#archived-game-design
1 messages Β· Page 12 of 1
a desktop
Idk about you, I often work from caffee outside and that is really important to me
then buy an M2 macbook I guess
The ability to take my machine and using laptop screen to continue my work
otherwise ill have psychological problems after 10 years in software development))
M2 Pro
a lot of people have a desktop that they ssh into
I was thinking about that
Not sure it can handle game development
M2 Max is too expensive
hmmm
thats the apple tax for ya
even with an M2 you're still won't match up to the power of an actual desktop
well weigh the tradeoffs yourself then
Well 1. performance, 2. portability
The idea too connect remotely to a Desktop sounds interesting
also this really should be in #497872469911404564
Not sure it really works
of course it works, with some slight latency
thats what a lot of AAA game devs do when working remote
aight I'm moving to #497872469911404564
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
ping me if youd like
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 ?
I like to blockout in Blender
Our blocking is done with ProBuilder
and are you testing your levels by import it in unity ?
If you import the .blend file, it updates as you save in Blender, which makes it pretty easy to test, yeah.
oh ok nice, i'm pretty noobie so i try to figure out what could be the best option for making level and test them with gameplay quickly
proBuilder seems really nice
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.
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.
well some type of resource listing the "pros" and "cons" of camera behaviours would be interesting to read
https://www.researchgate.net/publication/354460613_How_Camera_Placement_Affects_Gameplay_in_Video_Games something like this?
PDF | In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera... | Find, read and cite all the research you need on ResearchGate
yea, thanks
No problem. It was just top of the search for "study on videogame cameras".
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.
probably not very well
if you want pvp in your game, I recommend you design your combat with it in mind right away
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
I am. I was just wondering if there were examples of games that have combat systems similar to single player games that I could take inspiration from and not like a traditional fighter with combos and move sets. It seems ones that are different are very unique like nidhogg or siderheck. I guess at the end of the day I will just have to create a prototype and try it myself.
Off the top of my head, Minecraft has combat designed with pve in mind (I think) but it seems to work in pvp well enough, though I think it's subjective
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)
you shouldnt rely on something like ai or tutorials handholding you through the whole process. A key thing in programming is understanding what you're doing and being able to find solutions on your own. Otherwise you won't be able to fix even simple issues
I recommend you go a step back and try to learn to write your own code
this way you'll learn a lot more
- not a game design question
- the console tells you exactly what the problem is, and what file/line it's on
- If you're not getting syntax highlighting/red underlines, your IDE might not be configured properly
!ide
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.
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.
#π»βunity-talk next time. Game design is about the design of the game. Such as the narrative, the mechanic, the dynamic, GDD, etc.
does anyone have any recommendations for beginner 3d tutorials?
!learn
π§βπ« 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/
much appreciated
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?
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.
"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.
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.
Mufasa's 2.5d extravaganza
What's a great project manager for people with ADHD?
you mean like an to-do list app?
trello is a popular choice, though I'm not sure if it's best in your case
Well I'd use Github but I don't trust MS with their AI copilot
I hear they use peoples code.
Right now I have Obsidian
yeah that's how ai works, they 'learn' from existing works
Imagine if people stole 2K's source code to 'learn' from lol
I'm pretty sure they'd sue.
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)
To be honest, if it is the price to pay for using Git, I am more than ready to use it.
If their code is publically available, I'd imagine it's stolen several times a day. And not by/for ai.
Though as a person working with AAA games code on daily basis, I'd assume that there's nothing worth stealing there.π
Unless you're planning to plain copy paste their projects.
i'm here
!collab
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
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?
π¦ 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
π§ 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.
Defeinitely #2. Multiplayer aside (and even trying to get a playbase), it just sounds like a more fun game.
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).
World building just sounds lot more fun to do with that one.
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
I don't know, I would say B has a better chance of success in my opinion
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.
And with a success of a single title, you port it to consoles/switch, and bam, you're the next Stardew Valley.
Why does it matter if people aren't micro monetizing it then, you're already rich π π
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, π Μ·ΝΝπ£Μ΄ΜΜΌ ΜΆΝΝπ¨Μ΅ΜΝπΜ΄ΜΜπΜ΅ΝΝπΜΈΜ π₯ππΜ΅ΜΜ₯ ΜΈΝΜπΜ΅ΜΜπΜΈΜΝπΜ·ΜΝπΜ΅ π‘πππͺ ΜΈπͺπ π¦?
Not surehow to answer the difficulty question without context of mechanics.
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.
A synopsis is far from enough to know what is the game about. Usually, you want something close to a one pager. https://www.gamedeveloper.com/business/how-to-design-your-one-page
I technically have that in a separate doc
Not in the data's entirety but lemme find it
Title: "Pixel Arcade" Game Concept: "Pixel Arcade" is an indie game that seamlessly blends classic arcade gameplay with elements of psychological horror, and a mind-bending narrative. The game offers a unique and immersive gaming experience where players explore the boundaries between reality ...
Got it
The gameplay section does not really talk about gameplay though.
It doesn't?
Is it detective game ?
Apologies, I should probably fix that
I mean, i'm unable to find the genre of it.
It's 1st person Psych Horror with Retro aspects. I don't really know how to explain more than that.
Oh uhm
3d and 2d
It changes during the game
1st person horror should be one of the first information we see.
I feel like what you have is too ambiguous and does not translate well in mechanic and gameplay.
What is the goal ?
What you do to achieve the goal ?
Sorry, I'm really new to the game dev scene, so all that I wrote there is a rookie's brainstorm(?)
What are the obstacle ? How are they preventing you from reaching the goal ?
That involves more thought, all I have rn is the concept
Could you give me recomendations to figure this out? Or is this an "you're on your own" thing? /genq
Not exactly sure how to help. You might want to read on game design or look at example of what other people have done. Your main issue at the moment is that it is not enough grounded. Not enough concrete information.
Thx
You've only written a very high level concept, with no details on how the actual game plays.
Imagine yourself playing this game and what you are actually doing. What does 10 minutes of gameplay look like?
do you guys listen to music from the genre of game you're designing?
i've found it helps the inspiration to flow π
Hey guys I working on a game I want to publish and something really really missing I dont knoe what can you guys help me figure it out ?
here a link of the game:
https://turh2018.itch.io/slicer-saga
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.
this is what comes to mind
I haven't played it yet, but unfortunately, it seems to be neither procedurally generated, nor a roguelike or a roguelite :/
just ask questions in the appropirate channels, and people usually respond
Ok
nope but it has the stealth part down really well
you could copy the stealth mechanics into randomly generated levels
such as shadows
corners
walls
reviews seem mixed, and that unfortunately isn't even the point of my problems - the question is specifically about procedural generation of stealth levels
i dunno then
and if it's possible to make procedural good stealth levels
Has anyone here actually tried that though?
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...
$19.99
4649
82
For stealth mechanics you're better off looking at the original Thief games than the not so well received remake that was suggested.
oh wow that is procedural indeed! That's so cool, definitely checking it out!
Although now that I think about it, they might have just made like 60% of my whole idea :D
You can also fake the procedural too π€«
Combine premade areas with randomness
cough No Man's Sky cough cough
As far as I know their execution of a turn based multi character stealth game is quite good. If you wished to make a first person real time stealth game with procedural areas I imagine there's plenty of design space.
ah, no - I intended something very similar, just a different story and only 1 character. I think I got some differentiating ideas already though, so it's fine
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
Just need help as to how I can only make the handler move here and there without affecting the fill area and background
sounds complicated
Sounds off-topic. #π²βui-ux
yeah i'm just pleased its about a game
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
i don't even know what the slider does
cool, you should put that in #archived-resources
Got it thankss
hi guys i need help for a level design. its a speed running platformer
Please be more specific
i need help designing the level for my speed run platformer game thats it
are you encountering any specific issue or just trying to figure out how to approach it?
how to approuch it
kuz i have something spinning and and running wall
but still feels bad
perhaps you should try changing some of the values like player's speed or acceleration?
wouldn't that be the character then
oh come on why is artist pink
what obsitcles are good for these kind of games ?
I mean it depends
is it 3d or 2d
does it have complex movement or simple
is it only a platformer or is it a platformer and
^ yep, we need more details on what the game is like
can i send a link here ?
its 3d acually it might be the character movment idk
yes, but it's better if you just show a video of the game
okay let me take a video
oh yeah
nice pfp btw
best selfie I've got
is it fine like this or i need to imgur this ?
idk I'd say it needs weight
the character ?
its probably a character thing
yeah
okay besides that what kind of obsticles are good for this kind of games ?
not sure how to explain it but instead of a character running around the level it feels like a bean jumping around
its probably a bean jumping around but yknow what I mean
its acually a monkey but yeah
in my opinion its the obstacles that reward you for being good at the game by letting you go faster or get into a shortcut
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
its probably not what you're asking about but I hope that helps
it helps i can make some jump pads on off road
you can skip if you can make the jump with high speed there
okay
ill tweek the player movment for now
have a look at existing games like this, such as Ghostrunner or Neon White
the thing is i wanted to remove the speed limit thing
so it gets very fast :))
but it seems like moving on ice just spacing around
okay thanks for the feedback ill be back with a better or worse gameplay :))
why not do this in blender ?
or it is one model ?
I suck at blender
learn a couple of short cuts you would be swimming
Ehhh
I'd rather make some quick models in unity then spend a month learning blender
Plus, it's two quick models
eh its not that bad
this is a sackboy a friend asked me to make and I started blender like 2 weeks ago
I can't learn that fast
π€£
I am trying to learn blender though
wait guys
how do you get to the intro scene of a game in unity editor
wdym ?
like a cinematic?
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
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
you need to find the ui text, and i think its better to ask these question in the coding or some other channel i am new here too, but i dont think this is the channel
yay or nay allowing the player to fight his own characters LOL?
or would that confuse newer players and be more of a annoyance
Nay unless itβs the core concept, or maybe make it an optional setting (sounds like a funny concept)
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.
Look at Golf With Friends for inspiration on themes
you could have a spring under the hole that launches the ball into the air and the player has to time the swing and get a power shot
the ball can just fall back down if the player misses
to try again
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.
nothing wrong with copying someone elses work if you have the intention of replacing it with your own work π
you could design an NPC and design interacting
Bear in mind I don't plan on selling the games I would make.
Share them? Yes. Sell them for money? No.
i don't think you're allowed to use someone elses copyrighted work even if its free
This would just be for practice until I feel confident in making a game to sell on my own.
I guess that's fair.
doesn't it depend on the licensing
yeah but he is talking about taking it from DnD books no?
i'd like to make a hologram NPC that has prewritten dialogues like from the movie I, Robot
you could even create a little stand like Warhammer models use
i'm just trying to help avoid any legal issues
can d&d games me copyrighted lol?
they're creative works, they're copyrighted
not can be, just straight up copyrighted
stuff is copyrighted upon creation
im aware of how the copyright system works however my assumption would be thered be some nuance since its built upon a copyrighted system from a different entity
i don't think so? unless you're using someone elses artwork
the art would be the artist's copyright, idk what you're talking about
i mean the d&d ruleset by U.S law cant be copyrighted
so i assume thered be some leeway
to copyrighting "adventures"
the adventures are creative works
in the context of the story sure
but itd still fall under parody law then
in the scenario that the original person was trying to do
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.
no one has disputed this?
LOL
you did?
i mean the d&d ruleset by U.S law cant be copyrighted
so i assume thered be some leeway
to copyrighting "adventures"
what i said
ah yes, emphasize the entire thing so you don't emphasize anything at all
i said thered be "leeway to copyrighting adventures" under U.S law
ur just a moron
if u cant interpret that correctly
not because of the ruleset.
but "adventures" are pretty transformative.
i made the point earlier that since its built upon the system of d&d there might be a pushing point however, i later clarified what i posted earlier
obviously
so youre not even arguing with me lmao
what even is your point here then, im confused
and yes a "visual novel" would still be considered transformative so long as some things are changed
are you asking about the adventures themselves being copyrighted, or the adventures infringing dnd copyright?
this seems pretty obviously a question
can d&d games me copyrighted lol?
i asked a question and then later clarified after googling that answered it
in context of the snipet
of conversation
LOL
but if you want to be pedantic,
are you referring to the adventures themselves being copyrighted, or the adventures infringing dnd copyright?
right well anyone can read the conversation and understand
what was occuring im not gonna argue with someone who may have issues understanding social ques lmao
lmfao the irony
"the irony"


what even are you referring to there lmao
lmao
im damn near a literal child and even i can tell that that's being so childish
well i can only blame myself for expecting any community to have only sane members
you should probably not be on discord then
speak for yourself
lmao im not gen alpha
Can you two take it to DMs if you want to bicker like children.
Keep it off this channel.
please do purge it if it's within your power and unwanted here, wouldn't want unrelated discussions here either
I'm not going to manually delete it, no. It will bury itself over time.
i mean, dyno has a purge feature, i assumed that would be used, but aight.
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.
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.
make it parkour with moves
What do you mean
allow the player to perform tricks and score points
that is cool
i can give you 2 robux for this so i can add it to my game
2 robux cuz i have only 2
darn
will i have it
biggest money of my life holy shit
I didn't save it
then look like trash
but I do have a turtle
ah shucks
noice
trultle is good for health
i eat 3 in a day
that is why my pfp looks shit
i got fat and drunk and made the pfp
@glacial dome There is no off topic in this server.
thanks
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
If your question is focused on the 3D models it may be best discussed in #πβanimation or perhaps #πβart-asset-workflow and the pinned messages there?
how could I go about making sand tetris? I get most of the game mechanics except the blocks splitting into a bunch of sand
you'd make a cellular automata for the sand probably
not sure what method is good for that though
yeah that's what was getting me
im just trying to figure out how to transform the tetris blocks into a bunch of sand pieces
Well go over every pixel and spawn a grain of sand
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
yo
I thought I could just give each piece a grid layout group and then instantiate a sand prefab for each of the cells in the grid
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.
first once you've got general plan, make a very simple model of the map with no details and test it thoroughly to see if it works
What if i use cubes and simple shapes to assemble it?
yes, that's a good approach
grid layout group? You're using UI for your game board?
no my bad I forgot grid layout groups are just for UI elements
I meant just make a grid associated with each piece
okay good
thanks
Ok so i got like a basic layout. Next challange would be to get the terrain part of it in. and im going for low poly terrain so idk how that will work as the map consists of very specific turns, mountins, up and downs. And issue is that in blender you can esely mess up the scale.
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.
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.
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 π
Its specifically for UI text π
dishonored is an immersive sim so designing a game like it would be a ton of work
i'd probably start with a nice font at google fonts or whatever then look into how to extrude text in photoshop / gimp, or try making a 3d model with the font in blender
This shorter one looks nice and beefy
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.
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
the underside is a rotating tube thing ;D
a place called, pixlr is fairly good its easy to use and understand over all
the windows textures are directly taken from a youtube link right?
yea, if you just changed that out to be like a normal shotgun with a pump action handle it would look better over all,
no
the youtube player is just for background music
yea that error is just because it dosent have access to yt2mp4.exe, it shouldnt pose an issue.
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
yea maybe, but im really trying to fix it as it would look really nice
what I suspect is a shader issue
yea it was a prefab that allows commercial use as well as customisation.
check if they used any cool custom shader
only shader they use is the mochi, ive had no issues with it anywhere else. or on any other project, reimport it?
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
before i removed the Curtain it had no issue no matter where i looked, ive just reimported the shader file, ima try again
try to switch it to the standard shader
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.
see if the same problem occur
i would but then i lose alot of the work.
yea. let me check if its just an editor issue then ill get back to ya.
alr!
you dont mind me dming you right?
idk, it is pretty late
oh ok, sorry man, ill leave ya be then
and I am by no mean good at shader or anything like that lol
oh it is fine;D
good luck on fixing whatever it is dude!
nether am i, know its posibly something to do with the editor, because the sdk for the building of the map isnt really the best right now and has a few bugs, its just finding them ya know,i also know that 2019.4.31f1 unity can be a.... "bit of a pain" to deal with. XD
just testing now if its the editor or the map itself
ok yea no seems to be the map
here take a look at the videos
let me try now
that did it, had to rebake the culling, cheers
How do you people get ideas for games?
build around a mechanic or design
remix mechanics from existing games
ok
Think of a mechanic or a character and build a gameplay style off the mechanic/how the character would interact with the world around it
Ok
it might not work for everyone but it do for me :)
Ok Thanks for your help i Will try it
haha! nice
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?
this are the only folders/files that you must to move to another computer
ignore the ".gitignore" and the "gitatributes" files.
hello what do you think about valheim graphisms ? (like simple textures but beautiful graphisms)
All about cohesive art design. Even with low poly stuff, if you learn how to do proper lighting and complementary colors, you're already like 70% of the way there
Hey, I have some doubts related to 2d character interaction in unity. Anybody free to help?
Ask the question and if someone knows they'll answer. Not here, #π»βcode-beginner if it's about code and #π»βunity-talk if not
Any good tutorials on game art
depends on the art style
Horror/tim burthonesque
thats a theme not an art style
Dark/Morbid?
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?
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
Thanks@
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.
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
Sure if you're willing to share, are you thinking singleplayer or multiplayer?
multiplayer also dms
umm
so i kinda messed up how i view my scene and i dont know how to fix it
nvm dumb iso view
you dont need the .vscode folder or .vsconfig
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
Anyone have good resources about character stats and how to balance or implement them? π€
How many textures files does the average video game load onto memory?
I can only check VRAM used
I feel like amount of textures varies wildly from game to game
Anyone have any good starting places or tutorials for creating ai.. I am looking to make AI for a 2D football game.
sounds difficult
AI is just a bunch of different cases stuck together. Run to the ball, but also don't stray too far from position, don't move too far from goal, etc. The difficulty is that AI should not feel omniscient, but really for a prototype just try out the basics
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
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
Thank you
@chrome schooner Finite State Machines, Behavior Trees, Goal Oriented Action Planning, and Utility AI
Then there is also Unity's ML Agents framework
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
What are some good sources to learn and do the general gist of game writing quickly and see if it interests me?
i'm not sure what you mean
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
Hi all
Can i ask things about writing GDD here?
Don't ask to ask, ask the actual question.
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.
yeah just ask your question directly, no need to wait for permission
that's what "don't ask to ask" means btw
if youre in wrong channel we'll just redirect you
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
and the question is...?
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
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.
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?
If you're pitching/showcasing something, a slide deck is the best format for that, yeah.
slides for meetings is super important.
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 !
here's an idea that nobody has actually gone through with yet afaik #π»βunity-talk message
bro that's sounding so impressive. Can we discuss it lil bit like you clarify it a bit more cuz I didn't understand half of it
that's the whole idea. you take that idea and come up with the details on your own to create something
ight..thanks bro
#π»βunity-talk message uhhh, I did not understand that one
Maybe he meant skill cast range indicator
?
does anyone have a youtube tutoral or something to help me get started with game develpment and just get the basics down
!learn
π§βπ« 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/
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
https://docs.google.com/forms/d/e/1FAIpQLSfvhEMb8vW_iAGdCmweOecpB2gtNpevVhvB8-eVSyIZqqcR6g/viewform?usp=sf_link
can u help me with ideas
there is no context to the questions
i usuaully make rouge likes for game jams so i guess inherently they cant be that hard.
Any tups for that @winged lotus
a simple roguelike shouldnt be very hard (relatively)
My tip: keep it as small possible at start. Make a simple prototype, test it thoroughly, develop it into a working game and only after that think about expanding it with less crucial features
although that applies to any game
What about stealth game
Someone pitched a stealth rogue like
but feels a bit difficult
design the core gameplay loop and systems first. make it so you kill things and number goes up and then expand on that with time
Is there any other site like Mixamo for finding created .anim files that can be used for mecanim humanoid rigs ?
Not really. Sometimes you can find some animated humans on TurboSquid for free but you are probably just going to be disappointed in them.
yeah
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.
Could it be that the bake didn't finish yet and still running?
Aside from that, use the profiler to troubleshoot the cause.
Also, wrong channel. This here is about game design, not technical aspects.
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
Looks fine. Perhaps some 2D shadows and some post processing for polish
What would you suggest for post processing? Thereβs actually already a bit on there for color adjustments and such, Iβm still exploring all the options
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.
thats game needs a shop system right ?
if there is a programmer it should to help me π€

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
u using transform for move character right?
If I'm right, watch this video https://youtu.be/_QajrabyTJc?si=KbfL0GR9dTaI36Dp. After that, your character will not get stuck in other objects
Let's see how to get an FPS Character Controller up and running in no time!
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β Ultimat...
Thatβs 3D not 2D yknow
it is also suitable for 2D
Oh
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?
you could copy how to make isometric stuff and then make your own buildings from what you've learned
Thanks bro, but i can't program all this by my self because i am a biggener lets program togheter !
No
I have my own stuff going on, I only tutor for money
I do pc games. I've done a mobile game to learn before, but not super interested in that
it has ads like unity ads
or admob ?
I've done one to learn.... just a prototype
No
I have a company
I make my own things
I have said three times I don't do mobile.....
@wraith falcon Can you try to read this social interaction here and stop pestering to see someone's work?
no i just asked them do not worry i will stop bro ill leave this channel
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?
All I'm thinking is invisible apart from casting a shadow
Maybe can only be seen by light?
Invisible only in shadows?
The player is safe around light
@elder sorrel You can use the forums for commissions: !collab
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
I have way too many game ideas written down to the point I have to make atleast some of em
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
generally you should keep the pixel scale consistent so I'd redo the fox or the map
BUT for now you can stick with it, make a working prototype of the mechanics, test it if it works and then work on graphics and polishing
As a general rule of thumb donβt 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.
Thanks for the feedback but itβs a lil too late lo. If you know anything about animation could you help with my post in #πβanimation
Ok so I am relatively new too coding and want too start making my first game with my best friend and I genuinely think itβs a really dang good idea Iβve told my friend where going too start designing it but I donβt 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 Iβm trying to say I donβt 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 wasnβt sure
First of all you should start with something very small and simple just to work out the workflow. Learn to use version control. Git for example.
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.
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 weβve 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
β’ PlasticSCM
β’ Git: Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory
Ok thank you but how should we organise everything is that also through GitHub
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
Is there a tutorial you think we should work too start out
Vertx has a few guides here https://unity.huh.how/info/git
I want it simple most of them we watched where so complicated
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
Can you please send me whatever you you recommend
Git client https://git-fork.com/
Ok thank you
And could you also send me whatever else I am going too need other than the GitHub itself
Sorry Iβm just not sure Iβm saving all these your sending me
Well this has step by step guides, check two links inside https://unity.huh.how/info/git
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 donβt know how too get too the link from there
!vc
β’ PlasticSCM
β’ Git: Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory
click the "here" link
Ok thank you
Also if you donβt 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
You should take advantage of prefab variants https://docs.unity3d.com/Manual/PrefabVariants.html
Itβs not like that itβs 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
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
Ok thank you
Fork is completely free. Paid is optional
You are free to evaluate however long you like
Yes, free evaluation. You don't have to pay and it's fully usable.
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!
Unity is free?
Yes
You guys know how you could like move rotate stuff? Itβs like snapping whenenver I am moving and I want my smooth move and rotation how do I do this?
on its own it's free but you gotta pay if your game earns enough money
good job i'm making free demos
What language does unity use
C#
If Iβm looking to make games, is that what language I should try to learn, I am literally brand new
If it's in Unity, then yes
How could i build a profitable game in 6 months
mobile game that spams you ads every time you click a button
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
Does anyone know any good software to make 3D platformer Levels?
Blender
well you usually make modular assets and import them to make levels
into unity or unreal
Yeah I know that
But what I meant is, the interface is good for levels, is it hard to navigate?
Blender interface is very beginner friendly
Alright, thank you i'll try : )
i love Blender
@pulsar elbowhttps://www.youtube.com/watch?v=8XyIYRW_2xk&t=10s&ab_channel=Blender
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Download: https://blender.org/download
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Thank you : ))))
i've got to buy some calipurs tomorrow
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?
i'd like it if all the lights turned off and i had to walk through a door
Well all of the lights are baked, so i cant turn them off.
What do you mean?
if you had a clock ticking during the timer it could stop
clock stops ticking
everything stops moving
i dunno i have nothing much to work with
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?
second option
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
There is also the usage of IK to align the hand with the gun.
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...
Thank you Bakagajin for recomending me Blender, I love Blender too now : )))))))))
yeah Blender is amazingly powerful for free
open source too
lots of add-ons
which become features
people that wanna collab never tell me what they need making
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?
sounds like a programming problem? #archived-code-general
ah sorry if wrong channel.
np
Hello, here we can discuss about game design, right?
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
which problems to avoid etc
that's not game design though
where can I talk about it?
Game design means only the style and graphic /music behavior?
game design is gameplay loops
asset designs
art directions
level building
storylines
character development
game rules
character designs
Game design broadly means what makes a game enjoyable and interesting
basically I think what you wanna do here is technical design which we don't seem to have a designated channel for so I guess you can just ask in unity talk or programming channels
Does game design also include the psychology of the game?
I think it does
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
Just unsure of how this would look on an actual TV without testing
of course you could discuss pacing in video games if you wanted
most people don't even know about pacing or letting the player breath
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.
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
Hey guys, I need a bit of help with bringing a concept to life.
I'm trying to figure out how I'd make the roof look here work in Unity
This bit
I've got individual rooms, seen here:
And I'd like to fill the external area with a flat plane
I'm not a programmer, but what I'm thinking is have a flat plane with a sort of boolean shader
If a room intersects with the plane / shader, it culls the inside so you achieve the Zelda look
I actually think I'm posting this in the wrong channel haha π¦
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.
right piece is more noticable
If you ask me, the right one looks out of place due to the tiles not being affected by lighting the same way.
Thats a good point but im having trouble with that, the tiles change color completely because of the light having a color, so i had to make another layer for the tiles with just white lighting
Im confused why cant you just make that texture behind the rooms?
Well, you can either fix the tiles and use the same lighting style or not highlight the pawns.
It's just my opinion though, but consistency is very important in game(or any at all) design.
Valid points, il look into that, im new at this so the two things im actually struggling with is understanding lighting and camera movement. I am a developer irl so the coding side of things isnt too bad but the rest im still getting to grips with.
Very good point, im not stuck with that flooring style so im still looking into this.
wasnt talking to you lol
lol sorry
Anybody have any ideas on how to implement a camo select screen for my game?
Hereβs how Iβd 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.
What's camo?
what is a network game?
i prefer the one of the right. it stands out more and i feel in a tower defence game you probably want to notice the towers :)
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?
just have a seperate system for placec objects and differentiate between the two.
@cold onyx!collab
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
Do you know gorilla tag
I'm aware of it yes
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.
Good luck
I need good spawn for my game called galaxy monkes
a good spawn?
Yes
I need help adding texture to blocks
And importing gtag locomotion into Unity
I just need help with that no building but
U want be mod
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.
Okkewuwuuwuwuwuwuuwuwuwuwuwuwuuwuwuw
Do i get help here?
yes its culled @chrome jetty
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
This channel
https://discord.com/channels/489222168727519232/497872424281440267
But you have depth only set and the Culling mask has specific layers on it
That's probably the issue.
Play with those settings
Is the ship object on a layer included in the culling mask?
tbh, im new to this, but it says its on the default layer which is in the culling mask
I have a question
My friend and I are trying to create a game similar to flappy bird, but weβre having an issue where the bird doesnβt die when it falls below the camera or goes too high up. Is there a way to fix this?
You need to code it. It's not really a game design question. Might want to move to #π»βcode-beginner
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?
How do i make Quake, but like, the good edition
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?
My game is an FPS that is heavily inspired by quake
either. just choose one.
the ratio will always be the same so shouldnt make a difference. the main goal is balancing them correctly.
Yea no gun with a bullet that does 999 damage per shot
999 out of what?
999 outta 3
Outta 0.1
-997?
Negatives are great
anyone there to help me i am on a college team project and i am facing problems regarding blender and untiy can anyone help ???
Not a game design question. Post your actual question, with details, in #πβart-asset-workflow
@fossil heart how good u want it be?
The best 4 level 1 boss twitch shooter ever!
u will need to incorporate as many test dummies in your level design. players like to shoot dummies
gamers love microtransactions and content locked behind DLC
π£οΈπ£οΈπ£οΈπ£οΈ
i think i have that covered
That dabbing squirtle must die
dabbing squirtle goes first
what's wrong with quake's approach?
Nothing? Idk what quakes approach is... Lol
u said u were making a quake inspired game tho.
anyways in quake enemies just have a set amount of health and player does a specific amount of damage. they arent dynamically connected
No, I know
I was asking how I should figure out the numbers
depends on what u want. if u want an enemy to die in 2 hits then make it so. if that feels too weak for u make it 3 hits, etc.
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
Alright, fair enough
at least thats my opinion, maybe someone who's actually made a fps game knows better and can share their knowledge
@cold onyx
#π»βunity-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
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.
How about you add like a bounty system. In case for count up, to let the last place catch up maybe they get more points for example or if it's the count down system maybe put a higher penalty for the player with the highest point or so. Regarding to your question...if someone is really far ahead people tend to give up. i don't think it matters if it count up or count down
dabbing squirtle?
I didnβt 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.
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
Yeah, one of the delinquents!
I like the sleepy Tatu, myself
i think it depends what kind of game it is....but for example minecraft also have both option
something like those games? https://www.thegamer.com/8-best-games-that-allow-you-to-swap-from-2d-to-3d/#perspective
i think it would be viable as long the mechanics aren't to confusing/complicated
oh trueπ
i don't know how it will turn out but i think the idea is interesting
Do you have any examples?
You should try Magika
Sure
Or ones that don't
Your rules
It would be interesting to play video games but only using magic. Fable but magic only. Dark Souls magic only. Skyrim magic only.
What would be fun is being able to cat magic using chi energy but with the environment.
I know
I'm not talking about that
I'm not sure how you would avoid hotkeys
Unless you use Kinect for inputs
Hand gestures
Ok
Good luck
How is this for a Item Position, the item will be frozen in this position: https://i.imgur.com/JKvdV8J.png
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
sounds like a fun jam game, basically playing two different games at once
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)
What do you guys think of a like a parkour FPS fantasy game
Like it would have powers like valorant but also like a bunch of different parkour things for a fast paced game
Like something like this but like not this low poly
This is a better example π
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?
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
Plot? Howβd she get that power or who is she fighting I need details
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
follow some 2D devloggers
Terraria?
Terraria is a bit different than what I want. Iβm thinking isometric like Diablo but not a dungeon hack and slash. Just that traveling between towns and exploration. Appreciate it Iβll look to some dev logs though.
Check out Populous for the Amiga
Sick thank you
Anno
Too many options to make what you're after lol
You need to be more specific π
The Oregon Trail
Start by making an isometric house
Have fun
How would you guys start my game?
Like I need pointers cause Iβm so confused on how to start π
Iβve had the idea for sooooo long but I just never started
i'm a newbie but assuming you have your idea planned out....maybe start with the terrain...the parkour part or like the map in general?
Start by making a player
Make the player sprint
Make the player vault
Make the player jump
Ignore everything else and just focus on one thing
it's a nice simple artstyle but 3d is still a lot of work, keep that in mind
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.
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
Hmm I see
Yeah, so it's possible that said power could be written as being fully discovered during the encounter as a third possible option
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
This is very minimal info compared to the game ideas I could create but it works as a potential idea starter
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Any ideas how to implement spelling correct English words will result to an action performed?
Anyone on here willing to help me? New to game development and did a tutorial but I'm a bit stuck. Any help appreciated
Have a list of valid words and check if the inputted word is in the list.
You can also use a dictionary to link the word to some behaviour.
What's the actual question? And is it related to game design?
It is. I am brand new to game design. Spent about 6 hours watching tutorials and decided to try out the most basic looking one. The tutorial has me using two 2d collision boxes and when the controlled model hits the trigger collision model it is supposed to update a score menu
@atomic anvil however, instead of updating the score I get "method LogicScript.ADDscore has invalid parameters
"MenuCommand is the only supported parameter"
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 #π»βcode-beginner seeing how it's related to code.
Kk ty
Make sure you check the #854851968446365696 on how to ask question too, and provide enough details for people to help you
does each word have a set length?
that would make things MUCH easier
Since I'm using 8x2 grid for the tile letters
I guess 16 letters maximum length for the words
I mean 16 letter words are the maximum
I see, dictionary
Thank you will check on this later
Also list of valid words? Man that's a lot of English words I'm about to input, is there like an vocabulary where it validates if I input an correct spelling English word it results to an action (it's a turn based game)
maybe word size increases per level?
The letters once used will be randomly generated into a different letter again
Well the goal on my game design is just to beat the opponents every turn
The longer the English words the higher damage output
I think I'm posting this on a wrong channel
So, like any English word would do?
Yes any 16 letters words below
maybe each letter could be a certain value?
kinda like Scrabble
maybe obscure word wins?
Man, I'm thinking of this but
Feel like a lot of work for a short deadline
Sounds like a job for some natural language processing library.
Ooohhh are there any forums or tutorials I can check on it?
I've thought of this that some random generated letters will random got some value like increasing damage etc
Or this
a database could be kinda fun
if the player random letter and they spell a word
sounds fun
one reroll per round
Wdym a database? Like words?
yeah
I forgot about this lol
Thank you
Cause there might be instance there aren't any vowels generated
Having a Scrabble button
How about scrabble every turn?
yeah Wales mode
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
Actually might be simpler just to download an English vocabulary list and use that. I think there are a few open source available online.
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
maybe a ten second timer
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 π¬
Is chatgpt reliable on these kinds of codings?
timer would be good to stop people from googling lol
Definitely
That's what my professor said lol
If time runs out
The enemy will attack first
aye
You'd create a list or hashset from that vocabulary and check if it contains the inputted word. If it does, then it is a valid English word.
bonus points for naughty words
The game is for children π
maybe you can flag those words then
i wonder if this is enough space/time to get people invested in a demo
the white path is the intended route, but all of the locations shown on screen will hopefulyl be accessable
a a demo is almost never a bad idea imo.
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
i would imagine a lot of the draw to your game is the expansive world so cutting that may not be the best idea.
watch a friend playing through the demo and make changes accordingly
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=== Before you wa...
^ relevant to testing
is it bad game design to yell player if they r not good?
like audio msg play ' you r not very good get better or don't play'
@fossil heart thoughts?
Alotta games do that
good way to save api calls on bad players I think
I was thinkn maybe 'we have high scores not low scores'
could be random shuffled in too
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
maybe new genre
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)
thank you lol, thats just the map roaming artsyle and the battle artsyle is different π
maybe try different art style prototypes?
then poll people lol
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 π¦
Looking for something as simple as possible, can always expand or rework it later
Maybe ask ChatGPT for help? π
Me too bro
Iβm really bad at math too
But also is it possible to model low poly weapons in unity?
Unity isn't a modeling program. You could try to use Probuilder, though. π€·ββοΈ
Oh ok
But you'd be better off learning the basics of modeling in Blender, and actually gain a skillset.
i hate probuilder