#archived-game-design

1 messages · Page 13 of 1

manic wind
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manic fern
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That’s a lot

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Like a lot a lot

manic wind
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Blender is a love/hate relationship that lasts for decades

cold onyx
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my ass just use block bench

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well cause its just minecraft artstyle lol

fossil heart
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We're on like, blender 3.6 I thinking...

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The UI got simplified a bit, I think

manic wind
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🥱

fossil heart
fossil heart
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What does that even mean

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What the heck does it mean to save API calls on bad players?

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You would probably wanna make 1 main "battle scene" and then tie what enemies show up and how many of them show up using scripts

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At least that's what I would do

obtuse blade
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Hey guys I got tasked to develop a 3D game with dimension switching (so you switch from reality to another realm)
Im completely stuck on how to make the player have to interchange between them AND gameplay still be fun
I can experiment with awesome movement in the other dimension and cool shaders but then I just cant work a switch back
For example, if say you had to move a block but only in the real realm, gameplay would be slow and lackluster
Any ideas?

thorny perch
fossil heart
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Why would you want that

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You want as many people playing your game as possible

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Not to scare off anyone

thorny perch
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i only want the best

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they buy more skins

sleek phoenix
manic wind
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Titanfal is am amazing game

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i love mech games

fresh valley
sharp zinc
fresh valley
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that's fair. for reference rewand is like the weapon thing and basamortuko is the desert god of the game

sharp zinc
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What is the central things of your game ?

fresh valley
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essentially, pip and lu are the main characters, and the only humans in a desert that you're trapped in. You need to get out of the desert by making an airship thing, and to get parts for that you need to defeat some of the robots with the rewand thing you get in the beginning. the rewand also makes the robots friendly.

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im trying to keep it short, i need to write a more eloquent and concise summary but i haven't gotten around to it yet

glossy root
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what do you guys think of the durability indicators?

pearl moat
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Probably near unseeable, color mixes with the backdrop might as well make the indicators white

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I guess it’s decent?

glossy root
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so decent or not decent

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cause i dont know if its sarcasm

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lol

pearl moat
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I can’t decide 💀

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It’s literally just a line I mean technically it could look better but I don’t think there’s any space for that so yea for what you’ve got it’s “decent”

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I wouldn’t be able to tell that bar stands for durability lol

lost merlin
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looks good, could be a color indicator such that it turns yellow to red as it reaches lower levels

glossy root
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yeah i was thinking of that

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like starts of light green

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and goes to light red over time

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and orange in the middle

glossy root
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like i’ve tried everything

cinder hamlet
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on screenshot they're hard to see but I think theyll be fine in game

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you could maybe make them more white if needed

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and I think players will be able to intuitively tell that it's durability

manic wind
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do you like the idea of being able to cache magic spells in an RPG?

manic wind
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@cinder hamletbeing able to activate magic spells before enging in combat

cinder hamlet
manic wind
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being able to cast a fire spell out of combat so its auto used during combat

cinder hamlet
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not sure what that means

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gtg ill talk later

manic wind
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no worries i figured it out with a friend

lapis seal
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Made an illustration for a problem I'm working on.

I'd like to have a mesh revel the interior of this cave structure. The mesh, like the rest of the cave, is made of 3d modules that are generated live.

The mesh will apply a cutout shader to the cliffs and roof, with a soft fuzzy edge. Meanwhile the inside of the cliff will be filled in with black.

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Turning the cutout on and off is pretty straightforward. Either the player's cursor, or the presence of known NPCs or player themselves turns it in and off.

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All isometric game have the issue of stuff being hidden on the North Side of walls or roofs -- but would you understand this solution the first time you encounter it, or would it throw you off as a player?

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(Tehnical issues aside, controlling lighting when this roof becomes transparent and determining encapsulation & which wall is a "south wall" is not easy.)

pearl moat
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Make it a feature

manic wind
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It's not a bug it's a feature

loud slate
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Hey, I need some personal opinions for an UI question.

I'm developing a very basic Top-Down Zombie Shooter.
Ignore the Default Graphics Style for now.

Left Joystick is for Movement, Right Joystick is for firing the Weapon.
The Button to the right is for picking up Weapons.

I'd love to have another Button for a 360° Melee Attack or another Joystick for Throwable Weapons.

Question is:

  • Would another Button or Joystick clutter the UI too much?
  • If your opinion is that it wouldn't clutter the UI too much, where would you place the new UI Element(s)?

I could put a Melee Attack Button above the Left Joystick because Movement wouldn't be allowed while doing a 360° Spin, that could work, but what about another (smaller) Joystick for Throwables?

I'm wondering if Throwables would be even reasonable to include, because with a Joystick Control that does the aiming AND throwing, I wouldn't be able to show a trajectory preview in a useful way.

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That's very hard to tell without something visible upfront, even if you may "copy" the mechanics, you can go a very different route with the Visual Aspects that would separate your Game from Stackland

You could eventually create a Mockup with just some Visuals for a Screenshot to share and see if people associate it with Stacklands without you giving them the Context

true river
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I would totally do a different art style and other visual stuff, its just the mechanic im worried about xD

loud slate
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I didn't play (and, before your message, didn't know about) Stacklands at all, but I believe if you'd be able to utilize 3D Visuals etc for it, it would be quite different
(As in, you drag your Character Card onto a Zombie Card, and then actually have a 3D Character attacking a 3D Zombie)

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I'd just give it a try and create a small prototype within some days that people can take a look at, that would grant you waaaay better feedback/opinions.

true river
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Thats true, thank you a lot

vapid stream
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I would make it so you can't fire weapons and throw things at the same time

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It might make other parts of the game different, but it seems like the most clean method

hidden helm
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this is my game

pearl moat
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What is it about

manic wind
hidden helm
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and I am adding a magnet that can collect golds

manic wind
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sounds fun 😄

hidden helm
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😄

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how do you think player change when it gots the manet

  1. hold it
  2. wear it
  3. become it
pearl moat
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  1. Put it in the oven
manic wind
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wear the magnet as a hat

sly locust
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Please fill my form and answer the questions on how I could improve my game based on user feedback 🙏

manic wind
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what game?

sly locust
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2D platformer

manic wind
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i don't know it

sly locust
manic wind
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oh okay

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i'm really into Celeste but i'm not very good

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@sly locusthttps://www.youtube.com/watch?v=yorTG9at90g&ab_channel=GameMaker%27sToolkit

GMTK is powered by Patreon - https://www.patreon.com/GameMakersToolkit

Celeste is one of the most satisfying platformers released in recent memory. And a big part of that is due to the tight and responsive controls of the game’s main character: Madeline. In this video, let’s look at how designers Maddy Thorson (Matt at the time of recording the...

▶ Play video
sly locust
silk blade
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I can't find a channel that completely fits this question, but anyways:

A question to 3D modellers: In terms of both difficulty and time consumption for creating and texturing 3D assets, do you think it is more difficult to make scenes/maps viewed from:

  • 3D Top down camera
  • 3D First person camera

My initial thoughts are - for top down: the further your camera is zoomed out, the bigger the map requirements, since you'll generally traverse the scene/map much faster than you would in a normal first person setting.
With that being said, you may need fewer assets for top down, and maybe less detailed texture, but not sure how relevant this is when you aren't aiming for high realism, and more of a half-life 2ish look.
I'm thinking the camera will also see different parts of the map depending on whether its seeing a larger area (top down), where you'd need to model a larger area, even if it is unaccessible, that would otherwise not be visible if you were viewing it from a first person perspective, which again means more work unless you simply black out those areas, or restrict the camera's boundaries. On the other hand, if you make the game isometric, you don't need to model or texture the backside of static assets, which would save time

manic wind
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even max zoom out works too

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LOD assets

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way too many different methods for this kinda results

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too many pros and cons

silk blade
manic wind
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very simple 👍

silk blade
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I think you misunderstand my question brother

manic wind
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you can also cheat by baking lights and shadows on static assets

silk blade
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I'm not really talking about performance here

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I'm asking purely in terms of hard and how much time it would take for the 3D modelling work

manic wind
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something that could take me one hour to make could take another person ten minutes

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also depends if you have drafts

silk blade
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yeah but, I am asking about it in terms of how long asset work would take for a 3D top down game like I just described, or a 3D first person perspective game (like a FPS game)

manic wind
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the camera angle doesn't matter

silk blade
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not in that I want an estimate in time, perhaps I should have worded that part better, but i'm just more interested in which perspective game asset creation takes longer

manic wind
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they're both the same time

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all depends on the artist

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i'm learning to make modular assets that snap together for world building which speeds things up

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kinda like a grouped kit

silk blade
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I don't know how to say this in an better way but if anyone with some more experience in 3D modelling could weigh in, i'd appreciate it.
Obviously everything depends on experience, but if you just assume a baseline amount of experience in both, it gets factored out.

I also can't believe that what you say is true - that "its the same" and that it doesn't matter. Maybe you think it is such a small difference that it shouldn't be relevant to whether you end up choosing to make a game in either camera perspectives?

manic wind
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i don't understand why the asset would change depending on viewing angle

silk blade
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not the asset itself, but maybe the amount of assets to create a good looking scene, the quality of textures, and so on. In first person, you view stuff much closer after all, while in top down, you view a lot more things at once - and if using isometric camera, there are parts of static assets that you don't even see ?

manic wind
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yeah all about FOV

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both have pros and cons

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ways you can cheat for better performance

silk blade
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performance?

manic wind
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yep

silk blade
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you mean framerate?

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and how is FOV relevant here, it feels like you're answering something else

manic wind
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you're literally talking about FOVs

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first person vs overview

silk blade
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arguably, but FOV is used in a different context typically, so that's why i'm getting confused

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rather than maybe POV

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but I'm not interested in the performance aspects, I already have a good idea about that part

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purely interested the 3d modellers workload

manic wind
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you've designed concept artwork for the 3D modeller to work from?

silk blade
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no, we are so early in development (or not at all) that we are simply deciding this part

manic wind
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i see

hidden helm
hidden helm
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i made a item that can be gained and when we get it, we can get double gold.
But I have no idea how should I design that item

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any ideas?

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  1. Put a gold and say x2
  2. Use two golds and x2 in the bottom
  3. just x2 in gold
  4. A oven
manic wind
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@hidden helmmake a gold coin with a 2x symbol

manic wind
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@cold onyxmake puzzles that involve 3D objects in 2D space

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have you played FEZ?

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you could make it so objects could move towards or away from the camera

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too many different methods lol

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you could make a little demo experimenting switching between 2D/3D perspectives

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that could work!

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only you would know

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🙂

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experiment with perspectives

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sounds awesome!

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show us progress

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not many people post projects updates 😦

manic wind
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follow a tutorial and try to change it

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make a script that will switch between different animations

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coding + animations 🙂

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enjoy

cinder hamlet
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yes

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probably

cold onyx
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Yes, it allows you to make games, but it's so limited that you can't even create something simple in it

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I watched a video of a guy using it, and he was struggling even to create flappy bird

pliant charm
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I think this could be a gamedesign question, what do you guys think of lua for game modding?
Implementing modding in my game and questioning if that is the right choice, do you know other options?

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This is more game architecutre design, but don't know if there would be a better channel for that

manic wind
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I love modding games

patent smelt
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Do any eSports exist that do not have decision making or thinking? Like a sport that you can "turn off your brain" and just play with mechanical skill. Even Mario Kart has some strategy. I guess Touhou?/OSU rhythm games. Sort of like the video game equivalent to "Track and Field's 1 mile sprint". Speedrunning requires decision making and memorization. Running the 1 mile does not.

Am just trying to hypothesize this for potential eSports. Just finished a game of League of Legends and realized all the mistakes I made during the game after watching the replay. My decision making in the moment didn't match the theoretical correct ones I knew.

hidden helm
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never, it allows us to create games of course, but Im sure we can never place ads or monetize with it

acoustic portal
cold onyx
thick lichen
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For first person melee combat what approach is used more often. I've seen two main ones being used. Raycast where the melee attack will hit a target if the player is aiming at the target's collider and if its within range. The other is to just use the colliders and the weapon itself will "hit" a target if it ever touches or enters the target's collider.

manic wind
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hbow would you use road barriers in a survival game?

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any tips

pliant charm
cold onyx
glossy root
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i need two variants of this, one empty, and one full

glossy root
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how would i draw the empty one?

glossy root
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i think it looks alright

pearl moat
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What even is that? Gasoline?

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Looks muddy

glossy root
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and the muddy one is a canister

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u use the canister and some other things to craft gasoline

glossy root
vapid stream
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I think you should show that there's something inside the canister for the full one

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Kinda like this

manic wind
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maybe the player could tell from the displayed weight of the canister?

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rust would just show visual damage

celest heron
hidden helm
hidden helm
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I'm looking for sounds effects and musics for my games

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where should I get them btw

vast ingot
obtuse blade
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Hey guys I am unsure if links are allowed here, so please ping me if not
But I made a reddit post about a game design model that I am working on and I am seeking some generic feedback on balancing and I would appreciate some open responses
https://www.reddit.com/r/gamedesign/comments/179c7o9/multidimensional_scifi_shooter_feedback_discussion/
I would type it all here but I already described it on Reddit

Reddit

Explore this post and more from the gamedesign community

hidden helm
thick lichen
# pliant charm Depends how accurate you want it to be. Using hit and hurt boxes is the most acc...

I got the raycast system working from combining a couple tutorials and it works ok. One thing I sort of like is that the player has to be aiming at the target to get a hit, instead they could just flail around and rely on the animation maybe taking the hitbox into the enemy. My game is first person and fairly slow moving so for now I'll keep it.

One issue with using raycasts is you have to test weapons out and have the raycast timing be aligned with the animation (when the weapon would typically be able to strike the enemy) and the raycast length (reach/range of each weapon).

pliant charm
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Much more intuitive and scales with the animation speed

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And less coroutines and thus cleaner code

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If your animator is on a different gameobject than your script, write a simple animEventHandler which redirects these events. If you call an event it musst be defined as a fucntion in a script which is placed on the same object as your animator

cold onyx
final kiln
old galleon
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I don't know if this should be here or in the coding section but

When using tile sets for a 2d platformer, do you guys use the built in tilemap collider or create your own colliders throughout the levels?

It's my first shot at using the tile map system and I might just have sliced it poorly or the palette I downloaded to play with is split up weird, but the tiles for the platforms include a few extra squares than just the platform itself so the colliders are too big and causing some problems

lost merlin
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or just minimize the control parts and keep the informative parts when non-idle

final kiln
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good idea

sharp zinc
final kiln
manic wind
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would people play a game/demo thats one hour long?

sharp zinc
manic wind
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even if its just an idea?

sharp zinc
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What do you mean ? 1 hour demo is not an idea.

cinder hamlet
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if that hour is interesting, people will play it

manic wind
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if

dusky bobcat
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how to make fog of war effect for rts, so it just shows the enemy if it gets close enough to an allied unit?(3D)

cold onyx
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Hey guys, I want to add a respawning system into my game, but I don't know what could the animation of the respawning be.
My idea was making an angel that appears in the middle of the screen, plays a small animation and then spawns the player.
Do you think that it's a good idea?

tiny marsh
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try it and see what it looks like

cinder hamlet
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I guess a simple way would be to just put another tilemap on top

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oh wait you said 3d

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hm, that will be a bit tougher but I suppose you can just make some sort of fog/shadow visual and simply make any enemies in it invisible

cinder hamlet
cold onyx
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It's a 2d runner inspired by flappy bird but based on the moon

dusky bobcat
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like a 3sphere that would reveal a certain layer when inside

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but idk how would i do that

cold onyx
sharp zinc
mossy blaze
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Hi everyone. I'm new to Unity. I love it. I'm making a top-down 2d game where a ball will roll around a game board similar to billiards. But I want to have different surfaces with their own friction, so that as the ball rolls the friction increases or decreases depending on the terrain it's on. Any ideas are helpful. I was thinking of "rolling me own" no pun intended but if there is a better system that performs well I would use that. Thanks. I love Unity.

lost merlin
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Look up physics materials

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Oh unless you're asking for opinions, I think it sounds interesting.

radiant raven
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Does anyone have a really good video on exporting models from blender to unity, I always had issues trying to impliment textures, materails and models either not applying, not exisintg or being rotated/facing wrong direction

devout onyx
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Hello! I recently found a game called "Ding Dong Dead" by Puppet Combo. I like the kind of oldish pixely "shader" it has and I noticed it was made in unity. Does anyone know how to recreate it? at least to some degree.

manic wind
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the engine is irrelevant

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you want to copy the art style

devout onyx
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I am really bad at game dev terms

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I am not referring to the textures

manic wind
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oh that game

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looks like pixel art textures with shaders

devout onyx
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yeah, to me it looks like they have some kind of blur and "pixely" shader. It looks like an old monitor.

devout onyx
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wait, are we thinking of the same game?

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I mean the 3d game made by Puppet Combo.

manic wind
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sorry i was thinking about game design

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i didn't know you wanted to just rip it off

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good luck

devout onyx
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I dont.. 💀 more games have similar styles (the windows are gone for example) I just want to know how to make a pixealted shader.

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but aight incel

glass cedar
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VHS is the effect you're looking for

devout onyx
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Thank you a lot. The name is exactly what I was looking for!

tall bloom
devout onyx
tall bloom
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hmm ok

sudden pendant
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@cold onyx if you actually have something to share, then use #archived-works-in-progress. But preferably something that isn't an impossible to tell photo.

sudden pendant
glossy root
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how

sudden pendant
celest lion
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Hi, I'm trying to draw 2D game elements from an isometric view
How do I unify the drawing style and make the objects consistent in size? I work with several people

manic wind
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oh i don't know 😮

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eye ball it?

tight radish
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I really like the game Nexomon Extinction. I like the graphic texture of the game on its settings, however I don't know the words to enter on Google to find assets like this. nor find artists in this field

manic wind
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like this?

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cel shader

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you can purchase shaders from an asset store

tight radish
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You thinks its cell shading ?

manic wind
manic wind
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i could be wrong obviously

celest heron
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Where can I get that MASTERPIECE of design?

manic wind
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@celest heronfollow shader tutorials

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or purchase it

fossil heart
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or maybe the origin of the image

manic wind
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sorry lol

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here

fossil heart
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yeeee

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tho, this if for the unreal store, but i mean that is the origin of the image

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im sure you can achieve a similar effect in unity tho

manic wind
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yep

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which is what i thought we were talking about

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the art style

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Nexomon Extinction

fossil heart
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yeeee @celest heron i assumed just wanted to know the origin of the image, while the other user wanted to know how to achieve the effect in general

charred warren
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So I'm trying to make a hack and slash and was wondering how they resolve situations like this where the enemy (outlined in blue) is within attacking range of the player (outlined in red) but is not facing him. As you can see by the enemy's uneven collider box, I can't just have him rotate around without pushing the player character, so I was wondering what games would do to normally resolve this situation and not look unnatural and robotic. The best I can think of is giving the enemy some kind of sideswipe so that it's natural for it to push back the player as it tries to face it, but I feel there has to be a simpler, less asset intensive solution to this.

manic wind
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or flee

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make an enemy not able to attack condition

charred warren
manic wind
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OR

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you could just do area of attacks

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as in the enemy leaps into the air and ground pounds

charred warren
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Other than to know the player is at the side of it

manic wind
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you can tell the enemy the player is on the side

charred warren
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But how would it determine what direction to jump back in?

manic wind
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try moving to the side of a boss in Dark Souls and see how it behaves for ideas

charred warren
# manic wind you could just do area of attacks

That's kind of what the side swipe was supposed to be. The idea is that the enemy is a wolf with deer antlers (and probably hindquarters so it can kick if the player gets behind it), but I wasn't sure if there was a simpler, less asset-intensive solution

manic wind
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personally i would make the enemy roll sideways turn and fight

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either that or a push away animation

tame bear
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whats that one to-do list website

sudden pendant
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Trello

cold onyx
manic wind
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Looks cute

rich maple
#

Weaponed
Assassin for
Reacting
Deadly
Eradication for the
Nation
is this a cool thing for my W.A.R.D.E.N. robot?

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cool lore?

rich maple
marble willow
faint igloo
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in a scary horror escape room should we make riddles before making the map or make the map straight up?

sharp zinc
faint igloo
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ty for the advice o.o

short steppe
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If I have multiple weapons for an FPS game, is it better to have a different set of arms for each weapon, or one set of arms that changes depending on the held weapon?

sharp zinc
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Usually, you have 1 set of arms that is independent of the weapon you are handling.

short steppe
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Got it, thank you

primal narwhal
real stratus
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I'm making an Idle game that is actually idle, so I have pretty long gameplay loops
I'm worried this will cause players to quickly lose interest in the game
Any tips or ideas?

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My core loop is, start combat, sit idle for x amount of time, buy upgrades, repeat

hybrid condor
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Any VR people here?

Anyone using the new levels on the controlles. Is there support for it?

night shoal
steep tundra
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I need help please

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I've been struggling so long with it. I've made a 3d game on unity but the player (sphere) moves (wasd) the opposite direction of what it's supposed to be (w goes back, a goes right), I've tried everything

night shoal
steep tundra
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Of the player or the camera's?

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or both

night shoal
glossy root
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a name for an interactable in which you will customize items? like attach attachments, change skins etc

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Customization Station?

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nah too long

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anyone got any ideas?

sudden pendant
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Crafting table?

ember slate
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is there an advantage to using the new input system?

lost merlin
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if statements vs events is a good way to think of it

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can also think of it as giving property fields to inputs

ember slate
#

alr

real stratus
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dressing room, mirror

manic wind
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would a stock market mini game be fun idea?

real stratus
manic wind
real stratus
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nope

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it doesn't really matter what your game is about, as long as you make the gameplay fun

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something that really opened my eyes is gameplay loops, there's some good YT videos about it

manic wind
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some people find the idea of a stock market boring regardless of how enjoyable it is

real stratus
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yeah lots of ppl won't like that game, but that doesn't matter
there's lots of ppl who do enjoy it as well

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I used to really like the Neopets stock market

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and tons of ppl like real life stock market

manic wind
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i'll check it out thanks

ashen tangle
#

Has anyone come across any tutorials or videos on game design for hyper casual games, I'm interested in seeing how a few of the systems are actually implemented.. Games like "My Mini Mart" and My Little universe, those type... I am very interested on how they do the inventory and trigger setups around the actual objects and they normally have some interesting fog of war effects

ancient oar
#

Hi guys so I have picked 6 game idea's that i chose that i really love but not sure which one to pick because all of the are a amazing so i made a forms please fill it out so i can see which one the people will like to play!

https://forms.gle/TfD4sJ6J5a6q45bi6\

dry fulcrum
#

i wanna make some simple to play repetitive fnaf game based on cupcake character but i dont want platformer or something like that

stoic wagon
#

Hi everyone! I'm a student majoring in digital design and communications and I've been really interested in game design these past few months, I have an assignment for my English course to interview a professional and I'm reaching out here to know if someone working in the field would be free to do that, thank you ^^

manic wind
#

i'm not a professional sorry

#

just a hobbyist

empty rune
manic wind
#

real Steve Jobs 😮

empty rune
#

Is this a sensible way of making an interaction system?

#

So the interact script is exactly the same for all interactable objects, just telling the raycast that the object is interactable.

lost merlin
#

Right, usually what you'd have is an implementation of an interface such as IInteractable with a default method type which all classes that implement IInteractable will also implement. You'd raycast onto a target and check if the object you hit has the interface implemented on it, and if they do you'd call the method with what custom logic that class implements on it.

empty rune
#

Where does he put the IInteractable script? Maybe I missed it

#

Seems like he only put the object-specific interact script on the object.

lost merlin
#
public interface IInteractable
{
    void Interact();
}```
Is the interface and the method implementation here
#
public class InteractableCube : MonoBehaviour, IInteractable```
Is the class with the interface implementation
#

Which basically tells InteractableCube to implement its own Interact(); method

empty rune
#

Right, and it doesn't have to be attached to any object I guess.

#

The IInteractable script I mean

lost merlin
#

It's attached to all instances of that class, so if you derive an InteractableCube, you know it also implements IInteractable and so it must have a method Interact();

empty rune
#

Okay I think I understand. I'm a super noob, and so far I've only ever dragged scripts onto objects to make them work lol

#

Thanks for your help.

lost merlin
#

Yeah, interfaces are somewhat tricky to fully understand but makes this type of concept pretty easily configured.

empty rune
#

Yeah, seems way simpler than what I had planned.

dry fulcrum
#

i wanna make some simple to play repetitive fnaf game based on cupcake character but i dont want platformer or something like that, can someone help me with the idea

sharp zinc
dry fulcrum
#

i tried, but all ideas are meh

#

i dont like em

night shoal
#

Internet randos don't know what you like either

dry fulcrum
#

yeah but ai just gives generative ahh games

sharp zinc
# dry fulcrum i tried, but all ideas are meh

Then, it simply means that you might need to change your methodology. There is multiple way to harvest creativity. You could, by example, ask yourself why you do not want a platformer. From this, you probably will find different reason which should guide you towards a potential genre of games.

empty rune
#

So if I wanna move the player or a door for example, is it not recommended to use transform? It seems to complicate collisions and stuff. So is it better to use force or something?

#

Unless its an object that doesn't have to interact with anything?

sharp zinc
empty rune
#

And I guess it might be cuz I use transform for both the door and player?

sharp zinc
#

Also, you should pretty much never use transform to move a player around.

empty rune
#

Im a noob haha

sharp zinc
empty rune
#

ahh okay I'll look into that

empty rune
sharp zinc
empty rune
chrome jetty
#

@glossy root
There are multiple ways to categorize terms for ammunition. Using caliber numbers would allow a huge vaiety, but since you're using the actual names of the weapon, I would stick with that. If you want ammo for an m249, call it LMG Ammo. Minigun ammo call it MiniGun ammo. Cannon ammo could be appropriate for that one too, which would allow you to use it not only for specifically a minigun (a SPECIFIC weapon, not a category) but also like a Vulkan or anything like that

sharp zinc
chrome jetty
empty rune
glossy root
#

does this look like a bandage?

empty rune
#

My thought was toilet paper. Maybe make the hole smaller?

#

Doesn't look bad tho tbh. Some bandage looks like that

glossy root
#

yeah i went through like 5 different ideas

#

all of them look like toilet paper

#

might just go with a med kit

hard hearth
#

has there ever been a game where the player(s) are playing inside a sphere and the gravity is going outwards (players are stuck on the inside face of the sphere)?

true pagoda
#

maybe if you add something like that it would read better?

manic wind
#

maybe have half of it inside a white box

manic wind
#

do you like upgrading your house where only the interior increases in size?

long rampart
#

Hey! I'm doing a lowpoly farm management game, and I wonder, how can I build a good, appealing map?

lost merlin
#

Time and effort. Handcrafting levels is something I find quite hard to perfect and I usually resort to randomly generating it all because it all turns out the same, haha.

#

But for farm games, I'd assume you want to craft it all yourself.

long rampart
#

Sure, but what tool should I use to visualize the map?

lost merlin
#

Actually, if I were to try my hand at recreating a harvest moon/stardew game, I'd probably make the farming field randomly generated such that it spawns different debris and rivers, assuming the player can terraform it later in the game.

long rampart
#

If I want to make a sketch

long rampart
lost merlin
#

I don't sketch that much, though I do like to drag out a terrain and just play around with that for some ideas. Perhaps you can try starting with a minimap with some pixel software like asperite?

long rampart
#

Or I'll handle the layout on paper?

#

different zones like crop fields, animal pens, a farmhouse, a market, and decorative areas.

manic wind
#

i'm a big farm game player

#

i'd like to make a game like A Link to the Past with farming elements

long rampart
#

This should be a simple but a good one

cinder hamlet
# glossy root

if you label it "bandage" people will associate it with bandage and not toilet paper I think

#

or maybe add a + on it

#

just not a red one unless you wanna break the geneva convention

manic wind
#

are you going for isometric realism?

#

you should check out Farmville 1 and Harvest Moon 64

#

check out some farm dioramas

#

you could also copy real life farms

long rampart
long rampart
#

The question I might ask is how do I divide sections? With fences for example? Like there is a mud road, next to it the land, but how do I divide it? Any ideas you have got from previous games?

manic wind
#

repair the broken well

#

repaint the barn

#

design a barn that needs repainting

long rampart
#

Hmm sure thing

manic wind
#

a broken bridge that needs repairing and allows the player to explore more

long rampart
#

Sure thing

manic wind
#

@long rampartyou could play a farming game and design maps using premade assets from the game

long rampart
manic wind
#

very nice

#

i like decorations

long rampart
manic wind
#

sure

#

i'd like to make farm assets but i'm not at that skill level yet

#

this is my goal

#

if i can make an asset at this level then i'll start making my own

long rampart
#

Sounds awesome

#

Here is where I'm now

elder sorrel
manic wind
manic wind
quartz cape
#

how can i fix gap

#

grass texture

manic wind
#

i dunno sorry

quartz cape
#

np

long rampart
manic wind
#

is it top down?

#

gotta add a windmill for grinding wheat into flour

manic wind
#

do you guys design games with a certain GPU or CPU in mind?

long rampart
#

It is not top down

manic wind
#

cute

#

how tall is he?

#

maybe i could make you a beehive 😄

long rampart
#

1.5

#

I have a beehive

#

But I need help with the decorations, I dont know do I place flowers grass mushrooms, logs correctly.

#

Like they just dont seem right for me

#

If I place a bunch, thats ugly, but if I place them more rarely, thats ugly too

manic wind
#

better make a decorative golden chicken statue 😠

#

welcome to the world of game design lol

#

where nothing looks right and everything you're doing it wrong

long rampart
#

Ah

#

:/

#

But literally, it doesnt seem to look irght

manic wind
#

you'll figure it out

long rampart
#

Sure

manic wind
#

just mess around by moving shit around

#

also try to figure out what works and why

manic wind
#

maybe try something like this

long rampart
#

Hmm wdym?

manic wind
#

maybe you could do more with less

#

(sorry i am really into studying shapes)

languid kettle
manic wind
#

how cute

#

pokemon but you catch fish by fishing

languid kettle
#

yep lol

#

I want to put a system like you can sell your fish (rare etc) to restaurants and maybe open yours, and expose your fish in an aquarium

manic wind
#

sounds dope

#

i'm too busy helping my friend with his project and working on my own too

languid kettle
#

ah no problem thx !

manic wind
#

speedrunner

#

fish%

languid kettle
#

bahaha lol

#

si someone interessed ?

sleek phoenix
#

!collab

desert martenBOT
vapid jungle
#

someone give me a theme for my third person game

sharp zinc
vapid jungle
#

thats crazy because i just started a horror game

sharp zinc
#

Horror is kinda too late

vapid jungle
#

what do you mean

sharp zinc
#

October is finished

vapid jungle
#

so then what do i make

#

a turkey on a table getting eaten/

sleek phoenix
#

If you can do it in a month sure

chrome jetty
manic wind
#

its halloween today 😮

oak cove
#

Hello everyone and happy halloween.
I'm not sure that it's the correct place to post my question but I'll assume it is and go ahead 🙂

So, I am new to Unity (I know the basic concepts though) and would like to make a game like this :
The user opens a book (3D) on a desk, like a comic book with multiple boxes within a single page of the book, then the camera would go from box to box and prompting choices to the user.
I would like your opinion on how you guys would achieve this ?
How to make a book flipping pages ? I only found expensive assets on the store (like this one https://assetstore.unity.com/packages/3d/props/endlessbook-134213)

night shoal
#

It's not the correct place, but the easiest way is to make an animation of a turning page in Blender or something and import the animation

oak cove
#

Also, preferrably I don't want to use the UI system for rendering the images inside the book.
I want to leverage the 2D lights and shaders maybe to create cool effects

#

@night shoal thanks a lot for your answer !
Where would be the correct place to ask ? Is there such a place in this Discord server ?

#

Also, I'm sorry if my english is not suited/perfectly understandable

night shoal
oak cove
#

thanks a lot ! Happy halloween and day 🙂

night shoal
manic wind
#

how would you design low polygon smoke?

#

if you wanted thick chimney smoke

#

pixel? voxel?

sudden pendant
#

Sprite sheet with VFX graph

manic wind
#

thank you i will google it

neon jackal
#

i am testing my fps design skill by making an battle royale game

manic wind
#

very nice

hardy pond
#

I'm researching "place attachment" in game design/motivation for my Masters. Curious to see what you know about it—even if it's zilch!

🚀 Quick Survey Alert!

Time: 2 minutes or less (even quicker if you know little!)
Questions: Max 6
Bonus: Earns you infinite good karma.
Who can participate? Whether you're a student, teacher, or industry pro - all insights matter! Gimme your delicious brains XD (in a non creepy consensual way...you know you want too...)

The only person data is to see if student, educator or professional (otherwise is anonymously)

https://docs.google.com/forms/d/e/1FAIpQLSfORPDPhHm17grA3MMAHWNGmKvTuEnS0UYYtyizgCjkP1ifvw/viewform?usp=sf_link

manic wind
#

i'm none of the listed above 😦

#

sadge

hardy pond
#

then you will be a mysterious "Other" 🙂

manic wind
#

only took three clicks

#

👍

jaunty remnant
#

what is a normal FOV for a First person game or is it genre specific?

manic wind
surreal shoal
#

What game should i make

manic wind
#

you should make a game about frogs going into space

surreal shoal
manic wind
#

most people play around 120/140 FOV for FSP games on PC

#

AKA Quake FOV

jaunty remnant
manic wind
#

whatever the setting changes

#

i just move the slider around

jaunty remnant
#

okay so ive found horizontal offers a better option for what im looking for thanx

manic wind
#

nice 👍

jaunty remnant
#

even if im just making a simple point and click game should i be using the input system or is the g'old

if(Input.Getmousebuttondown(1)){

}
``` good enough
manic wind
#

i don't know

glossy root
#

is the trader ui pleasant to look at?

manic wind
#

i like it

glossy root
manic wind
#

would be better as x1 rather than X1

glossy root
#

i changed the arrow direction

glossy root
#

it cant have lower case

#

i need to finally change the font

#

i also made it really easy to add new trades

#

it just spawns them when the game starts

#

instead of manually doing it

surreal shoal
#

Anyone know how to design a human spider that can crawl

jaunty remnant
#

what like spiderman

late vapor
#

not a game design question

hollow sun
#

I believe this is the right channel for this... if not lemme know and i'll move

I wanna make a puzzle where the player has buttons and each button flips the state of some of the lights. I have this all setup already, I just dont know how to figure out the logic behind making the puzzle solvable with some challenge. Any input would be appreciated.

chilly oriole
#

This is meant to be a Security access console, that the player will need to unlock to get access to a room, is this interface too basic, or is it good for it's purpose?

manic wind
#

when making video game assets is it okay is vertices don't connect to reduce the polygon count?

sharp zinc
cinder hamlet
manic wind
#

not what i meant but sure

chilly oriole
#

I'll keep it the way it is.

undone river
#

i wanna make an android game and im a complete beginner but i cant find any resources on youtube what do i do should i learn to develop pc games first?

desert martenBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

sudden pendant
#

Start by learning Unity before you make your game.

undone river
#

what does learning unity mean

#

like the interface ?

sudden pendant
#

That and learning the basics of coding within the Unity environment. Essentially the basic foundations of how to make a game.

undone river
#

so like should i learn to code (unity's namespace/library) within unity by following tutorials or should i refer a book and all

#

also are microgames a good way to learn unity

#

i cant open microgames using new project in unity version 2022.xx.xx

sudden pendant
#

Of course you should learn before you attempt to do anything on your own, especially make a game.

#

Just start with the Learn tutorials and go from there.

sudden pendant
#

I can't tell you how you should learn, that's something you can only figure out.

undone river
#

hmm true

sudden pendant
#

Some people learn from watchin youtube, or going to school, or reading a book and self directing their learning.

undone river
#

can you tell me which version supports learning templates

sudden pendant
#

Just do the essential pathway and it'll guide you to installing.

undone river
#

thanks tho

#

i'll try to find it

manic wind
#

means mastering the basics of the unity engine

#

oh my discord didn't scroll

undone river
jaunty remnant
#

So I'm making FNAF fan game, Currently trying to work out how to make a:

Night system which has configurable characters so its easily changeable and also so that it goes from 12-6am and each hour lasts like 1 min or so (again preferably configurable )

Power system that starts at 100% and goes down based on your usage from lights doors whether cameras are open and any other mechanics i may add and if power goes to 0 I want it so random timer till you die and to disable cams doors and lights and anything that drains power

Camera system which allows you to click on a map to take you to different rooms and the cams will slowly pan (rotate) so u can see entire rooms i want some cams to have.

Animatronic AI which has different pathing (maybe like waypoints) but also poses associated with each point but the move time is a random thing which is also influenced by the nights difficulty and also the animatronic AI need to know whether or not they can attack or if the door is closed or if the light is on them and i want to be able to configure if you get rid of them by Light on or door closed. And then also set up a position where they jumpscare you.

I dont want like how toos i just need basic points of what i should be looking at as my brain is so burnt rn

sleek phoenix
jaunty remnant
sleek phoenix
sleek phoenix
#

why are you asking this in the unity discord

#

also !collab

desert martenBOT
orchid crag
#

Alr

marsh nest
#

2d or 3d for a game to make

fallow lintel
#

question
how many collision detectors on the Player is deemed too much for a 2D pixel platformer game?
we currently got 9 and my System designer is concerned about adding more and performance implications.

manic wind
#

can you pace action gameplay with mini games?

#

match 3 game after beating a boss

sharp zinc
#

Because there is no "Collision Detector" in Unity. Only colliders.

fallow lintel
sharp zinc
fallow lintel
#

and we havent hit any performance issues yet at all

sharp zinc
#

Ask the guy that made the script

pulsar estuary
#

Is there any wak i can improve this animation

sharp zinc
storm rune
#

hey guys i made this background for a jam with a snake game, i need ideas for monsters or something to draw here, please help me, i was thinking of some biolumenescent things? it looks like a sea or a deep cave so

cinder hamlet
manic wind
storm rune
manic wind
#

they're sorta snake shaped

#

play some ECCO the Dolphin too

storm rune
manic wind
# storm rune thank you

maybe instead of the snake getting longer to make the game harder you could start as a tadpol that grows in size

storm rune
#

idk if they look good

manic wind
#

i love them

#

reminds me of the Plants Vs Zombies sun 😄

#

i love your art style

verbal oasis
#

i believe alot of fan games follow that general architecture as well

manic wind
#

someone should make a game where you can just swap the assets

#

would be fun to design my own assets and swap them

#

a full game

#

turn ores into ingots but you can model/import the furnace yourself

verbal oasis
#

i think most games that allow modding theres easy ways to swap assets

#

minecraft being the one that immediately came to mind for me

#

the issue is that it feels like alot of games arent being moddable now

#

but im not active in any modding community so maybe im just unaware

pearl moat
#

How would you go about moderating that anyway

sharp zinc
thick lichen
#

Anyone know of any good examples, videos, tutorials, etc that show ideas on how to do a 3D game in a platformer perspective, so sort of 2.5D. Games like The Swapper come to mind. I've been experimenting, but something I'm not getting to properly create the look. The depth, camera, etc. It just doesn't look right the way I'm doing it.

verbal oasis
#

i wouldve thought that for a game to actually have a modding community form, it would need to be built in such a way that it would be easy to implement that kind of stuff

sharp zinc
verbal oasis
#

i guess we cant go into detail on how to do it to existing games that prohibit modding

#

but if i was to make a game with a modding community in mind, i thought i would have needed to make a bunch of design and system choices that specifically allow that to work out well without modders needing to do a bunch of scuffed up stuff

sharp zinc
verbal oasis
#

huh, nice

#

but ive also heard about some games being 'easier to mod' than other games

#

whats the difference?

#

might be going a bit into grey territory rn but i think its still valid in game-design

sharp zinc
#

No idea, the methodology is basically the same for every games. If you use Unity as your Engine, you are almost sure that there is already tools to facilate the modding of the game.

#

My advice to you would be to make a great game. Modding can be done after, and if needed you can refactor/implements pattern that facilate the whole process after it has been done.

verbal oasis
#

thanks, ill look into it; ive always enjoyed the idea of allowing mods on my game but i thought it was too daunting. good to know that its essentially a side effect of a good game

wispy bane
#

Anyone up in here? I have a bit of a brain fart and I can't figure out how to choose which collider to activate when I step into two overlapping ones.

#

So I have a grid based movement controller. Each mob has a collider that extends one tile forward in all directions, for detection purposes. Player steps inside the collider, mob detects it, combat starts. This works, no problems.

#

However, sometimes there are two adjacent mobs, standing right next to each other, and their colliders overlap. When I step on a tile where those colliders overlap, I have issues. Unity can't seem to decide which one was first, so it tries to start combat with the two mobs.

#

So basically I'm trying to figure out how to detect which was the absolute first to detect a collision, deactivate the detection on the other one, start combat with the first and then reactivate the second one and start combat with that one.

rose gulch
#

Maybe make it so when the second one overlaps, it detects that a collider is already present on one of the squares and deactivates it then?

wispy bane
#

Hopefully it works properly and the colliders don't fight each other to decide which one deactivates.

jaunty remnant
#

i mean ive got power and ive got Time working

fervent moat
#

I am currently making a for GameOff game jam, and I gotta make a level blueprint, now I have something in my mind fo how to do it but idk excatly how to do it and what details to include in it... Can anyone help me in this ?

glossy briar
#

What is the practical use of skeleton rigging guns. Why not just animate the gun by moving individual models around, that's how ive been doing it but all the other models I've used have a skeleton.

manic wind
#

@verbal oasisdo these games come with guides for stuff like polygon count, hit box dimensions, interactive spots?

polar jasper
#

Does anyone have any suggestions on the best way to organize tile palettes and and organize sprite sheets for different places....?

Like should i take the time to pick and choose only the ones i will use for that dungeon and make its own tile palette specifically for that 1 dungeon

Im also wanting to do rule tiles like in the grasslands on TopDownEngine

And am just getting lost on a good way to organize it instead of having different tiles I might now use??

Hope this aint too confusing appreciate any advice in advance!

chilly oriole
#

How does this look for a break room, i'll be adding smaller items, but how does it look as a scene. What could i add, to increase the atmosphere?

cinder hamlet
#

also perhaps you can make it more cozy by making the colors overally warmer, right now it looks like a laboratory with everything being white and shiny

chilly oriole
chilly oriole
thick verge
#

hey guys im making an rpg turn-based game and im looking for enemy ideas

i have biomes of such:
grasslands
caves/mines
forest
tundra
graveyard
volcano
dungeon

and they have names im just giving the name of the general atmosphere of them
wasnt really sure where to put this sorry if its in the wrong channel

sharp zinc
thick verge
# sharp zinc What enemies you want to add ?

for a general answer ill just say anything somewhat human or things like golems, these are some enemies ive made so far:

grass beast, grass giant, assassin, rock golem, treetop archer, dungeon guard, skeleton knight

#

mythical creatures are fine as long as they fit the environment

thick verge
#

im working on the menu and ui rn

sharp zinc
thick verge
#

well yeah i was just looking for suggestions for future enemies

sharp zinc
#

Also, you are going to have a lot of time to have idea.

thick verge
#

i see

#

ill do that then

#

thanks

deft patio
#

Halo
Anyone have experience and can recommend an asset for level design editor, with some proc gen?
WFC, Tessera, etc.
I'm looking to make something like this
https://www.youtube.com/watch?v=mZjSmJ3dxHw
If any asset implements the proc gen with constrains etc but lacks the manual editor side, i can add that. But just wondering which one is closest to it

Date of Recording: 2021-02-21

The tile-based aesthetic of pixel art games is difficult to capture using Unity's default terrain engine, which linearly interpolates a heightmap texture over a variably-subdivided quad. Instead, we opt to build a custom terrain mesh generator that treats the input heightmap as a low-resolution tile map, and transl...

▶ Play video
sudden pendant
#

@jolly vigil read !collab

desert martenBOT
jolly vigil
#

Ah Srry

#

I deleat The mensage now

#

Srry

magic juniper
#

Hey all. So been researching and even Chat GPT'ed a game I am interested in creating. The idea is a turn based game, the player gets a x# turns to build their empire, say 30 turns per hour or something. The player can attack other players but its not really real time. The players can choose other players to attack them whether the defender is online or offline. This will lower defenders defenses, troops etc. I want to make it a mobile game play. The player would have to log in with google play, apple or email. There would be top charts etc. Now Chat GPT says
1). make a single player game first, get the game working with ai enemies to start with.
2). implement a logging system.
3). Implement the multiplayer system.
My question is, should I not work on a login and multiplayer system first to get that correctly working and then the game design, functionality or is it easier to get the game structure working first as single player an AI enemies and then convert it to multiplayer?
Thx for any pointers. PS I have never built a multiplayer game before so this will be my first tackle into multiplayer.

sudden pendant
#

Yes, you should make it multiplayer from the start.

magic juniper
#

Thats what I thought. Wonder why chat GPT is pushing to make it single w. AI them implement or convert to multiplayer. Wierd. hehe

#

With multiplayer, it wont be if even any movable graphics across multiplayer, mostly just data exchanging hands. Can anyone recommend a good tool set for multiplayer. I have seen so many variants out there, most are for fast paced action games. Dots, Netcode etc. Its mostly going to be text and buttons and no player1 character moves to player 2 character and attacks with animations etc.? I think what Im asking, DOTs etc look like very complex systems. Is there something better for simple networking? I think I will have a game room where players can join a game but will only have 1 game active at a time that will run for 30 days and then reset the game and start a new etc. or maybe multiples where 1 game runs 30 days, another 3 months etc. Have not decided fully on that yet. Its basically a strategy game but without all the fancy graphics?

sharp zinc
magic juniper
#

Thx for the info @sharp zinc

foggy adder
#

I've posted the gameplay of my game on some subreddits and the main critique I got (that I am now trying to counter) is that my environments feel barren and empty. I cannot get any inspiration as everything I find sucks, I have no games that have similar envs as this one and if i find any that come close I am blind to what exactly makes them less empty than my envs. Here is the vid, if anybody got any suggestions for possible fixes please let me know. https://youtu.be/oGhko6i4raw?si=jTWwqMc84WlJm7Yj

Hi! This is yet another gameplay preview of my fast-paced swordfighting action game RoboSamurai! We are officially in alpha and you can play the latest build RIGHT NOW by going in the link below:

https://metapikachu.itch.io/robosamurai

▶ Play video
sharp zinc
# foggy adder I've posted the gameplay of my game on some subreddits and the main critique I g...

It is obvious... I am not an artist myself, but working with some I can already tell that you absolutely needs to break the symmetry, increase the silhouette of things and add more details.

From a more Game Design stand point, you need to increase the variability of your level by adding a high variety of obstacles. (Pipes/Generator/Windows/Broken Things). You also need to increase the variety of enemies/gameplay. Every frame I skip, I always see the exact same thing which is the player hitting the same stupid (literally) bee or jumping on the exact same looking platform. Artistically and Gameplay wise, you need to make things progress. What is the purpose of the room you are in ? What relation each room has ? Maybe you are in a factory, there is something being produced.

To be honest, your environment looks almost the same as what environment I work with in Gray Block phase. It really is blend.

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Here are 2 images I randomly took. There is many, many things you can add. (Macro) However, I think you definitely needs to do more in the Micro/details. Unfortunately, I kinda sucks when we are talking about micro details. I also added an example of Micro/Macro.

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Obviously, the art style/environment you choose makes it harder to add details. But something like Portal 2 has a similar laboratory environment but feels way less barren.

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Oh, and I also observe that your lighting totally sucks. Everything is lighted the exact same way. I believe that makes a hell of a difference because even the Gray Blocks I worked with felt less empty.

foggy adder
foggy adder
foggy adder
foggy adder
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You're approaching in bad faith, trying to bring me down or something

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Ill take what you said, but next time dont say shit like that its counterproductive

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And after all this you only partly answered my question. You repeated what I already know - "just add more things bro" - I need references from other games that have the same environment types. Portal is pretty good, but i knew that already.

sharp zinc
# foggy adder Ill respond to the other things in a sec, but bro my envs are ALL macro. There i...
  1. True, the only things you have is Macro. That does not means that you have enough of it.
  2. You are right to say that it is probably harder to add details to your objects in the art style you choose. That does not mean it is impossible. Unfortunately, I totally sucks with such things. I'm just able to see it as I saw it multiple times.
  3. Maybe that you needs to review your artwork ?
  4. Saying that your lighting sucks is an understatement. It is for sure the worst of everything you have done in term of art. You either accept it as it is, or you refuse it. I'm not gonna sugar coat it because it is really, really terrible. However, do not take it personally. I'm not saying YOU suck, but that what you have done suck. Here an image of Super Hot which is VR games. There is almost no details. See how the empty walls feel less empty just because of the light. Also, take notes on how they incorporate some details event without texture and really limited budget. (ignore the blocky aspect of things and focus on the "silhouette" and the carving of objects)
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Here is genshin impact:

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See how a majority of details are "big" notably on the ground.

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And again, the lighting makes an absolute difference

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Breath of the Wild:

manic wind
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oh are we studying game design from games 😮

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i wanna join

foggy adder
# sharp zinc 1. True, the only things you have is Macro. That does not means that you have en...
  1. Yeah
  2. Yeah, I'm trying, I suck ASS bro this shit i so unfun 😭. God made me a programmer not a level designer.
  3. Wdym artwork, the style?
  4. My brother, there is NO lighting. Now you're free to say that it looks awful, but I did that on purpose. As in I consciously decided to NOT have any light sources - therefore everything is evenly lit. I have no idea how to make corporate warehouse lighting, but since you're the second person that talks about that - maybe I should just.. gid gud and actually start caring about it? It would take a shit ton of work to set everything up.. oh and the fucking baking.. Tho I agree with the thing you mentioned - superhot has the same amount of assets as I do (a lil more since it uses physics for gameplay too), but it does look good despite that. Maybe light-work isn't the worst thing afterall.
foggy adder
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like again, the CORE problem of my issue is that I have absolutely no reference for games that actually have the same environments as me so i cannot even notice the smaller differences

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you know the assets and the light sources for example

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in my levels all the light sources would just go out of the cieling

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idk how better it would look, but i gotta try ig?

sharp zinc
foggy adder
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Alr so let's recap so i can pin point what exactly are your issues that you see that I should fix:

  1. More high variety of obstacles. (Pipes/Generator/Windows/Broken Things) - As I understand, just random things that will block your path so that you have to jump around them and stuff.
  2. Lighting doesn't exist - I should add light sources from the ceiling
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thats the main things you mentioned right?

sharp zinc
foggy adder
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its hard to not add light in a symmetric manner when we talking about a corporate warehouse, but i get what you mean

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I gotta think about other point where lights would go off of so they break the symmetry a bit

pastel coral
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Would you play this game? I've had a idea of a game that's like a mix of the long drive and fallout and project zomboid basically in the game you start with a shitty car and drive through somewhat randomly generated maps with different enemies depending on the type of map and different vehicles to get and free customization of them all and each map would have like 4 exits after so long on it that could take you you different maps but you'd never know completely what it would be like

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Also the game would have survival mechanics

vapid stream
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Not sure where I'd ask this, but random question: what would you call a top down shooter game where there are random aspects to it, but it's sort of the same level, just that the bosses are in different orders

sudden pendant
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Roguelite

manic wind
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HADEs?

thorn cove
# foggy adder I've posted the gameplay of my game on some subreddits and the main critique I g...

Maybe you should look at Void Bastards. That's the closest I can think of in terms of that lighting style. But overall, unfortunately, the answer is usually just add more stuff so it doesn't all look the same. Very annoying answer, as it means you need to put a bunch of work into stuff that doesn't actually matter for the gameplay. Each new model or modification to the level art can be simple, but it just needs to exist.

Putting stuff outside the playspace (that isn't just the same wall repeating forever) would do a lot for the visuals. Having random huge pipes, large neon mechanical engines, etc. would make it much more visually interesting to look at. I do not think you need lighting to solve your problem for the most part, lighting is just a relatively easy way to entertain the eye without doing much work yourself

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tldr: you need more stuff in the level that isn't directly related to the gameplay in order to keep it entertaining to look at

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which is a lot of work.. But you can't build visually interesting, large levels out of just a couple props and one repeating wall texture

foggy adder
# thorn cove Maybe you should look at Void Bastards. That's the closest I can think of in ter...

damn I've never seen this game before, it looks incredibly cool! I'm looking at footage and I might be blind, but this game seems to not have lighting at all? As in it's stylized, therefore it doesn't need lighting - that's what I have at the moment. As you can see in the screenshot the well lit areas got a hard cut off with the dark ones, so there doesn't seem to be any lighting calculations going on.

foggy adder
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so the answer is what i planned before i even started asking: just go to games and reference sites, make a moodboard out of everything that even slightly resembles what the level should look like and then collect/make assets and put them everywhere.

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btw thank you, out of all people who answered you were the one that actually answered it completely - that is gave me an example of a game that has the same type of artstyle and environment

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i will look at gameplays and add the game to my wishlist as it looks fun as fuck on top of all

thorn cove
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It instead adds many props and environment details to make up for it

foggy adder
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yeah i see how they got nice clearly drawn on shadows on some things

thorn cove
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You could also look into a toon shader with simple lighting if you wanted

sharp zinc
foggy adder
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that is not lighting, those are just random details

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things you would add to something to make it look a lil worn out

sharp zinc
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Bro, multiple simular object has different shade.

foggy adder
sharp zinc
sharp zinc
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Have you ever heard of flat shading ?

foggy adder
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im not blind little brother, i know what lighting looks like, i pointed out it had drawn on shadows, not calculated ones

sharp zinc
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Also, toon shader does exactly that.

foggy adder
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you're clearly trying to annoy me

foggy adder
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im not talking with you anymore, its actually pointless

manic wind
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can you shade a flat colour with light?

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😮

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oh wait thats cel shading haha

thick lichen
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We're making a sort of light metroidvania style game. Does anyone know of any tools or software that helps with designing a large 2D map/level? Something to block out levels quickly just to get a reference before trying to build it out with primatives in Unity?

sharp zinc
lost merlin
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Trying to think of a good way to handle wave based enemy generation in a multiplayer game. Optimally, I'd probably want all the enemies to spawn somewhere right outside of vision so there's less of them trying to path find their way to the players. However, this seems exploitable for that each player can spread out to prevent enemies from spawning in large areas. This could also lead to funky spawns popping up between players if they move far enough away such they are separated by very small gaps of fog.

Ultimately, I think just having the hordes spawn off the level, near the ends where players cant access. Few problems with this idea is that enemies seem to funnel together a lot at far distances, and not to mention the performance in spawning all these enemies from afar.

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Not using ECS so I've got a lot of optimization problems with runtime performance.

magic juniper
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You could put up spawn points and just check that no player object is within radius on spawn. That way they wont spawn on top of a player?

lost merlin
lost merlin
# thick lichen Very useful response.

Asperite is probably the best 2D tool currently available for like 15-20 bucks, or you can compile the source for free from their git (though outdated version)

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with that being said, paint probably works too ;)

sharp zinc
sharp zinc
sharp zinc
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There is also quite a limit on how much enemies you would be able to support in a non ECS environment.

lost merlin
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Right, I probably don't want them active, but they must still pathfind. So I'm thinking of some way to still keep track of their position, but not actively on the scene? Not too sure

sharp zinc
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Renderer, VFX, Animation, StateMachine, etc should all be disabled.

lost merlin
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Hmm, so perhaps I can keep the gameobjects on the scene, and perhaps use the top level for the transform values with the pathfinding script, but then disable the children (all the eye candy)

sharp zinc
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How much enemies your targeting to have at once ?

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And what dimension we are talking ? 2D or 3D

lost merlin
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500 with kinematic rigidbody controller

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3D

sharp zinc
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Yeah, good luck.

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What platform ?

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And what FPS ?

lost merlin
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PC platform, but my hunk of junk isn't the greatest to determine the performance.

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ideally, it's a good benchmark for lower end I guess

sharp zinc
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What FPS are you targeting ?

sharp zinc
lost merlin
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60-120 is fine on my end

sharp zinc
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At least, when you have considerable low budget/time. It is harder to down grade then to upgrade

sharp zinc
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Also, you would not be able to use things like ragdoll or inverse kinematic if you have too much enemies at the sametime.

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I strongly suggest that you do a technical proof before investing to much time in your idea.

lost merlin
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I'm actually doing a 2.5D project, but I have to break batching for rendering purposes for my billboarding

sharp zinc
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Usually, I'm targeting 20 enemies max. That being said, our enemies are pretty full of feature (Behavior Tree, Inverse Kinematic, Complex Animation, etc.) and we are targeting the Switch.

sharp zinc
lost merlin
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3D with sprites basically

sharp zinc
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It is going to make things a lot easier.

lost merlin
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rendering is actually fine, it's more cpu that's being the choke

sharp zinc
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Yes, at least you want have to deal with animation that much

sharp zinc
lost merlin
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and it's mostly because I've 500+ enemies trying to path find and I've got it pretty optimized that they do only update every so often

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and regardless of that, they seem to stack up a lot (or make congo lines) when far enough away. Gotta figure out how to kinda keep variation of their tracking

thick lichen
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Googling that then led me to this https://ldtk.io/

Not as simple as I would prefer since I don't intend to import the map into Unity or anything.

LDtk (Level Designer Toolkit) is an open-source 2D level editor for indie devs, with a strong focus on user-friendliness.

late vapor
# lost merlin Trying to think of a good way to handle wave based enemy generation in a multipl...

I play killing floor 1 heavily, which has that exact design problem. In that game, what you just described ends up happening -- players, when spread out, completely kill the pace of the game, which is ordinarily super fast paced when all 6 players are together. There are dozens and dozens of fixed spawn points spread throughout the map, and enemies spawn in points that no player is looking at, so when players are spread out on large open maps, enemies get spawned sparsely and far away from everyone

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The solution is to have level design accommodate that. Fill large empty spaces. In killing floor 2, enemies physically crawl out of vents on the floors, walls, and ceilings, and drop from heights inaccessible to the player

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I'm actually designing a game like this. I'm using offmesh links to allow enemies to traverse through paths the player can't, such as dropping through skylights or falling off ledges towards the player that the player themself would take fall damage from

lost merlin
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Unfortunately my project is strictly isometric and I'm not looking to add much verticality to it so I'm stuck spawning stuff on the x and z

cinder hamlet
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have some enemy type(s) specifically made for punishing players who stray away from their teammates for too long

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or like almost_friday said, find a creative way to spawn enemies within the player view. For example in Deep Rock Galactic the bugs simply crawl out of the ground, sometimes even right next to players

lost merlin
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I've actually been thinking about implementing a fog mechanic, such that someone carries a light source which illuminates an area around it, and those that stray too far into the fog would take damage. But, I'm not too sure if players would like that restriction.

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It would probably solve most of the problems though and it does look cool (made a stencil shader specifically for it)

cinder hamlet
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My suggestion: just add an enemy that ambushes players who aren't near their teammates

cold onyx
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opinions on my ui? (beta)

night shoal
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Looks very default Unity

atomic anvil
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Maybe add a background panel, cause now it sort of blends with the game view.

cold onyx
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ok

pearl moat
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Feels quite simple but it works as a ui for a alpha/beta version

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Could be improved

sharp robin
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It isn't good, but seems functional at least. I wouldn't ship with it, but it let's you test options as a developer.

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@cold onyx

  • options and text are backwards (descriptor on left, option on right, is normal for left to right reading)
  • that isn't a great blue, it doesn't compliment the background
  • default Arial is very generic
  • I don't like how Arial looks for Play versus PLAY (personal preference)
  • the buttons aren't centered to the screen, which is OK, but seems oddly just floating off center. Not as much of a problem except for everything else compounding it (personal preference)
  • unity default textures for UI are blurry and kind of ugly
  • no titles on the menu pages
  • no back / forward buttons
  • distances between the buttons is uneven
  • unclear instructions, why are they creating a lobby? Can they join one? Is the create for the lobby or username?
  • weird that the button is large bold text and items above it smaller normal text. Regions would help solve that and draw the eye better

Does it have sfx? Animations?

cold onyx
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🥺

sharp robin
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The volumes quite low, but the idea looks fun. I only got about 60 seconds in, but what I was saw interesting. The one small piece of advice I have is to maximize the screen on play, otherwise all the can see if your game is a tiny square, and it's the bulk of the interest

late vapor
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people absolutely hated them

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I think in heavy fog, it'd be fine to spawn enemies randomly out of view. That sounds pretty punishing

tropic rose
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I'm about to write my own physics engine.
I'm making a physics based game, and I want the player vary from kinematic to rigid body smoothly

pearl moat
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Then write it

sharp robin
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Thank you for the vote of confidence! I'd definitely gather feedback from some designers, but if you post anything here I'll definitely try and weigh in.

I wouldn't worry too much, design can be learned just as much as coding:)

fervent basalt
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Does anyone have any tips or tricks for coming up with game ideas?

sharp robin
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I have no shortage of ideas :D, but you could ask an AI. Game jams help. Collabs. Look at top selling games and try to combine a few ideas together. Recreate interesting small games.

sharp zinc
cinder hamlet
pearl moat
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Or mix ideas from basically anything you like

fervent basalt
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Alright

north trellis
fervent basalt
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aight

chrome jetty
# fervent basalt Does anyone have any tips or tricks for coming up with game ideas?

Another thing is to make a super generic game in a genre, and then pick ONE feature to add and do that, then while doing it, you might have an idea for another. Incremental additions can make it a lot more unique.

I do this with a prototype project sometimes, and then go back and decide what I liked and didn't. When I rebuild the actual game, I may change or drop those features and often add different ones.

Just make it fun for yourself and do stuff on whim.

fervent basalt
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Alright thanks

thick lichen
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I'm starting to design a light metroidvania game for a jam, but want to limit the length of the game to say 30 min max. Some metroidvania games have hundreds of rooms, so I'm curious as to what might be good limitations to start with so the level doesn't get too large. Super Metroid had something like 260 total rooms.

  • number of rooms total (sort of determines world size and game length)
  • number of roadblocks (that require abilities to progress), basically separates the "levels" or difficulty areas of a metroidvania
hexed marsh
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Hey, what software do you use for game design?
Other than pen and paper.

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I dont mean prototyping, but writing down/drawing the design/idea of your game.

sudden pendant
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Milanote or Miro are musts. Though I'd lean towards Milanote more for a game design.

hexed marsh
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Forgot about Miro, I will check Milanote tho, thanks

river marlin
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what more can i add to my game

north trellis
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the you can do 4-player multiplayer

river marlin
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Blue is the player

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Red is an enemy

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lol

north trellis
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well it sounds like the game is already finished

river marlin
north trellis
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haha yeah me too, and smart, netcode is a mess

river marlin
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Wat would u ad

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Add

north trellis
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i just messing around, what are you planning on doing with the game?

river marlin
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Playing it

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Showing my friend or brother

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I just tryna learn basic coding skills

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Until I have enough to make a good game

north trellis
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Why not try making a simple game of Pong?

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you'd learn how to create movement, set boundaries, etc

river marlin
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In unity or in a console

north trellis
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oh, unity

river marlin
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Lll

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Cuz u can do it inside a console with just vscode

river marlin
north trellis
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If you're just starting out and looking for the simplest ideas, I would check out Learn Unity

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they have video courses that walk you through making your own games, you can do as many as you want, skip certain ones (like the starting lego-game course) if you want

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the "games" are fairly simple, but you learn a lot in the process

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also don't get discourged if the courses start to get really hard. I only made it through Junior Programmer I. I can't yet pass the test to get to Junior Programmer II 😢

left cove
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maybe add a Timer, a Scoreboard

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SFX or animations

hexed marsh
broken dirge
hexed marsh
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Do you remember if there are any limitations for a free plan?

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I am not expecting to buy it until I get started with it fully to see if it works for me.
I am using Notion atm and getting back to Miro.

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But I found that some of those softwares have limits like "100 lines" etc.
Which is too limiting.

broken dirge
# hexed marsh Do you remember if there are any limitations for a free plan?

No real limitations, just anoyances. Like missing multiselect at the free tier.
Some features missing, like calendar. Another issue is missing integration with github/gitlab.
But you can have unlimited boards, tasks, users etc...
I guess overall I recommend it for a very small team 5<. AMAZING for game jams.
But I would not build a company around it.
For personal projects or just writing GDD its the best.

For a "real" company clickup works better. But it just feels much less fun to use for me.

final gale
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I can't see my display outline in canvas to add the text

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Help me with this

snow nacelle
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you've turned off gizmos. also not a game design question

final gale
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where it is to turn on

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ohh thanks

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I found it

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Thanks a lot

hexed marsh
verbal gull
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@north trellis wanna continue chatting about the idea here?

north trellis
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I was about to go and eat but i can reply to anything after that, sure.

verbal gull
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gotcha

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havent decided yet if im just gonna go for a bare essentials type thing or try and make it look somewhat realistic with small details like wall trims, power outlets and the like, but realistically ill probably end up somewhere in between

north trellis
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a bit of visual details like that would help, literal icing on the cake

verbal gull
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alright, i shall return when i have something else worthwhile to discuss. for now im just gonna watch a bunch of tutorials

north trellis
desert martenBOT
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:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

left cove
#

Does anyone know of the Turn Based System that uses "Turn Meter and Speed" Variables?

I'd like to know how it works, so I can recreate it myself.

Games like The Lord of the Rings HEROES OF MIDDLE EARTH and Stars Wars Heroes

hybrid relic
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anyone has some tips for level designing.

cinder hamlet
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only after that work with visuals

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best if you can get some other people to help you test. Family, friends, randoms on discord, etc

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Watch how they play the level and try to draw conclusions from that

north trellis
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close doors

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what type of game is it to be used in? Puzzle game?

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or is it just something you're creating for the use in future projects

cinder hamlet
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whatever you need it to do

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unless you're asking for mechanic ideas

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what kind of puzzle game exactly?

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a platformer puzzle?

north trellis
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endless potential with pressure plates and doors then. But it depends on what kind of puzzle game.

merry yarrow
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does anyone know of a free skydome creator? i want to make my own hdri's but the only thing ive seen is either using blender nodes, Ai or terragon4... does anyone know of a free app that i can use to make seamless skydomes with?

wild meadow
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Not sure if it should go here or in elsewhere but when making a flat 2d map for a unity game that isnt scrolling in any direction, how do I know what 'size' to make the image?

north trellis
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do you have any of it made in Unity yet? I.e the first puzzle

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with visuals I could give you some ideas to expand the pressure plate/door system

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will the player need to locate specific items to place on a plate and open a door, or is it just "place anything here to keep door open"?

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if you have enemy NPCs at all in your game, you could have fakeouts where the door opens and a hidden-until-then enemy lunges out of it

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the more detail you give on what you want to do with your game and how you plan to use the plate system, the more feedback we can all give

manic wind
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how do people design hitbox locations for sprite sheets?

manic wind
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can i make AI generate artwork from my own work i've made?

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the main complaint is people using copyright material but what if i own all the material myself

sharp robin
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Well, first you can build it with anything you like, including AI generated from other materials. That's more of a personal choice.

As for AI though, each platform is formulating different policies. Some are no AI of any kind, some are allowed with disclosure. Both are kind of regardless of what source you used.

There is a lot of confusion and misinformation right now. On often overlooked thing is that models are data generated, and there are ethical data models someone could use. But distributors are so busy trying to figure out what AI is, they have no idea how to handle edge cases.

manic wind
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yeah its a massive grey area at the moment

manic wind
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sounds fun

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sounds like Zelda puzzles where you place a vase on a switch and stand on another switch to open a door

glossy root
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looks alright?

wild meadow
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I'm uncertain how large to make my images for my game for in unity... like my map image. Its 'full screen' in a way, should I go by perhaps what webpages use these days as a guide?

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@glossy root Looks pretty good to me. I like it

glossy root
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and i adjust this in unity

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max size

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watch

wild meadow
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I mean I'm guessing most people will run the game in Full Screen so...

glossy root
wild meadow
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sounds good. What's the usual resolution these days? (not that I will remember when I actually start arting)

glossy root
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u see the difference

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how the other one is pixelated

wild meadow
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yep I do now!

glossy root
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i dont know if this is what you meant

wild meadow
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so start at 'maximum you think necessary' and go from there

glossy root
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better to make it bigger than smaller

wild meadow
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I think so yes. Like the raw image/jpg/png file so if you opened it in say, Paint, it was a certain number of pixels across