, if player 1 leaves early, the score at the end of the match would be 3, 20, 18, 18. So I wouldn't have to add additional penalties if the player left, they would just not have that many points. I also don't want them to stay at the end of the match if it is not worth it to. A bounty feature could help though

fossil heart
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I like the sleepy Tatu, myself

vast ingot
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i think it depends what kind of game it is....but for example minecraft also have both option

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oh trueπŸ˜…

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i don't know how it will turn out but i think the idea is interesting

manic wind
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Do you have any examples?

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You should try Magika

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Sure

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Or ones that don't

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Your rules

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It would be interesting to play video games but only using magic. Fable but magic only. Dark Souls magic only. Skyrim magic only.

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What would be fun is being able to cat magic using chi energy but with the environment.

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I know

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I'm not talking about that

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I'm not sure how you would avoid hotkeys

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Unless you use Kinect for inputs

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Hand gestures

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Ok

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Good luck

chilly oriole
fossil heart
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Probably not the example you're looking for, but I know that GTA 5 actually changes it's physics, keybinds, animations, and difficulty on the fly when you change between first and third person

cinder hamlet
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sounds like a fun jam game, basically playing two different games at once

sharp trail
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mecha with scout copter as support. 1st person for shooting mecha and 3rd person for point repairs/throwing lights/guiding arty/scouting(camera pos in copter pos)

manic fern
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What do you guys think of a like a parkour FPS fantasy game

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Like it would have powers like valorant but also like a bunch of different parkour things for a fast paced game

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Like something like this but like not this low poly

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This is a better example πŸ‘‡

crimson raven
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on a related note, how about a special forces agent who also happens to be infused with mystic powers and is also a cat-type person?

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also, her special ability is to use the knowledge of those she interacts with to formulate magic attacks based on those experiences, and by extension she opts to use that ability upon beating a boss to kind of pick their brains, circuits etc. for ideas on what those attacks are going to be

pearl moat
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Plot? How’d she get that power or who is she fighting I need details

junior shale
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anyone have a good tutorial series on how to develop a 2d world? I want to find a good series on level design but an open world level design with towns

manic wind
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Terraria?

junior shale
# manic wind Terraria?

Terraria is a bit different than what I want. I’m thinking isometric like Diablo but not a dungeon hack and slash. Just that traveling between towns and exploration. Appreciate it I’ll look to some dev logs though.

junior shale
manic wind
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Anno

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Too many options to make what you're after lol

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You need to be more specific πŸ˜‰

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The Oregon Trail

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Start by making an isometric house

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Have fun

manic fern
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Like I need pointers cause I’m so confused on how to start πŸ˜‚

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I’ve had the idea for sooooo long but I just never started

stoic violet
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HEY

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Everyone

vast ingot
manic wind
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Start by making a player

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Make the player sprint

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Make the player vault

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Make the player jump

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Ignore everything else and just focus on one thing

cinder hamlet
crimson raven
# pearl moat Plot? How’d she get that power or who is she fighting I need details

I'm thinking of perhaps throwing in a hook where she realizes that she's got an extra sense that allows this ability, maybe either an X-Men type of thing related to who and what she is, or maybe have a setup where an entire society of cat people have to cross worlds because of some pending cataclysm. I haven't completely decided yet. Also, sorry about the delay in response.

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I'm also thinking about throwing in a plot mechanism where she completely destroyed a dangerous criminal three years prior with that power, only for said criminal to have a backup plan that allows for revenge planning

pearl moat
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Hmm I see

crimson raven
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Yeah, so it's possible that said power could be written as being fully discovered during the encounter as a third possible option

pearl moat
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I feel like it would be cool if the character had amnesia and they somehow retained memories of the fact that they were an agent and of how to use their powers which were obtained in some way and memories are slowly regained by beating criminals

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This is very minimal info compared to the game ideas I could create but it works as a potential idea starter

sleek phoenix
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!collab

desert martenBOT
cold onyx
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Any ideas how to implement spelling correct English words will result to an action performed?

copper zenith
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Anyone on here willing to help me? New to game development and did a tutorial but I'm a bit stuck. Any help appreciated

atomic anvil
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You can also use a dictionary to link the word to some behaviour.

atomic anvil
copper zenith
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@atomic anvil however, instead of updating the score I get "method LogicScript.ADDscore has invalid parameters

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"MenuCommand is the only supported parameter"

atomic anvil
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This is not a game design question. Game design is not about implementation. It's about a general feel of the game. For example "how do I make my game more difficult" is the kind of question that is related to game design.

Your question should be asked in #πŸ’»β”ƒcode-beginner seeing how it's related to code.

copper zenith
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Kk ty

atomic anvil
manic wind
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that would make things MUCH easier

cold onyx
cold onyx
manic wind
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maybe word size increases per level?

cold onyx
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The letters once used will be randomly generated into a different letter again

cold onyx
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I think I'm posting this on a wrong channel

atomic anvil
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So, like any English word would do?

cold onyx
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Yes any 16 letters words below

manic wind
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kinda like Scrabble

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maybe obscure word wins?

cold onyx
atomic anvil
cold onyx
manic wind
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assign a value to each letter?

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hmm

cold onyx
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I've thought of this that some random generated letters will random got some value like increasing damage etc

cold onyx
manic wind
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a database could be kinda fun

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if the player random letter and they spell a word

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sounds fun

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one reroll per round

cold onyx
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Wdym a database? Like words?

manic wind
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yeah

cold onyx
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Having a Scrabble button

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How about scrabble every turn?

manic wind
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yeah Wales mode

cold onyx
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Idk is there a system or a way to detect possible words in a scrambled tilegrid to check if there's possible words can be formed there, the scrabble button will be available to be pressed
If there's not
It won't pop up

manic wind
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make it so you shake six letter pieces

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spell a word

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one free reroll

atomic anvil
cold onyx
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So use it and have the game rely for correct English words there? Right?
This my first unity game so I might asking wrong questions here or not fully understood some terms

manic wind
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maybe a ten second timer

cold onyx
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Yeah a timer I'm thinking of adding it
Currently I'm making the letter tiles and the tile grid problem is that idk how to implement those that's why I asked 😬
Is chatgpt reliable on these kinds of codings?

manic wind
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timer would be good to stop people from googling lol

cold onyx
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Definitely
That's what my professor said lol

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If time runs out
The enemy will attack first

manic wind
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aye

atomic anvil
manic wind
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bonus points for naughty words

cold onyx
manic wind
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maybe you can flag those words then

tiny marsh
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i wonder if this is enough space/time to get people invested in a demo

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the white path is the intended route, but all of the locations shown on screen will hopefulyl be accessable

manic wind
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a demo can be one hour long

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is enough

winged lotus
tiny marsh
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i'm set on doing a demo with my kickstarter
but i'm just not sure on the scale
this is pretty much full act 1 of the game i have planned but i'm not sure if i should cut out the side areas until full version

winged lotus
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i would imagine a lot of the draw to your game is the expansive world so cutting that may not be the best idea.

manic wind
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watch a friend playing through the demo and make changes accordingly

cinder hamlet
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^ relevant to testing

thorny perch
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is it bad game design to yell player if they r not good?

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like audio msg play ' you r not very good get better or don't play'

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@fossil heart thoughts?

fossil heart
thorny perch
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good way to save api calls on bad players I think

fossil heart
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Idk if it's good design, it can bring some comedy to your ganey

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Wat

thorny perch
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I was thinkn maybe 'we have high scores not low scores'

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could be random shuffled in too

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i saw a youtube video where people pay to get yelled at when buy philli cheesesteak and thought maybe people want to be yelled at when playing coin jigglin games

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maybe new genre

cold onyx
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I n eed some ideas, would it be efficient to build a new scene on every enemy on my game? like theres 5 of them scattered on the map and if a player goes near to it, it plays a turn base battle scene rpg like on the concept art?
should I make 5 seperate scenes for these 5 scattered enemy with different numbers of enemies or just generate? idk how this works lol (apologies if english bad, i have no idea what kind of terms im using on these thigns lol)

manic wind
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i've not got a clue πŸ˜„

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looks cute though

cold onyx
manic wind
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then poll people lol

real stratus
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Anyone in here who wants to help me create a damage calculating formula for my Idle RPG?
Currently I have weapon min & max dmg, the main stat that increases damage and armor that decreases damage
I am planning on adding several different types of damage and damage resistance though (slashing, stabbing, lightning, fire, ...)

I want my damage to go up a noticeable amount each level (you get 10 stat points each level, of which most but not all will go into the main stat)
Items can give bonus stats as well, which will get bigger and bigger as you progress and level up
For example at level 1 you would deal 2-10 damage, then if you level up you would deal 3-11 damage
But by the time you reach level 50 the damage should be in the hundreds of even thousands

I want my game to scale up to level 100
Most damage should come from item bonusses with a smaller percentage also from stat points you get from leveling up

The first 70 levels you really notice yourself getting stronger, but then the difference between 70-100 shouldn't be too big
Especially 90-100 should be a small difference
Not so small that it's not worth leveling to 100, but it will take a long time so the advantage shouldn't be too big

I'm terrible at math so 😦
Looking for something as simple as possible, can always expand or rework it later

manic fern
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Maybe ask ChatGPT for help? πŸ˜‚

manic fern
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I’m really bad at math too

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But also is it possible to model low poly weapons in unity?

sudden pendant
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Unity isn't a modeling program. You could try to use Probuilder, though. πŸ€·β€β™‚οΈ

manic fern
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Oh ok

sudden pendant
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But you'd be better off learning the basics of modeling in Blender, and actually gain a skillset.

manic fern
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Oh ok

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Do you know any good tutorials for blender?

manic wind
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i hate probuilder