#archived-game-design

1 messages ยท Page 14 of 1

glossy root
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because its always better to scale down than up

wild meadow
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thanks!

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Not that I'm anywhere NEAR ready for that

glossy root
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haha its alright

wild meadow
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I just sometimes like thinking ahead to the finished product I guess. Keeps my interest up to know what it will be right?

glossy root
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yeah

wild meadow
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tysm. I'll check back if anyone else chimes in, but I need to go rest this headache so I can learn more

glossy root
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let me know how this looks guys

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its a flashlight

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for a weapon

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or tool

north trellis
cinder hamlet
manic wind
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i like it

manic wind
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is there a difference between a hitbox and a hurtbox?

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one box which stops the player from leaving bounds and another box which detects damage

stoic torrent
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The difference is that one is a collider that deals damage and the other receives it.

proper zealot
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ive this procedural generation so far

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im trying to make it randomly generate a seed on each Run, and not me doing it manually in inspector

cloud berry
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what is better btw we bake in high resolution or bake in low res? which one is make on game load fasster?

sharp robin
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Sounds like something to test out ๐Ÿ˜‰

sudden pendant
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Nobody knows you or what you're capable of. So, maybe?

manic wind
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the only thing stopping you is you

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so try?

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you could parallax that

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would look dope

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layer it

cinder hamlet
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well it is possible, it's just going to take a ton of work

ember slate
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ive been looking for a way to do targetting via a third person game, but cant really find anything that isnt confusing, i need to move a object wherever the mouse is so i can calibrate the turrets to that, but cant find any unconfusing things to explain how to. any help/ideas?

sharp robin
ember slate
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have the turrets lookat down, but what would be the best way to do that for the mouse position?

sharp robin
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Just keep in mind the mouse depth is harder to assess

sharp robin
manic wind
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does anyone know any video games where NPCs lie to you?

cinder hamlet
manic wind
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yeah i am playing LA Noire now haha

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i should i updated here

cinder hamlet
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with its complex dialogue system

manic wind
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thanks

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i'll watch someone playing that

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i'm not good at Dues Ex

cinder hamlet
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wdym

manic wind
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exactly what i said

cinder hamlet
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well alright

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though you'll miss out on the whole nonlinear story aspect

manic wind
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i do

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?

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cause i tried making a seamless one in krita with a cloud brush pack and it looked like dog, so clearly my art game needs work

north trellis
# manic wind so try?

I guarantee you the guy who created the image you shared once asked the same question somewhere

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"could it ever be possible for me to make something this amazing"

manic wind
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he left?

north trellis
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damn, replied to the wrong person, mean to reply to Kaffe

manic wind
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my friend taught me a simple pixel art trick and now i feel stupid

north trellis
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never discord before coffee

north trellis
manic wind
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i'm gonna make doors based on the sprite sheets height and width

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but the character

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not the clothing

north trellis
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what does that accomplish? Not a pixel artist myself

manic wind
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keeps everything in proportion

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doorways

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windows

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portals

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building height

north trellis
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ahh okay

manic wind
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i'm not sure if it'll work

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still learning

north trellis
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only one way to find out, and learn a lot in the process

cinder hamlet
fickle marsh
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I'm looking for some high poky assets to use to put together a map. Preferably free assets

manic wind
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okay?

sharp robin
pine sleet
long rampart
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Hey anyone has any suggestions about how should I improve this lowpoly level design? It just feels a bit unnatural at this stage. Should I add more grasses, bushes, flowers, or any other decorations? I can send more pics if needed

lost merlin
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Could maybe try some low res textures for the grass and such

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the light shading is nice, but when you've a flat surface there's just little detail

cinder hamlet
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probably put trees on the slopes as well

long rampart
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Thanks !

cinder hamlet
long rampart
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This is what is looks like in game right now:

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A bit boring ay?

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I'm not sure how should I make this better

manic wind
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looks too flat

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try adding some shadows

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gradients too

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you're using a limited colour palette

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make inside the log lighter than the outside

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make the bottom blade of grass darker than the top

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add some soft shadows

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highlight the edges on rocks

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@long rampart

long rampart
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Well I'm not a professional, how may I do that? Do you have any tools or resources to suggest?

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@manic wind

cinder hamlet
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though it takes a bit to learn

manic wind
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are you working with solid colours or are you uv unwrapping them?

long rampart
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I'm using synty assets

manic wind
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huh?

long rampart
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Not making any on my own

manic wind
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oh make your own!

long rampart
cinder hamlet
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imo, if you're still a beginner, I recommend you just stick with the current look of the game, it looks decent

manic wind
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you really should make you own

cinder hamlet
manic wind
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he complained about the scene looking boring ๐Ÿคทโ€โ™‚๏ธ

long rampart
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I will finish it, I already have a steam page up so I'm not gonna waste it

manic wind
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steam page?

long rampart
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And of course I wouldn't be able to make blender assets from 0to 100 really quick, although I bought a course for that, so I will learn

cinder hamlet
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yikes, you really shouldn't set up steam pages while the project is still in its infancy

manic wind
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you're putting the cart before the horse

cinder hamlet
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itch.io is a better choice since you can publish for free

cinder hamlet
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and it's never really too late to set up a store page

long rampart
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I know, but its not the case, I am going to

manic wind
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yikes

cinder hamlet
manic wind
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expensive mistake

cinder hamlet
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still, don't waste money like that

long rampart
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Well this should me the person's choice but thanks guys so much for helping me professionally. One more question: Do I put down a lot of decorations, like full of grass, flowers, and bushes, or just for example, 1 per 5 meter or more rarely?

cinder hamlet
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first just make the core gameplay mechanics and a working prototype of the game, only after that you should worry about anything else

long rampart
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I nearly have the demo

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Just the scene what doesnt fells natural

long rampart
cinder hamlet
long rampart
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Sure

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Thanks mate

pine sleet
# long rampart Hey anyone has any suggestions about how should I improve this lowpoly level des...

i like this as inspiration - https://www.youtube.com/watch?v=Xh_b9WDfZ-s

Learn how we render realistic looking LEGO dioramas in real-time using Unity HDRP and ray tracing. Starting from a stylized look, we have upgraded the game to use realistic rendering on PC, to enhance the immersion in the gameplay and story. From lighting and materials to geometry processing and post effects, you will get a deep insight into wha...

โ–ถ Play video
pine sleet
long rampart
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But thanks

pine sleet
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there are many ways to make low poly assets look beautiful without modifying the geometry

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but you will have to modify the lighting and materials... art is a big story

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it's good that you're asking for feedback though

long rampart
pine sleet
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choosing a better camera angle, composing the frame well

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it can transform your basic poly props into something really pretty. that builder's journey video goes over a lot of the technical details for how they made lego bricks look so nice

long rampart
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I'm going to check that out ๐Ÿ™‚

pine sleet
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adding some ground textures

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ambient occlusion, vignetting, a LUT, proper soft shadows all add a lot

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running it through dusk

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here it is with a better palette

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you can decorate the farm

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a lot of the dark brown on the ground doesn't mesh well

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@long rampart does this make sense?

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^the workflow for look development

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you can vary the colors of the trees a lot, and make it fall

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which is when you harvest anyway

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or whatever

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i don't know anything about farming nvm

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lol

glossy root
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name for this gun?

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i was thinking something along the lines of Heavy Sniper

runic rover
cinder hamlet
glossy root
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the long and longer

runic rover
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Perfect ๐Ÿ˜‚

worn temple
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So, my buddy and I have been writing a novel for about 1.5 years, and we've decided the first true project beyond game jams and whatnot we're going to do is make an RTS based on prequel material to the novel. He is learning art and blender, and over the next 2 years will be able to contribute both artwork and models to the game. I will be able to handle all the sound design and music.

My question is, with a mid-sized project like this, expected to take about 2-3 years to complete, what would be a very rough estimate of the development team size and cost? We can hire some people, but will have to revshare with some if not most of our core developers, artists, and animators.

sudden pendant
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Firstly, no game of that scope will be completed off revshare.

Secondly, you can find loose dev calculators online. But to give you an idea, it would cost a few hundred thousand.

worn temple
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lloyd been typing for minutes i'm scared

sharp robin
# worn temple So, my buddy and I have been writing a novel for about 1.5 years, and we've deci...

I'll be a bit to the point.

I agree with the above, revshare likely won't cut it and would be risky. You are asking someone to do work for free or at a loss in all likelihood - and trying to convince them to work on your idea instead of their own, where they get full control, all the revenue, and to keep the IP. Additionally, the smaller and less experienced they are, the more free time they have, and the less likely they are to be successful on a large project.

A studio like ours would insist on that being completed in 3 to 4 months, and with 3 to 4 people on the project. We have a strict schedule and a lot of work, so running it for 1.5 years would cost way too much and take up way too much time.

But yes the calculation in brief:

  • (months * team * rate) + base costs.

It can get up there in costs quickly

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Ah nah, I'm typing slowly and playing with our puppies ๐Ÿ˜„

worn temple
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no worries lol

sharp robin
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It isn't impossible, but it is a higher risk, and needs really strong management I think.

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--- what you could probably do though is get a freelancer or even a student, and have them work through a proof of concept over a month or two. That could get costs down to 10K. And then use that with a beautiful brief pitch deck to approach publishers. That may get you the funds to run it proper for a year or two of development

pine sleet
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and how much of your own money are you ready to spend?

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can you give an example of an indie RTS you would like to have authored and which you feel is representative of the vibes you are going for?

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your "X, except with art, sound and story by me and my bro"

worn temple
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It's going to be like Warcraft 3, story-driven based on our novel

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multiplayer would 100% be a later thing

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can't estimate funding cuz we might get a business loan, but it could be up to 50/50 paid/revshare

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I'm imagining the devs would be the first considered as full-time paid, followed by animators, but I'm not sure the general best approach to that

pine sleet
pine sleet
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if you wanted to reach an actual audience, you could author a DOTA 2 overhaul mod, like siltbreaker (Valve created)

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if you think you can make a thing that appeals to kids, you can make a roblox mod. but those basically never have strategy games.

pine sleet
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it is possible to make something like a WC3 campaign using the SC2 map editor with custom art, however there isn't really an audience or monetization strategy for that

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not that you can sell DOTA or Total War mods either

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otherwise, you should consider not making an RTS. WC3, when it was released, was a very different time in the industry, it wouldn't be made today, and nostalgia plays require a stakeholder who is directly connected to the nostalgia IP (like Thimbleweed Park)

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While I can think of some indie strategy games generally that have A story, i can't think of any that had a budget less than $1m

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or essentially >$1m if you did an honest accounting of all the free labor they rip off of people

worn temple
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sorry had irl stuff going on

worn temple
pine sleet
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there are no micro heavy RTS games

worn temple
pine sleet
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they have all converged to MOBA style gameplay

worn temple
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age of empires is another inspiration

pine sleet
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you can see if you have an audience. maybe it's WC3 classic players

worn temple
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mostly for how the gameplay works

pine sleet
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you're talking about stuff that was made by programmers

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AoE is not something people who have never played the earlier versions would play today. people play it now because of nostalgia. it does not live up to standards today

worn temple
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diablo is top-down

pine sleet
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you should try the SC2 map editor

worn temple
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same kind of idea, just more of a dungeon crawler than RTS

pine sleet
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well i think you are talking about very, very different games which tells me you haven't really decided what the gameplay is

worn temple
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we have, it's most like age of empires, creating buildings and troops and commanding them in a war

pine sleet
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there is definitely overlap with the audience that loves AoE and the audience that loves the wolf among us, but you woul dhave to analyze the steam store data to find an audience YOU can reach if you are interested in those sort of suprises

worn temple
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less crops and whatnot

pine sleet
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Ensemble could not make a game to reach the Wolf Among Us audience

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so it's not an actionable fact

worn temple
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i'm less worried about the delivery of the gameplay, so long as it remains fun, since it is a largely story driven game, more like an RPG

pine sleet
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well what would be helpful to know?

lost merlin
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I disagree with AoE doesn't hold up. That game was already years ahead of the general rts scene, and even by today standards it still shines compared to many other current releases.

pine sleet
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if you try the SC2 map editor and find it overwhelming, well, making a story driven RTS involves solving a problem that reduces to loving the SC2 map editor

worn temple
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it's that versatile huh, i'll look into it

pine sleet
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i would strongly urge you to disregard that opinion. only people who played Sim City: Build Villagers Against Bots think that a game with obnoxious mechanics and pathing would find an audience among players who are not familiar with the format at all

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its HD remake sales notwithstanding

worn temple
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our goal is definitely to keep things simple enough that anyone can enter into it

lost merlin
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meanwhile SC2 had to go through like 30 patches in the first few years to actually strike some balance

worn temple
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my buddy and I both played WoW and having 50+ buttons on screen and a rotation of 10 abilities is just not normal

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people don't gravitate to that naturally

pine sleet
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Frostpunk is an excellent example of an RTS with an audience and clever mechanics and style. however, its budget was a lot higher than $1m https://store.steampowered.com/app/323190/Frostpunk/

END OF THE ROADSince the premiere, Frostpunk has been enriched with a number of updates. You can enjoy the new Endless Mode (with 3 ways of playing it) that increases the replayability of the game. There is also a new scenario - The Fall of Winterhome, that further expands the gameโ€™s universe and lore. And for the dessert, weโ€™ve added things lik...

Price

$29.99

Recommendations

79320

Metacritic

84

โ–ถ Play video
pine sleet
worn temple
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and yet things like stardew valley exist

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simple games have an audience

pine sleet
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what would be a useful question to answer?

worn temple
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the direction is largely up in the air, hence why I can't speak much to the delivery of the game

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the idea is fresh, the execution is a tough call

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the budget and time is a concern

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and the ways to meet both are probably the biggest questions I have

pine sleet
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i bring up delivery because if you disregard needing to make a return, then you can directly build the game as a mod for a pre-existing and eager audience

lost merlin
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Well, that's something you should grasp the scope of before commiting to anything

pine sleet
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i can't think of any RPGs based on novels that were ultra low budget btw

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i can think of a lot of indie turn based strategy games, which suggests more about the viable audiences than anything else

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important question: are you actually Lucas Pope? if so, then yes, you can make a story driven game with MANY mechanics (RTSes have MANY mechanics) for no budget

worn temple
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the mainline RPG will be multi-million hence why it's a long road project

near zenith
worn temple
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sorry, fairly new to the industry altogether

pine sleet
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i guess you should have started with that lol

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most stuff that starts out at $3m ends up costing $6m ๐Ÿ‘€

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there are a lot of seemingly middle budget PC titles, but most of them started out as low budget (anything between $100k and 750k)

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the thing is spending $3m to build an RTS on top of unity is a waste of money, in a sense, because it basically has no affordances for RTS titles. with the budget to do it correctly, you'd be authoring something in ECS, which will take forever, and you'd basically have to write a ton of editor tooling from scratch.

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if i had a $3m budget, i would work on at most 12 games for $250k, and if anything gets any traction, it would be effortless to find another $2.75m

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there are a lot of mid budget games that on paper generated a return, but really it was because a ton of people valued their time at zero

worn temple
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the mainline RPG will use the novel's source material, but the RTS we're making is going to be one of a few prequel games that take place in the same universe, setting it up for the RPG

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RTS budget is ?????

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RPG budget by the time we get there in 5-10+ years, hopefully millions

near zenith
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I think before you think about budget and any project even remotely close to this scale you need to figure out what you actually want and prototype it

north trellis
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Yeah, the stuff you're thinking about long term only actually happens if you properly execute the short term stuff. There won't be any millions if you fail early on due to lack of focus on exactly what you want to implement. Redoing things because you realized too late that X or Y isn't feasible, costs money. The more you know now, the less chance of it all failing.

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anyway, here's a little military base for a short game jam i'm in

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Just finished adding in an explosive-planting mechanic (minus the UI for it), goal of the game is to sneak around and sabotage a base (haven't added enemy npcs/ai yet)

worn temple
north trellis
# worn temple precisely the kind of answers i'm hoping to find quicker rather than later. I kn...

i don't know the best way to put this, but basically since the people who know your IP and what you want to do with it the most is you and your buddy, you need to figure out somethings that can narrow down what questions you want to ask in here. Basically, if you don't already have a firm enough idea of what game ideas you want, then all that can happen in this discord is a bunch of ideas being thrown around from multiple people, all of which would conflict with eachother. It would waste more of your own time than if you did some planning with your buddy to decide every single mechanic you want in your RTS game first (if i'm correct in understanding that this is the first game you're making).

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One option you could consider is hiring a studio to make your game for you

worn temple
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ya, we've only made like 3 game jams and a mobile game almost done rn

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would hiring a studio mess with our rights to the IP?

north trellis
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You're the one hiring them, you're the boss in that situation, you decide what happens with your IP.

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You'd obviously need a lawyer involved

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I forget the name of the legal term for it, but you can basically lend them the right to use your IP for the project you want only

worn temple
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gotcha

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appreciate the help, in spite of my ineptitude lmao

north trellis
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The first thing, at least, that comes to my mind that drastically changes the budget of your RTS idea, would be the art style: Low poly or high quality?

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not that there's only two types, but, the answer to that general question changes a lot for you

manic wind
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remixing game mechanics is fun and challenging

long rampart
cold onyx
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hey guys dose anyone know anything about armorpaint, im trying to install it but im haveing issues

pine sleet
long rampart
lost merlin
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No better time to start learning than now

sharp robin
sharp robin
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Studio Contracting

cold onyx
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I've a personal website with art, designs including architecture and video game design ideas and novels (WIP) but would only share via DM and confidentially if anyone's interested. I'm really longing for cool friends who are particularly interested in strategy and some RPG when it comes to not only playing video games but also appreciating video game design ideas. On the website, I've very detailed documents on that so far.

Anyone interested, hit me up and we get started. I'd love to do VC as well as texting and walk you through!

Heads-up: no illustrations nor renditions for the video games design as of yet.

cold onyx
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@sharp robin, seeing your loveheart, are you really interested?

sharp robin
cold onyx
sharp robin
cold onyx
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DM means direct messaging in any case.

tacit totem
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If I am making a fighting game whats better? A ridgidbody movement system or a Character Controller movement system?

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Becuase a ridgidbody movement system would have the benefit of a pre existing physics engine for knockback

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But a charachter controller is better for root motion animations

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unless I just swap between the two? but Ive heard thats unbearable to work with

cinder hamlet
manic wind
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WASD keys to move in a 2D platformer and spacebar to attack? ๐Ÿค”

pearl moat
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Left click is best

manic wind
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how does left clicking enemies in a 2D game work? @pearl moat

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i'm thinking about making little platforms in my platformer hehe that makes the player jump into the air

pearl moat
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Left could be either a jump or attack right could be a shield or something depending on the type of game

manic wind
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that might work

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i'll try it thanks

fickle niche
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Ping me when you answer.

Does my ceiling look weird? I couldn't get the squares to align the way I wanted them to on the grid. Tell me how to do that. I was using G-Spawn.

sharp robin
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But as to how, I'd open it in Blender and fix either the model or the UV map.

cinder hamlet
manic wind
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i wouldn't

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sorry

cinder hamlet
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because wasd and spacebar are both used by the same hand when it comes to gamers

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besides, games typically let people rebind keys to their liking anyway so just go with the convention

manic wind
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arrow keys is such an uncomfortable sitting position

cinder hamlet
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or just let people do both because why not

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assigning two keys to one action is a common practice

sharp robin
# manic wind arrow keys is such an uncomfortable sitting position

While that may be your opinion, it may not be so for your players. No reason you couldn't add both and a simple rebinding. If you make it how you want it, yes lots of people will figure it out. But game design is about making it for everyone, and ensuring everyone can figure it out.

In other chats I wouldn't mention it, but because we are in #archived-game-design and you asked for feedback and immediately rejected the first feedback to come to you, I felt it important to reinforce the value of their opinion

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If you've already decided - there is no point in asking

pine sleet
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This was meant to inspire you, I think it has a ton of potential

long rampart
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Thanks a lot

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If you're a bit interested, I'll send the final scene view after post processing was implemented, I'll be looking forward for your feedback though

blazing bone
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hey so im making a 2d game and im thinking of adding character creation and im not sure how to go about it with 2d does anyone know a few games or smth i can look at for inspiration

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its gonna be pixel art style

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so like 32x32 probably less though

lost merlin
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I'd say terraria but it's pretty awful

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Well, the character creator stinks, but the armor sprites do make up for it

blazing bone
lost merlin
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aseprite is compact, but honestly sprite work can be done in mspaint if you wanted to

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photoshop, krita

blazing bone
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ok thanks

wild meadow
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Is there a term for, in the code, what you would call a math equation that tells the code what numbers to run? Like 2d5+ThisNumberFromPlayer=Insert into Attack

lost merlin
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variables with a bunch of different operators

wild meadow
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okay. ๐Ÿ™‚ thanks.

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My brain defaults to Algorithm and while that's true, it doesnt work when discussing specifically this stuff.

lost merlin
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well, it is your own specific algorithm to calculate your stats

wild meadow
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yes but when discussing 'okay why isnt this bit of code working', knowing the lingo will help avoid confusion

lost merlin
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right, you'd want to make sure you're using the correct types and operators since it's not always known by the compiler, unless you explicitly tell it.

wild meadow
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yep. so TYSM ๐Ÿ™‚

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also realized this may have not been the best channel. I'll try better next time

inner maple
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im trying to do a low poly game about hospital but idk wich material for walls to do

north trellis
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you would need to provide more details, perhaps even a screenshot, for those here to be able to help you with this

sudden pendant
random cloud
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What's a good mod to this simple pong game I made?

pearl moat
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Quadruple pongs

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2v2 ping pong go hard

north crescent
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@lost merlin hello my fellow tfm player

sharp robin
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Give them a second axis for movement. Combine it with brick breaker. Make it slowly speed up indefinitely until it crashes. Make it so your paddle reduces in size when it gets hit and slowly regrows. Love the 2x2. Anything that makes the game unique

manic wind
north trellis
random cloud
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Anyone here ever tinker using a Wacom for Unity game?

wild meadow
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I've looked at a few map making generators and they all seem inefficient or the wrong kind. What are some good and not too expensive ones that I can look at? I looked at that AZ one but couldnt figure it out... I'm hoping to find a kind of 'this is what it would look like if you photographed it' random map

faint wing
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can anyone give any idea how i can visually present the slow motion effect in an isometric game

cinder hamlet
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or simply desaturating the view

sharp robin
strong stump
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i was working a no garvity zone for a vr game

north trellis
strong stump
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i used urp with a cubemap shader

strong stump
bold wing
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Excuse me for asking, but would anyone know where I could find someone that could help me with some Daz made to UMA models, trying to make UMA clothing and armor work on them? I follow Anoraks videos but having trouble with the hair and clothing part

loud oyster
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how can i improve my maps? first map is too flat and second is a mess..

manic wind
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are particle effects resource heavy?

lost merlin
#

Both Unity's systems (Shuriken and VFX Graph) batch them pretty well if you decide to use them.

#

More so VFX graph since a lot of it is computed through graphic buffers, but this requires devices with decent GPU capabilities so using it on a mobile platform may not be as ideal.

manic wind
#

okay i'm curious which components drain the most resources for game design

north trellis
strong stump
pliant bobcat
#

Hello I have a more theory based question... I am once again starting a new project and for this one I really want to focus hard on making the movement feel great I've used a lot of tutorial and or asset based systems in the past but none of them feel good to use. I really really want something that feels Amazing this time and had some concerns / ideas that maybe someone with experience making a system would be able to shed some light on...

Firstly I would assume that one of the better feeling systems would be velocity based? Especially if I want to add things like dashing, sliding, etc.
Secondly when making a system like that I would assume root motion is out of the question, in that case what is good practice for keeping animations well synced and/or is there a good way to implement root motion to keep everything tight.

any thoughts would be heavily appreciated! (This would ideally be something implemented into a FPS multiplayer game)

manic wind
#

i don't know anything about multiplayer yet

worthy vortex
#

Generally, how many different sprites do you need for animation for NES style and SNES style respectively? (I can take a guess for the NES one, and say 3-4)

manic wind
#

animators tend to use less frames for fast paced movements

#

maybe thats only for drawing? ๐Ÿค”

#

personally i love the Metal Slug franchise so the more sprites the better lol

worthy vortex
#

oh lord, you're not kidding about Metal Slug

manic wind
#

haha yeah ๐Ÿ˜„

#

NeoGeo hits different

worthy vortex
#

Mega Man for comparison

manic wind
#

i love Mega Man

#

classic

worthy vortex
#

really made me wonder how they fitted that many sprites (for Slug)

manic wind
#

you can make a smooth walking animation with four frames

#

big cartridge

#

literally

#

i've love a NeoGeo

#

especially an arcade cabinet

sharp zinc
# pliant bobcat Hello I have a more theory based question... I am once again starting a new proj...

There is always a trade off between visually appealing and gameplay. You will never be able to have the best looking character controller while also having the best "feeling" which I guess would be the most reactive for you.

In other words, you are going to make tradeoff there and there. This is a constant fight between animator and game designer. An example would be if you add first step/last step movement. If you are not careful, this could result in reduction of the maneuverability of the character due to the controller being "lock" in those animation.

However, be careful, because what you consider feeling better might not be what is consider feeling better for most people.

pliant bobcat
manic wind
#

do you think strangers on the internet would volunteer to put their likeness into my video game? ๐Ÿค”

wary sundial
#

what are some easy games i can make as a beginner so far ive come up with pong , flappy bird , mario , tetris

manic wind
#

Asteroids

#

Pac-Man

#

Lemmings

#

Brick Breaker

#

simple and addictive

#

Tetris

wary sundial
#

ty

north sonnet
#

low poly map

manic wind
#

rocks

north sonnet
#

yes i just only beginning

manic wind
#

aye

#

settlement?

sharp robin
#

It definitely looks rough, but it's a start

worthy vortex
#

Okay. Any games that have NES style graphics that I can look up? ASIDE from Shovel Knight.

#

Which weirdly enough, I don't see much of that style in indie games.

#

It's either SNES or pixel art that is more detailed than usual.

sudden pendant
#

Why not just go straight to the source then?

worthy vortex
#

notlikethis What source. That is the most ambiguous answer I have ever seen.

sleek phoenix
sudden pendant
#

No, that would mean it wasn't the most amiguous answer ever seen!

north trellis
#

i was born in 98... what is NES style?

#

Is it not just 8bit/pixel?

#

looking on google i would call it that

sudden pendant
#

It's a game console, so games from that era.

north trellis
#

oh yes, i know what the console was, I just don't understand the difference when he claims that SNES and Pixel Art are more detailed

sudden pendant
#

SNES was far more detailed in terms of art style yeah

north trellis
#

so he just wants extremely minimalist pixel art then

#

I was thinking there was some sort of other style that i didn't even know of or something

sleek phoenix
blazing bone
#

because i am very bad at animations and have been looking for a animation templete

sleek phoenix
#

I mean anyone can trace shit lol, I wouldn't say you'll actually learn how to draw like that though

#

It's like learning to write by copying a novel

blazing bone
#

yeah but it gives me some animations lol i cant for the life of me make a walking / running animation

#

the legs are weirdly hard for me

sleek phoenix
#

It takes time and practice to git gud

#

But if you just want a quick sprite do whatever

blazing bone
#

like this is me using a templete for just the character

#

and i do realise that 1 of the biggest things that can determine if a game is good or not is the art

sleek phoenix
#

I will say traced sprites are not an indication of good art lol

blazing bone
#

i know in no way would it be good art

#

but it would be smth at least

#

because right now im just using asssets from the asset store

sleek phoenix
#

Like I said, if you just want a sprite do whatever

north trellis
#

take a day or two and practice making something, it's only pixels after all

worthy vortex
#

I'm surprised considering there are games out there that do either SNES or along the lines of Blasphemous.

north trellis
#

I remember in college doing some work for a company that was remaking old NES games, but i can't remember any of the contact info for the artists else i'd ask if you wanted them

worthy vortex
#

Like what else could I be talking about

#

When I said that line

north trellis
#

you just weren't as clear in what you were asking for as needed to answer your question, is why people were asking for more detail

worthy vortex
#

Crystal clear

#

Games with NES style graphics, aside from Shovel Knight

sleek phoenix
#

Again, just look at NES games?

lost merlin
#

battle toadsssssss

#

kinda of the end of the era nes game but it looked great

#

probably 'the' nes game shovel knight took most inspiration of

#

that and probably the ninja turtle series (actually maybe im thinking of the snes versions but that wouldn't count)

lethal ocean
#

Hey guys
Can I have some ideas to decorate this level ?
Maybe some debris, fallen pillars, ... ?

cinder hamlet
#

other than that yeah, various sorts of debris

manic wind
#

that looks good

lethal ocean
glossy root
#

im starting to make my first enemy

#

what else do u guys think he'll need for a survival game?

lost merlin
#

feet

#

customizable feet option; human, webbed, centuar (i've been playing dark days ahead recently)

sharp robin
#

Should ideally all be a base class they derive from though

#

Scientist probably shouldn't be a main script, more of an enum, I would think.

#

But for now it's probably good enough to start with and refactoring as needed

glossy root
glossy root
#

thats so loud lmao

north trellis
#

just a little bit yeah

#

if you make your own sfx, it's best to leave some headroom (meter no higher than -6dB at the least) so that you don't blow your ears when listening to it later in Unity prior to lowering it in the inspector

glossy root
#

i mean the sound effects i have at the moment are just from another game

#

for testing purposes

#

iโ€™ll be making my own later on

#

but for now i think itโ€™ll do

manic wind
#

what do you call the transition where the video game stops giving you new features to learn about and opens up letting you do whatever you want? such as linear gameplay into open world

cinder hamlet
#

graduation

#

uhh I guess it's just open world mode unlocked

#

I don't think it has a specific name

#

you just finished the tutorial, that's all

manic wind
#

yeah sometimes you think you've finished the tutorial and a few hours later its still teaching you new stuff lol

cinder hamlet
#

wouldn't be good for pacing if game taught you every single mechanic in the tutorial and then introduced nothing for the rest of the game

manic wind
#

i've got issues with how tutorials are designed

#

one of the reason i want to make my own games

north trellis
#

just something to keep in mind if it's a way to go that you'd prefer

manic wind
#

Yeah that is annoying

cinder hamlet
sharp robin
#

As a designer, you usually don't make games for yourself that you can complete - but that the average person and audience can and will enjoy. You, and a few others may succeed with less of a tutorial. But everyone should succeed with more of one. So unless you have a very good reason to cut it short, a good design principal is that you don't.

#

That said, if you feel a different approach is better for your game - by all means go with your vision.

cold onyx
#

@ebon stream You want to delve into a different branch of game design

#

it's gonna take a long time to learn

ebon stream
ebon stream
cold onyx
#

maybe that could be it's message

sharp robin
#

Yup, how it looks is more often more important than how it operates.

cold onyx
#

Minecraft was an ugly game

#

but it nailed the gameplay loop to perfection

sharp robin
#

Even Minecraft had its design asthetics, music and charm

ebon stream
#

well minecraft has a stile tho

#

yeah

#

but i am talking like puke ugly

#

fr

cold onyx
#

Whats stopping you making a style

#

screenshot it

ebon stream
#

I cannot present this

sharp robin
#

It could be improved quickly

ebon stream
cold onyx
#

first of all, find a colour pallet of 3 or 4 colours

ebon stream
#

Well I mean you see how freaking bad i am

#

i am not trying to make an artistic game

#

but this

#

is just

#

nooo

cold onyx
#

that looks better than you think

ebon stream
sharp robin
#

Yeah, but design is no different than coding. It isn't natural to everyone, and it can be taught and learned.

cold onyx
#

the washed backgrounds and contrasting cube play off eachother

ebon stream
#

yeah, but this project has to be handed in soon, and I just don't want people laughting at it when presenting

#

you know?

ebon stream
toxic comet
#

So I have purchased a nice asset for a dungeon rpg. What asset can you recommend that helps building up levels based on a variety of assets?

cold onyx
#

trust me, that's not gonna be the worst you see

sharp robin
cold onyx
ebon stream
#

it's just when i design 2d things it all looks bad , i mean i can draw a sand dune in 1 color, but that looks just bad and like it's made by a 5yo ๐Ÿ˜ฆ

cold onyx
#

there is no such thing as bad artstyle

#

look at cruelty squad, post void

#

if you can't overcome it in 2 days

#

embrace it

sharp robin
#

The main thing for me is going to be the text/font/buttons. They are all different sizes. How I'd tackle it get to get uniform first:

UI:

  • Use a different Square texture behind the buttons (gets rid of that ugly unity outline)
  • Use a consistent hard-set font size for all buttons and text so they match
  • Make the font inside the buttons CAPS and bold
  • Increase the button sizes so that there is about 10 pixels of space at a minimum on all sides
  • Make buttons and text always line-up (eyes follow lines, uneven spaces make people feel disbalanced)

Background:

  • Consider a scrolling background (i.e. triangle mountains) to match the design
  • As mentioned above, try limiting the pallette to only 3 or 4 colours (look up popular game pallettes to get an idea)

Other thoughts:

  • I like to take a more stylized approach, but just some cleanup would make this go a long long way
ebon stream
# cold onyx there is no such thing as bad artstyle

yeah, i know , but it's just not how I would like it to be , if you know what I mean. And I am not worried because of myself. I just think people who don't understand the code are gonna reduce it to the looks.

cold onyx
ebon stream
sharp robin
#

Yup, I have a checklist for my team, on there is no default skybox, no Unity default buttons, text or fonts

cold onyx
#

first thing i do is delete the sprite

#

i hate it, that little browny grey smooth border just grinds my soul to dust

ebon stream
cold onyx
#

yeah

#

make them just coloured squares

#

looks 1000x more professional already

ebon stream
#

so i should make a sprite that is a square?

#

and replace it with that

cold onyx
#

no you don't need to

#

delete the sprite and it will conform to the rect

#

it's that easy

ebon stream
#

oh I see

#

ty

ebon stream
sudden pendant
#

That's like asking "any good blue that works well for painting blue?"

#

Fonts, like any visual assets in a game, are completely dependent on your art style

ebon stream
sudden pendant
cold onyx
#

dafont is good for it

ebon stream
#

I changed it a little now

cold onyx
#

looks a ton better

ebon stream
#

and the high score color is now based on the score

ebon stream
#

Ty very much

#

i owe you something

#

just hit me up if you need something in cs2

#

if you play that

cold onyx
#

just come back and ping me when you see it was already better than most of the other games presentation

#

and you feel silly for worrying

ebon stream
#

ty

#

something off topic, i know this does not belong in this channel, but do you know any good sound sites as well, where you could get no copyright sounds? For UI and stuff

cold onyx
#

I use Splice, but it's paid so im not sure

#

maybe they give free credits

#

really good for music and sound design too

ebon stream
radiant tusk
#

or did my visual studio broken

north trellis
#

in general though, the good sfx are sold in massive packs. People don't generally make stuff for free

ebon stream
north trellis
#

that is best, if they're offering sfx for free chances are it is to get their name out there

sharp robin
north trellis
sharp robin
#

It's super helpful in gamejams

untold epoch
north trellis
untold epoch
fallen torrent
#

I am very excited here because I have been using Unity for more than 5 years and talking about what I do and if anything you want my services. And they deleted my message. I'm really disappointed.

sudden pendant
desert martenBOT
lucid mica
#

I wan't to make a small game one that I can complete without randomly quiting and here is the general idea for it.

You are living in a simulation and the simulation starts to glitch and you figure out how to SimShyft(Where you can glitch between simulations on the simulation owners computer) with this power you plan to break the owners computer to end everyones meaningless lifes.

Any feedback?

lost merlin
#

when I think of small games I think of tetris

lucid mica
cold onyx
#

wanna make a midnight food delivery game based on this vibe

#

@jackmcv.art

#

might use the visual style of dishevelled, pixelated, eerie, ps1 era mess.

#

but I don't want to fall into the generic style of just ps1 graphics

#

i want something jarring and unsettling

cinder hamlet
#

might be challenging to fit this mechanic into a small game though

lucid mica
sharp robin
lucid mica
misty sapphire
#

Do you y'all have any names for a tutorial guy?

sharp robin
#

Fred? Brotato? Sir Henry? A ghost! (Friends reference, needs exclamation point)

untold mason
#

how can you import unity asset store assets into the the actual "game file"

#

im very new to unity and looking for some help on a project my friends and i are making

sudden pendant
north trellis
desert martenBOT
#

:teacher: Unity Learn โ†—

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

north trellis
#

if you're all just as new, you could even designate each member of the group to learn a specific branch of the courses for the project you're making

untold mason
#

alright thanks a ton, I will forward this to them

north trellis
#

can't suggest giving it a go enough, it is the best way to learn unity

#

best of luck with your project ๐Ÿ˜„

untold mason
lucid mica
#

I scrapped the old idea for my new game after playing BABBDI and now I think I found the game I won't drop randomly.
Here's an outline of the game

#

-> means the item to the right of the sign is gaven to you

#

I'd share my trello board but apparently now I have to pay to share as a observer

manic wind
#

i'm bored with ideas

#

show me what you've made

sudden pendant
sharp robin
boreal gust
#

Looking for reference.
Does anyone know a game (3d if possible) that makes the wall transparent when the player is behind it ? Please tell me

solemn dove
boreal gust
#

Thanks ๐Ÿ‘, if you know another example please tell me

boreal gust
#

Thanks but what i mean is like, we can see the player. Then the player walk to behind a wall. The the wall is like masked circle, we can see the player

sudden pendant
#

Quick tutorial on how to see through walls using shaders and masks in unity.
Hope this helps!
Source code here: https://www.patreon.com/posts/see-through-with-36151357

Find more under60sec tutorials on Twitter:
https://twitter.com/danielsantalla

Get the source code of all my projects in Patreon:
https://www.patreon.com/danielsantalla

Thanks ...

โ–ถ Play video
boreal gust
#

I'm not looking for tutorial, I'm looking for the game

solemn dove
boreal gust
#

I've been looking for some. What i found is either the whole wall become transparent or the character is being colored but on top of the wall. I'm looking for the one with, the wall got circle (or other shape) masked

boreal gust
#

But I'm looking for the game

solemn dove
#

I've seen some where the geo gets pushed out of the way, it's a really neat effect. I'm trying to remember the game.

solemn dove
boreal gust
#

Checking it out

#

Its like what I'm looking for. But the fade is so good that if i took a screenshot, its hard to notice. I need it to be noticable :)

lost merlin
#

Divinity OS/Baulders Gate 3 and Pillars of Eternity are some of the more recent games that implement some sort of see through wall tech

#

Pretty much every isometric computer rpg has it

whole ruin
#

Im pretty new to Unity but i've done complex stuff in UE.
What would be the best way to structure a game where you make choices, and depending on those choices you some others...

In UE i would use data tables and custom structures but i haven't found anything related to that in Unity

waxen barn
waxen barn
whole ruin
sharp zinc
lapis shuttle
#

I have this idea for a turn based strategy game, designed the game mechanics and I like it but when it comes to the design of the UI/UX I'm stumped..
I tried to sketch something but I'm not satisfied with anything, there are several metrics/resources I want to display and I cant seem to organize it in a way that I like
do anyone have tips for how to tackle this?

lost merlin
lapis shuttle
frozen urchin
#

I am developing an apocalyptic roguelite. Need your thoughts on what you all prefer in terms of worlds & levels.

Say I have 4 worlds - City, forest, sewers, swamp. Each world has 5-6 levels with some variety (different weather, time of day, difficulty etc.)

Now would you prefer that once you start a City run, you have to beat all 6 levels to actually complete a run? And only then you get some rewards and ability to buy permanent upgrades?

Or would you like to beat say first 2 levels of City, get some rewards, buy permanent upgrades. And then be able to unlock and play Level 1 of Forest, or level 1 of Sewers etc? Basically be able to pick a world and level that you have unlocked?

north trellis
#

also, does the story permit going from world to world back and forth all freely

frozen urchin
frozen urchin
north trellis
#

without knowing more about your game, budget, skillset, etc, I would say, if you have the ability to make levels 5 or 15 depending on your choice, make it 10 instead. Then each world is at least a full hour of gameplay, a player could set aside an hour for the night to get each level for 1 world done, and move on to the next world only after completing the previous.

As for "no real story", i assume that means it's just not been written/conceptualized yet. That will be important to do, otherwise you may make sudden narrative changes later on that will require changes development wise too

frozen urchin
#

I am going to use asset packs to build my worlds. Which is why I want to limit to 3 or 4 worlds. And trying to see how best to give players enough to play

#

It's a roguelite - think vampire slayers or Rogue Legacy. No story needed I feel.

cinder hamlet
#

should give a better sense of progression

#

also probably easier to balance enemies since player will change region while getting stronger

frozen urchin
#

Thank you, that's a very good point.

#

Would there be a motivation for the player to play the completed world again?

grizzled schooner
sharp zinc
round aurora
#

Sorry to come in with a more emotional question since I know those are hard to answer, but I donโ€™t have anywhere else to ask it.

Iโ€™m trying to come up with a video game concept that I can work on, but every idea I come up with just feels like โ€œexisting great game but worse,โ€ and I donโ€™t know what I could possibly bring to the table. How do I get past this so-called โ€œdesignerโ€™s block?โ€

Thank you all so much in advance!

sleek phoenix
round aurora
#

Thatโ€™s not my concern. My concern is people rightfully saying โ€œwhy should I care about your game if *insert other game* already delivers a better experience than your game?โ€

sleek phoenix
round aurora
#

Iโ€™m one person. Whatever execution I can do WILL be worse.

sleek phoenix
#

well with that attitude sure

sharp zinc
# round aurora Iโ€™m one person. Whatever execution I can do WILL be worse.

The reality of creating a "good" game is that it requires tremendous effort. While it is possible, it is really unlikely that you would be able to create a good game as a solo developer, even more if it is your first attempt. You also need to be good at multiple task that you might not be suitable for such as code, art or even marketing.

However, the magic of video game is that it is a medium that is consumed faster then what is being produced (Life expectancy is pretty short, a couple of hours) (depending on the preference of the user). Meaning, that if you are able to produce a decent product, it will still have a chance of being successful. You do not need to compete against AAA studios.

Thus, the โ€œwhy should I care about your game if insert other game already delivers a better experience than your game?โ€ is way less important than what you might think. At least, for none live services game.

hoary rain
#

whyy??

#

i just need help

#

i ask in every channel here no one can help me

sudden pendant
#

Because your issue isn't a game design question.

#

If nobody has the time to answer your question, ask it again later in the appropriate channel

crude heath
#

Can anyone tell me how and what to do to bring feel in my fps game

cinder hamlet
sharp robin
# round aurora Sorry to come in with a more emotional question since I know those are hard to a...

What I love doing is combining two unusual genres to see what they would look like. My last prototype were a horror RPG where every screenshot looks like a coloring book. I like to mix odd things and see what it looks like. And it helps you think of individual mechanics and how to bridge mechanics. Eventually you'll get such a backlog that running out of ideas doesn't happen anymore (these days we are only really limited by our imaginations)

round aurora
#

Thatโ€™s not really the problem. The problem is that whatever I come up with either feels like a straight-up bad game or is just an existing game but worse, and it feels pretty hard to stay motivated when everyone would rather play a different game. Like, okay, I have this cool platformer idea and-

โ€œBruh why would I play this trash when Celeste is right there?โ€

sharp robin
#

I believe in courage over confidence (trying new things, not doing the same thing over and over). Putting creativity ahead of technology (what you create is more important than how). And that there are two kinds of failure- its OK to reach beyond your own capabilities and risk failure, that means pushing yourself beyond your capabilities, and gives you a chance to grow.

What other poeple think doesn't factor into any of that for me. I am also very selective of who's opinions I do listen to.

#

A person typically plays many games in their life, often around the same time, and rarely one game for very long. Most people are eagerly seeking more games they like. If someone is making a statement like "why would I play your game if I could play X" doesnt make much sense in practice. If they were interested in it they would play both.

#

The problem, I think, is just self doubt- which is a whole other ballgame ๐Ÿ™‚ and runs the risk of the self fulfilling prophesy

round aurora
#

Okay, โ€œIโ€™ll just play bothโ€ is quite reassuring, actually.

For me, other people are pretty much THE reason why I make games. If only I needed to have fun from my ideas, then bouncing them around in my head is enough fun. But no one else can appreciate a cloud of rapidly firing neurons unless I make it into an actual game that someone else can play.

Art needs an audience.
Art needs to travel through the medium of reality to reach its audience.

sharp robin
#

Anyway, I suppose, fuzzy questions tend to get fuzzy answers from me (and I'm by no means holding a right answer)

round aurora
#

Still, it was a good talk. Thank you so much!

sharp robin
#

I'm sure you aren't the only person thinking about this:)

north jacinth
#

Hello. My name is Maryam. I am interested in learning about game art, but I prefer to do 2D art. I am an " actual " artist and paint and draw. I, however, want to polish up on using Abode Illustrator and Photoshop. Do you know where I can learn more about the skills related to digital art? It's been a while for me to use them.

glossy root
#

finally finished my enemies field of vision

#

this took me over 8 hours of this shit

glossy root
#

that everything is curved, and it matches a shape of a sphere

#

so i can easily and perfectly workout if anything is in it with angles

lost merlin
#

Whatcha using to check if someone enters? Box collider + raycast?

glossy root
#

with the same radius

#

then checking if the collider has a tag of "Target"

#

and then checking the x and y angle

glossy root
lost merlin
#

Wouldnt your sphere still hit above the arc

#

ah, ok so yeah you do raycast too

glossy root
#

im not sure if this is what u meant

#

the yellow is the sphere cast

lost merlin
#

because if a unit walks behind you then your spherecast is going to hit that target

#

but then you need to check if it's in the arc length

glossy root
#

it is but then you check if the target is inside the angles

#

like if hes between those two

lost merlin
#

ah, ok right you can probably just calculate their position relative to the arc

glossy root
#

yeah

#

im honestly so happy with this

lost merlin
#

then you'd raycast for line of sight, seems ideal

glossy root
#

yup

sharp robin
north jacinth
serene turtle
#

thi may be a biased place but if i am looking to make a 3rd person souls like, would unity or unreal be better to use? Ive never developed a game before and my ambitions are to big i suppose

north jacinth
#

I suggest you research to compare Unity and UnReal. I cannot give you the answer. I am new as well.

north jacinth
north jacinth
#

I have a question. What software do you use to design landscapes and characters? Because I used Adobe Illustrator, and it came out crappier than the one I originally designed. Most game artists use Photoshop. I want to know your thought, or advice you want to share. Can you tell me what software you use a lot?

cinder hamlet
#

a lot of beginners get stuck on excessive ambitions

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but soulslikes are made by entire studios, not solo devs

manic wind
#

what

cinder hamlet
#

โ˜๏ธ

#

You might want to rephrase that

manic wind
#

i didn't understand it but it sounded political

glossy root
#

its photoshop or illustrator but gets rid of 1/4 of the unnecessary things

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i can send u couple of things i made for my game with it

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when i get on my pc later

steel stratus
#

Hello, my name is Hayden and Iโ€™m in the middle of a project for University, though Iโ€™m struggling with part of it.

Iโ€™m trying to add a mechanic to my game where you have to clean your bedroom by placing specific items in a specific place (i.e. pillow on bed, lamp on bedside table), in order for your door to be unlocked.

I have the script done for Raycast so I can pick up the objects but Iโ€™m not sure how I can add an objective system, that opens your door when complete, and a way to detect if the items are in the right place.

manic wind
#

detect the ID with a raycast

sharp zinc
serene turtle
sharp zinc
serene turtle
#

Ok

proud tulip
radiant birch
#

Ok now that I have slept a bit hopefully I can explain last night question better. CONTEXT: I have NPCs in feodal-style fiefs. Real-life France is separated into region/department/arrondissement/county then village. So it seems to fit better for a feodal simulation game and a nobility Hierarchy (region=dukes, departement = marquis and so on until local lords that holds villages). The US is separated into states/counties and the same city can be into several counties so it doesn't seems like it would work to provide locations for my game . PROBLEM: So far the only census I can find to generate enough name for the whole kingdom in-game would be the US census. But I'm really worried that since I use french towns that players will strongly disagree with the NPC names style not matching the town names style. QUESTION: Is this unsalvageable or there is some way I could explain it to players either in the manual or with an in-game story/dialog ? | Hopefully that is explained better now.

#

I had a few peoples try an alpha of my game and the very first remarks is that I'm using american names for the NPCs but the setting of the game is medieval france (ie: immersion-breaking)... But it's not possible to fix that I'd have to pay hundreds of euros to get the french census data in the format I need

sharp robin
# proud tulip Thoughts on my GDD?

It's a start... it is a lot of place holders. A design document really should have designs, colour swatches, the engine picked, the development stages should really have timelines, a bare minimum team, level block outs, character block outs, and examples of any features

#

A developer or designer should be able to pick it up and just start work, right now it doesn't really say what the engine or work really is. So it can't really be used as-is to create the project, if that makes sense

#

I usually create at a minimum two documents, a game concept document (canva or ppt work well for this) that also acts as a mood board and art board.

And a full gdd (which really should include visuals for most games).

#

It's also important to remember these documents aren't really for you (you should more or less already know what you want in your game). They are for everyone else.

radiant birch
#

the more I read this channel the more it seems I asked my question in the wrong channel

#

shrug

sharp robin
radiant birch
#

eh I was hoping someone would tell me no you are wrong the US is more separated into a hierarchy down to towns yhan you think or that no you are wrong you just havent looked hard enough for a french census. This is more of a "I designed the game this way and I'h have to redo a large part of the design over this even though I know players will dislike it"

sharp robin
#

I don't really know why you want to use census data for the names, or why US names for French people. My experience with most French speakers is that they are very protective over their culture and language. So I think you know the risks to that, but there isn't really a question I can see there that I can answer

#

I'm not from france, french canada, or the US so I can't help you with that question I'm afraid. Others may be the same I'm unsure.

radiant birch
#

Ah I forgot to mention but I have a lot of npc names to generate (possibly over 1M) and I haven't found a cheaper source to generate them than the US census. It also has frequencies for first and last names and the odds for a middle name so with it I can generate 189 billion unique names. That way I'm sure to avoid repeat names especially when a player check all the NPCs in their village.

proud tulip
#

I know these arent for me in the long haul

sturdy schooner
#

So I'm trying to make a cute ball character haha for my game but Idk what am I missing? How can I improve it more? I don't want to add to much of little details because the level is going to be in a huger scale compared to the character, so smaller things won't be actually noticable, the smalles things that are noticable in this scale are the particles on the character.

pearl moat
#

I thought that was a pig nose at first it looks cute though

radiant birch
#

Kinda like when you have a ball that isn't perfectly new anymore and it has some barely visible lines inside imprinted by the friction from rolling

sturdy schooner
sturdy schooner
#

really appreciate your feedbacks!

round aurora
#

Unsure what kind of game to make. Iโ€™m tempted to go for a 2-D platformer, but it feels like everyone and their mom is trying to make one, and it kind of kills my drive. Any suggestions?

eager horizon
#

has anyone seen a game on steam, web, switch or anywhere like Uma Musume Pretty Derby? It's a mobile game for the asian market (not available in the US).

It's an idle horse racing game (I don't support horse or dog racing in real life) but instead of horses, you race heroes. the game is deep but the main things I noticed is choosing a particular hero for their special ability, training up certain skills for a hero, resting your hero, increasing their mood (by going on dates with them lol), winning consecutive races to increase their following, and adding special ability cards.

here's a walkthrough of the game:
https://youtu.be/3LFdlmIC3qQ?si=CcevSfW4Qg97UIlr

Now, I do hope this guide helps you. I know it is pretty long, but I spoke from PERSONAL experience from playing the game, and things that I learned that could help you guys. Whether its some normal, unconventional, or random tips, to what I do in a training run. Also to just a general knowledge of the game and a few set ups, I try to mention al...

โ–ถ Play video
radiant birch
sturdy schooner
#

bring a twist maybe in the 2d platformer, I saw from game jams, where they make 2d platformers but removes a mechanic for example u can't jump, or controls changes or yeah go crazy on twists

round aurora
#

Thatโ€™s what everyone does, right? Iโ€™m trying to avoid that.

sturdy schooner
#

haha okok what about top down then?

radiant birch
#

Personally I miss platform game that allowed you to design the level

#

or to place your own pieces to solve it - like lemmings for instance

sturdy schooner
#

there was an interesting one I saw in GMTK game jam demos, a platformer but there are 2 windows. If you drag window A to a platformer ground or wall it copies to Window B making it possible to create a path for your character to complete the level

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I really want to make a rpg game huge project top down 2d tbh but damn working on it alone I won't be able to finish such project lmao

north jacinth
errant onyx
#

What genre game should I make

glossy root
#

this has all the things you'll ever need

north jacinth
#

I love Photoshop. I have been familiar with them since I was maybe 14 or 13. Can you give me the example of what people arenโ€™t use them?

north jacinth
glossy root
#

here is some art for my game i made with gimp2

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this for example is just some of my items

glossy root
#

photoshop is bad

#

might be preference

round aurora
north jacinth
#

But I get what you mean. Basic can do the best out of it

young plaza
#

does anyone know of any 2d pixel art games that use interchangeable armor on the player? Such that each piece of armor would need to be animated?

young plaza
sudden pendant
#

Likely overlaid sprites

young plaza
#

yeah

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separately, what games have made top-down/isometric feel really good with a pixel art style?

thorn cove
#

Enter the Gungeon

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Crawl

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Wizard of Legend

glossy root
#

apparently its whatever this is

mighty ice
#

Hey guys should I place my loading screen on a new scene or just activate some UI

sudden pendant
#

Up to you

#

Really depends on the complexity of your project

mighty ice
#

Okay sorry

dreamy valve
#

Mind telling me what a game portfolio is?

#

Been seeing it a lot on YouTube

tidal rapids
#

So I am still working on my own tile sets i just made the character the gun and the vfx for the hit. I just wanted someone to see my work I am so happy I got this far.

#

and the collisiond detection is so nice!

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its pixel perfect I love it so much.

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I am thinking about adding an effect to the gun as well when it shoots and maybe some sort of recoil effect on the right hand tomorrow ๐Ÿ™‚

manic wind
#

how do you get the coin?

sudden pendant
#

@dreamy valve it's a portfolio catered for game development so one can find a job?

radiant birch
#

it's an horse racing those games you suggest are side scrolling rpg games fighting waves of monsters. Nothing to do with what they asked. The game seems interesting but this question is off topic for game-design imho we are not a discord to help plauers find alternate games afaik...

gentle locust
#

does anyone know how to make a proper skybox sphere with inside flipped normals for 3d?

sudden pendant
#

You want a sphere with filled normals? Make it in Blender

sturdy heath
#

how would one combine rogue like (top down 2d) with a survival game

strange sable
#

I'm currently using the Tilemap system in Unity, for a 2D TopDown game however I am creating structures and noticing that I need to create at least 2 different grids just for it. One for the walls, and the other for the roof. This is due to the fact that the sorting layers are only able to be changed in the tilemap that it is in. The issue I have is that there are way too many tilemaps when painting, around 10 and because they can't be sorted without their own Tilemap object. I want to know if there is another way to go about this. Simply: How can I have two sorting layers on one Tilemap, for example: one for walls and the other for roofs.

cinder hamlet
lost merlin
#
Abilities:

SlashForward:
 - Tags: Slash, Physical
 - Weight = 10

TripleSlash:
 - Tags: Slash, Physical
 - Weight = 5

FireSlash:
 - Tags: Slash, Fire
 - Weight = 8

Fireball:
 - Tags: Magic, Fire
 - Weight = 10


Weapons:

Iron Sword:
 - Multipliers: Slash = 1.5, Physical = 2, Magic = 0

Fire Sword:
 - Multipliers: Slash = 1.5, Magic = 0.5, Fire = 2

Calculated Weights:

IronSword:
 - SlashForward: 10 * 1.5 + 10 * 2 = 35
 - TripleSlash: 5 * 1.5 + 5 * 2 = 17.5
 - FireSlash: 8 * 1.5 = 12
 - Fireball: 0 * 10 = 0

Fire Sword:
 - SlashForward: 10 * 1.5 = 15
 - TripleSlash: 5 * 1.5 = 7.5
 - FireSlash: 8 * 1.5 + 8 * 2 = 28
 - Fireball: 10 * 0.5 + 10 * 2 = 25

So, this is my idea for a weapon/ability system that involves a single ability pool of weighted values where each weapon will 'randomly' pull from. These weapons (and abilities) also inherit tags that I assign which can manipulate the chances of pulling specific abilities from the pool. Only problem is doing the calculations could be a bit much if I am calculating 100+ abilities every time, so ideally I'd calculate these beforehand and cache them.

sharp zinc
lost merlin
# sharp zinc You could try to use the proxy pattern.

How exactly would I utilize that? I do actually want to add different ways to increase weighted chances beyond precalculated values. Like, perhaps your starting character is some demon so he inherently has a 0.5 increase to fire weights, but then that would require me to append to these values.

sharp zinc
#

The only things you need to think of is when to refresh your caching.

lost merlin
#

Ah, ok so less of me having to load my own data and more just grabbing from a server upon request?

#

That would work better on my crappy word game I was making

sharp zinc
strange sable
#

I am making a 2D top down game, and am trying to make the layers change if player is behind or in front of the tilemap. I see that others do this with a simple change of Custom Axis in Transparency but using the 2022 LTS I don't see it. Where is this setting?

visual glacier
#

Hi, I'm Josh - a video game developer who has been solo developing an open world video game for 10 years.

My game is largely inspired by the early entries in the Dead Rising series of games, but takes inspiration from many game series such as Grand Theft Auto, Saints Row and other open-world games.

I am looking for someone to help me with an issue that I have ran into, which is preventing me to be able to progress in developing the game by myself.

The mapping of the game map is a challenge, as I am trying to re-create a real world location, using a Google Maps 3D tile model as reference.

I need to get the height elevation, curvature of the roads to conform to the reference model. I am looking for someone to be able to help me figure out the best way of achieving this.

So far, I have created some great buildings and part of the map already within Sketchup, which I am incredibly proud of - however the map needs roads to be curved, and have accurate height elevation and slopes,
true to real life, as well as decals and road markings.

I have two different ideas on how I may be able to achieve this:

Idea 1 -

Create the roads with splines on top of the Google Maps 3D tiles model and then fill in the gaps in a 3D modelling software to create the terrain afterwards perhaps.

Idea 2 -

Create an accurate terrain with splines being used to create the terrain mesh using Google Maps 3D tiles model as a reference. I would then drape/stamp my models onto the terrain afterwards.

I think the first idea may be the best idea.

If anyone has any ideas please let me know. I am happy to share project files too.

Thank you so much for reading - I am hoping to leave development hell as soon as I have figured out a solution.

sharp robin
# visual glacier Hi, I'm Josh - a video game developer who has been solo developing an open world...

I'd probably use something like OpenStreetView to get all the splines for known roads, and stamp them to the world coordinates using raycasting (so they are the correct height).

Then use one of the Easy Road Generators to make the roads automatically, and spot check and clean up a few important locations.

That way the entire process is procedural and you could map the whole world with minimal effort with a degree of accuracy.

#

But point is, I'd do it programmatically.

visual glacier
visual glacier
serene turtle
#

!learn

desert martenBOT
#

:teacher: Unity Learn โ†—

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

visual glacier
hard fog
#

@severe iris There's no self promotion on the server. You've been pointed to the forums already.

#

@severe iris Please delete everything related to that

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@severe iris Everything across all the channels

terse sail
#

hi there, my Unity/Steam game is unreleased. Any ideas how to set up a dedicated server?

sharp robin
#

And our own hardware in a local DC

terse sail
#

I am hosting it at my house on a separate PC running Windows Server. I just dont know how to make it a game server

sharp robin
terse sail
#

I have a PC which i have set up as a dedicated server and will leave on all the time. What I don't know is how to make it a game server. All the tutorials I find are regarding already released games which have their own server software.

sharp robin
#

Depends on what you expect that server to do.

terse sail
#

OK i will post there

lost merlin
#
[Flags]
public enum WeaponTypeFlags
{
    Staff = 1 << 0,
    Scepter = 1 << 1,
    Wand = 1 << 2,
    Tome = 1 << 3,
    Dagger = 1 << 4,
    Sword = 1 << 5,
    Spear = 1 << 6,
    Axe = 1 << 7,
    Mace = 1 << 8,
    Bow = 1 << 9,
}

[Flags]
public enum AffinityTypeFlags
{
    Earth = 1 << 0,
    Fire = 1 << 1,
    Wind = 1 << 2,
    Water = 1 << 3,
    Dark = 1 << 4,
    Light = 1 << 5,
    Astral = 1 << 6,
    Slash = 1 << 7,
    Pierce = 1 << 8,
    Blunt = 1 << 9,
    Speed = 1 << 10,
    Duration = 1 << 11,
    Area = 1 << 12,
    Projectile = 1 << 13,
    Support = 1 << 14,
    Hex = 1 << 15,
}```
Fun game theorycrafting time, yay. So I'm making like 100+ abilities putting them all into a random weighted pool where the tags of the weapon will decide what abilities would be considered to appear on the weapon.  My question is, should I stick to primarily the Affinity tags to decide on abilities, or should I also include a weapon type to help minimize the skills that you may get on your chosen weapon? 

Pros of sticking to only affinities:
 - Larger pool of abilities to choose from
 - All weapons have a chance to obtain abilities specific to a tag type
 - Lessen the amount of unique skills to make if I made ability selection more strict
- One less bitwise operation per weapon ;)

Negatives of using only affinities:
 - Less identity overall for weapon types (I still can make an effort to make sure all sword have a Slash Affinity, ect)
 - Less unique skills throughout the pool
- Probably harder to manipulate the chances of getting specific skills

Also I'm open to any ideas for tags to include or abilities since I'll be stuck on this for the new week or two, haha
#

Oh, I should mention that I am planning on letting players add more affinity tags to their weapons if they choose so, but never more than one weapon type.

manic wind
#

what are your thoughts on a car model which can transform into a boat but using an FMV?

#

that way i can just switch them during the movie

sharp zinc
sharp zinc
lost merlin
#

It's most as is for now for bitshifting selection, but otherwise nothing really set in stone. I do kinda mix other enums together into this which I think is a little redudant, but I don't think there's much relevance beyond just flavor of the tags.

#

I do think there's quite a problem in trying to manage skill variety through tags though, I don't want to find myself with a combination that's not likely to roll decent abilities or any at all (if I were to be more restrictive)

#

So another idea was to do something like Magicka game and always have a skill depending on combination, but then I lose that fun random factor.

sharp zinc
lost merlin
#

Yeah, probably ideal or something similar over just adding some fallbacks of some basic abilities

#

Also, primitive obsession is a funny term. Don't make fun of my enums :(

steep folio
#

Anyone have an idea why I can't add anything in "Initial Parameter Values"?

sharp robin
#

It also especially has nothing to do with game design

steep folio
#

My fault. It's a sound design question and either I'm blind or there's no channel for it.

solemn dove
glossy root
#

did someone delete my message?

sudden pendant
left ruin
#

it seems like multiple inheritance solves the classic rigid hierarchy issues that composition patterns like ECS try to solve and languages like rust try to avoid.

What is the disadvantage there?
if you just limit edgecases where there are same named methods (diamond problem), multiple inheritance seems like a great solution to this

lost merlin
#

c# doesn't have multiple inheritance though

#

I actually disliked interfaces starting out but they've grown on me, but inheritance as is has been super sketchy with some of my implementations like abilities where you're just better off with a composition approach.

#

Would probably be easier to construct if I had stuck with a single (original) implementation, but it became harder to manage the more ideas I wanted to implement along the way.

#

OOP too big brain for me

sharp zinc
# left ruin it seems like multiple inheritance solves the classic rigid hierarchy issues tha...

Multiple inheritance does not solves hierarchy issue but create more ? By example, you have the diamond problem. Usually, composition should be prefer over inheritance because it is more flexible due to how it is easier to manipulate what an object has than what it is.

https://en.wikipedia.org/wiki/Multiple_inheritance#:~:text=The "diamond problem" (sometimes referred to as the "Deadly Diamond of Death"[6]) is an ambiguity that arises when two classes B and C inherit from A%2C and class D inherits from both B and C
https://en.wikipedia.org/wiki/Composition_over_inheritance

iron gazelle
#

so, most terrain in the world is on a grid, and all objects spawn on grid, so whenever something is at rest, it has some amount of grid alignment

young plaza
#

well

#

is it snapped onto a grid or not, like player lands at 0.2,1 do they snap to position 0,1? you said the movement in not grid based meaning you can be in positions off the grid so I am having trouble understanding why a grid would be relevant

iron gazelle
#

i think I have an idea to make it more consistent code-wise.
If (distance < threshold1) use default direction;
else if (distance < threshold2) snap to 4 way direction;
else snap to 8 way direction

iron gazelle
young plaza
#

can you share a screenshot maybe?

iron gazelle
#

i havenโ€™t made it yet lol

#

imagine a 2D sidescroller platformer

young plaza
#

essentially adding different physics based on small measurements they player won't notice seems like at best pointless and at worst really confusing

iron gazelle
#

youโ€™re probably right

young plaza
#

just make the stuff on a grid and movement be totally normal, thats how every single game does it

iron gazelle
#

i probably do need at least one threshold for overlapping colliders, because if the object is on top of the center of the blast zone, there would otherwise be no way to predict where it will go

#

snapping or otherwise

young plaza
#

like no one spawns a bomb at 0.00012841, 0.74831 in their level, they spawn it at 0,1 but it can exist anywhere if it falls, gets hit etc

iron gazelle
#

makes sense. iโ€™ll give it a shot. itโ€™ll probably take a me a few days to finish properly prototyping and integrating

young plaza
#

can you explain that a little bit? like if the player is standing right on a bomb, they won't know where they will fly?

iron gazelle
#

suppose for whatever reason an explosion happens with the center anywhere inside (or extremely close to) player collider

#

moving bomb small distance will totally change player trajectory, and that will be interpretted as jank

young plaza
#

well if the bomb and player are both rigidbody2d, which I assume they will be, you won't have to deal with this

#

I don't think that will be janky, if you are close to something, like all games do this so I think it would be more janky to try and complicate it

sudden pendant
errant onyx
#

oh mb

#

thought it was this channel

fast cairn
#

Oh to continue the idea from the unity talk channel maybe a co-op game where one player is 3d and the other is 2d and they have to help each other to progress

untold epoch
#

crazy

#

baller idea right there man

marsh forge
#

do people just enable a hitbox in the animation during attacks or what?

lost merlin
#

pretty common

left ruin
#

that is notoriously difficult without multi inheritance

#

and one of the great arguments in favor of composition

#

but if you have multi inheritance, it is trivial to do

#

this does introduce the diamond problem

#

but we can avoid that by just making duplicate method names illegal

#

or forcing an override when it comes up

#

its pretty rare that two parent classes have the same method name anyway

north pasture
#

This quote is pretty good

fast cairn
#

should have said that to the unfinished switch games like switch sports, acnh and some others that update system is only good for bugs like the totk duplication glitch but they are getting better again

cinder hamlet
plain trail
#

Anyone have experience with games like Devil may Cry, or Hades, or bayonetta and scheduling enemy attacks?

#

I need to develop a solution which is tunable and flexible but isn't overly complex.

sharp zinc
# left ruin Multiple inheritance solves the problem of not being able to combine types. Like...

It really is more intuitive to create something like a cleaning killing robot, however doing so would rapidly start being hard to work with. Imagine that you have a Killing, Flying, Swimming, Walking, Cleaning, Cooking robot. The amount of possible collision is astronomic. What would be the real position ? (Flying, Swimming, Walking would have an intern position) If you call the function Update to update the behavior, which would be updated ?

#

Instead, if you opt for composition, you can easily manage all of that. In this situation, having a StateMachine would be the best, but you would not need it to clear up all those issue. The real position would be the one depending on the context. You are flying, then the real position is Flying. (When there is context switch, update the position of relevant behavior) The update function would determine which update to call depending on the context. You are in the air ? Call flying.

lost merlin
#

or ECS in this case cause affix stuff like that is the defining feature

sharp zinc
lost merlin
#

I've yet to try unity's ECS but using rust with a ecs library and it made making enemies of multiple types pretty intuitive to how I had these components to attach that defined its type

sharp zinc
# lost merlin I've yet to try unity's ECS but using rust with a ecs library and it made making...

Entity Component System has the notion of System which is completely different than using standard component. It takes away the control that an object has over its component. In a situation like ours, where we might not use a statemachine, it is primordial that we update the Parent Object which will then update the component (if necessary) than updating all the component without the Parent knowledge.

sharp zinc
#

Oh yeah, and I realize that in a ECS, the component is not the one updating the behavior, but the system.

#

Meaning, that you might have a really hard time implementing custom behavior per enemy type. You would need to have a system/function in a system for each type of enemy including bosses.

lost merlin
#

The components define the behavior. If you got an orc that you want to make swim, this swimming component would be shared with all other types that implement the swimming. You can get away with defining unique behavior, but the idea is that the component itself is identical to all those who implement it.

#

So an Orc you want to give the component type of Range/Bow would implement an AI that stays at a range and hides.

sharp zinc
sharp zinc
lost merlin
#

Maybe there's other implementations then, but I followed through on some tutorials which was pretty straight forward otherwise.

sharp zinc
lost merlin
#

I've heard that Unity's ECS is quite a little more restrictive though and defines specific implementations so I'll probably have to take a look into that.

sharp zinc
#

With ECS, component are data holder and system are the one responsible for updating the behavior.

sharp zinc
lost merlin
#

That's actually interesting then, I'd actually want to convert one of my projects over and try it, but I'll probably have to fool around with it a bit.

lost merlin
#

been a while since I touched this project but was making a roguelike when everyone was saying you should try rust

sharp zinc
#

There is a difference of perspective when you work with Data Oriented and Object Oriented. When you work with data oriented, if you want to have a soldier to attack, you are not asking the soldier to attack, you are making the soldier attack. In Object Oriented, you would be asking it to attack.

lost merlin
#

I actually thought unity used this approach when I heard unity used components and one of the reasons why I picked it up

sharp zinc
left ruin
#

there could be method name collisions, (the diamond problem), which we'd have to avoid

#

calling .x would call the child classes .x

sharp zinc
left ruin
left ruin
#

with inheritance, the inherited classes are not actually created

#

the only object that gets made is the child class

sharp zinc
left ruin
#

the child class inherits their members, yes

#

but you only ever call child.position

sharp zinc
#

The only way to remove the ambiguity would be to do (robot as SwimmingRobot).Position

left ruin
#
abstract class Robot {
  position: Vector
  constructor(position: Vector) {
    this.position = position
  }
}

class Killing extends Robot {
  damage: number
  constructor(position: Vector, damage: number) {
    super(position) // just gets delegated to base Robot class
    this.damage = damage
  }
}
class Flying extends Robot {
  speed: number
  constructor(position: Vector, speed: number) {
    super(position) // just gets delegated to base Robot class
    this.speed = speed
  }
}


class Child extends Killing, Flying {
  constructor(damage: number, speed: number, position: Vector) {
    // we obviously need a way to differentiate super constructors
    // probably the language way would be
    super.Killing(position, damage)
    super.Flying(position, speed)
}
#

with mixins you dont actually need to call separate constructors because they are all nested

#

but this works too

sharp zinc
#

A killing robot might not want a position

left ruin
#

as in, the person is doing a bad job imagining the hierarchy

#

a bad job conceptually carving out the categories

#

OOP inheritance only works well if it is matching up to the real world categories in your brain you're trying to model

#

you can't just pick arbitrary combinations of data, like some robots having positions and others not

#

and then just change your mind about it 3 lineages down the hierarchy

#

so yeah, this does impose some restrictions. it is not 100% flexibility whenever you want it

#

you have to be consistent with your conceptual models

#

but that hardly sounds like a flaw of inheritance

#

I think it reveals a failure of the programmer to accurately model the concepts at hand

#

whenever I see criticisms of OOP inheritance, and I look at examples, I usually find that the programmer is picking a highly questionable design, conceptually.

like in this article https://leatherbee.org/index.php/2019/09/12/ecs-1-inheritance-vs-composition-and-ecs-background/

He says he starts with a base Humanoid class in his game. Then he has two subclasses, Dwarf and Goblin,

then he says this:

Finally, I just need to implement the weapons. I know: Iโ€™ll derive Hammerdwarf and Axedwarf from Dwarf and Swordgoblin from Goblin.

what?? He is imagining Hammerdwarf as a subtype of Dwarf?? That is a confusion of grammar. he should not be creating an entire class just to declare that Dwarf type NPCs can only use Hammers. this sounds like someone who barely knows OOP. What type of weapon a dwarf can use, is a characteristic of the dwarf, not a subtype of the dwarf. it's like he's conflating an adjective with a noun.

What he should be doing, is keeping one single Dwarf class, and just having a weapon field of type Hammer

enum Weapon {
  HAMMER,
  AXE
}
class Dwarf {
  weapon: Weapon.HAMMER
}
class Goblin {
  weapon: Weapon.AXE
}```
instead of his extremely weird approach of ```ts
class Dwarf {
// ...
}

class HammerDwarf {
// ...
}```
#

So the challenge and purpose of OOP inheritance, is accurately modeling your conceptual models. If you fail to do that, like conflating nouns with adjectives, or subtypes with characteristics, you'll start running into all sorts of conceptual incompatibilities and rigidities in your code. Because your code reflects your mental concepts, and you did a bad job representing your mental concepts.

#

This does process does take effort/skill, and most programmers are not naturally good at it to begin with. I think that is what explains OOP largely falling out of fashion and be disliked by most people. They can't do it well, so they assume it cannot be done well.

#

(I am not accusing you of that)

left ruin
#

BTW a solution i just thought of, if you wanted arbitrary types of robots to have positions while not, is just make a RobotPositional class, and multiple inheritance into that

sharp zinc
# left ruin so yeah, this does impose some restrictions. it is not 100% flexibility whenever...

You know that the most import thing in OOP is flexibility. Literally almost every design pattern, concept or other theory revolves around that. Those restrictions you are talking about is the main reason why multiple inheritance is less useful than composition. This is the case because modeling a perfect representation of your needs is near impossible due to the variability of the feature, the amplitude of the work and the natural distinction between what is being modelized and the actual digital representation.

That being said, I agree with you that multiple inheritance enable you to remove the needs of creating wrapper/bridge, however I believe that the advantage you get from composition transcend those inconvenience. What is more, is that you can work you way around by exposing the component instead of relaying on wrapper or bridge. (When it makes sense)

Also, the example you gave is totally absurd and you are in the right to question the sanity of the author.

left ruin
#

feels kinda weird to have an entire class just for that, but i think it works?

sharp zinc
left ruin
# sharp zinc You know that the most import thing in OOP is flexibility. Literally almost ever...

Well I've recently arrived at the conclusion that the important thing in high-level programming is not flexibility, but instead conceptual accuracy. If we are doing domain-driven design, trying to accurately model entities and process in our domain, there should be restrictions; namely, we should restrict things that conceptually do not make sense or are contradictory with our definitions.

Like, dynamic/duck typed languages such as python and JS are technically more "flexible" in what they allow you to do, but most of us engineers agree that this is actually bad, and it is good to introduce some semantic constrictions (like strict typing)

#

the times that we find ourselves wanting flexibility, is usually when we go "our conceptual model says this should be allowed, but our code currently does not allow it"