#archived-game-design
1 messages · Page 16 of 1
My only UI feed back, is the two icons on the bottom left (heart and thingie) could also benefit from the same thick black border to match the style. But that's subjective on my side
Might be a odd question, is there any way of getting a “net” of a sprite/game object? Right now Im struggling with getting the scale right, for example drawing the window in a house texture to big than the real equivalent in the game, A net to quite literally colour within the lines would really be useful, or is there a better way?
have you tried turning the protagonist into a silhouette
then you can draw around that as a reference
you could also try making a set amount of pixels a meter
In 3D Asset creating i always place a human with 1.80m size beside my object to keep the scaling right.
Maybe this approach helps you too.
Yes that what I wanted, but with a 3d object lets say a cube, I just wanted a “net” of that cube. Or a net of surfaces for a table.
No, not really what I mean at all. Not close, like a net of a cube, all 6 faces folded flat. So I can work on all of them. Then as that picture is to scale (whatever pixels I choose) it will go back on perfectly.
Don’t get this tbh.
current progress so far
the hell, i muted the vid in my editor... well just another reason why clipchamp is 🐶 💩
I have no idea what you mean. To me, a net is something you use to go fishing or play basketball. A cube is a cube. Do you mean unpacking the UV? Or separating and rotating the faces? You could cut it up in blender if you want. But I'm not sure what you mean about coloring in the lines or using a net. I can see why someone was confused trying to help..
There’s probably multiple meanings for net here getting confused, not a fishing net, the mathematical one…
Excuse the roughness of my cube
Take the unity game object (3d bottom) and produce a net (2d top) from it
Draw textures and hightmaps blah blah blah on it.. wrap textures and bobs your uncle a nice looking cube.
At least thats my plan
I decided for the Animal crossing one
I mean, all of those game already exists, not sure what criteria we should judge your idea.
Personally, and not trying to sound harsh I wouldn't be interested in any of those... if I wanted to (and i dont) play animal crossing, splatoon, apex legends - I'd just play them.
As a designer, I never base my ideas on other people's projects. I prefer to build something unique that is interesting to me.
I try and avoid horror, violence or obscenities without some other reason for focusing on them and then trying to stuff a game around it (as it feels lazy to me). So I wouldn't start with 'shooter' as the main concept. Rather what experience you want to share and if it makes sense as a shooter - then great!
Exploring those just to understand the game mechanics is of course fun. I just wouldn't be particularly proud of the first three suggestions as it's just rehashing someone else's idea.
Let's say I'm wanting to work on social games that are weird... maybe then combining non Euclidean geometry, with an action/fps, where collecting ammunition is also detrimental, like that's an interesting story to me. And that's why I would go for an FPS genre.
not for the pc tho or they are dead
Assuming thats true, have you considered there is a reason for that?
Well Titanfall missed the Hype that now Apex got
Dinkum was just minecraft with a Animal Crossing theme
not actually AC
.. so why copy them?
cuz AC is like a really amazing game and people love it ?
What you mean is named „UV Unwrapping“ - you should use the right terms for techniques if you need help 🤓 I guess there are several guides online 💪🏼
but AC is just on Nintendo Consoles and everything on PC is either not AC or badly made
but i settled on 2 other ideas anyways
Either i do the FPS where Players can make maps
or a FPS with old guns, kinda like Hunt: Showdown, but more like CS with the rounds n stuff
Well, the important part is you are happy with what you decided to do
making a racing/3d platformer hybrid this is one of the characters in the game what should i name him?
Weirdo Mac SmashFace
I don’t know the terms lol. So I can’t say them xd
Norman
lol
that actually is a good name
Now you know it 🙂 👌🏼
For in-run upgrades in an action roguelite, do you prefer to:
(a) Level up (exp, coins, skulls, whatever) and be presented with a choice of 3 upgrades 🇦
(b) Perform an action (open a crate, destroy an artifact, kill a boss) and a random upgrade (weapon, buff, health, etc.) pops out 🇧
(c) Mix of both - items (weapons, ammo, loadout, gear) through (b) and upgrade (extra speed, more health, bonus damage) through (a) 🇨
C where u pick ur upgrades but find ur weapons
To be honest, it matters little. The overall quality of the game is way more important.
upgrades between waves instead of headache inducing pauses
Still don’t know how to do it tho
In this video you will learn what the UV Unwrapping is and how to properly and easy do it.
Wood texture that I used in this video: https://polyhaven.com/a/wood_table_worn
➤GET IN TOUCH:
Instagram: https://www.instagram.com/3dno2d/
Patreon: https://www.patreon.com/3Dnot2D
Twitter: https://twitter.com/3Dnot2D
#blender #blendertutorial #blende...
On unity right?
Thats blender
Unless you can port your entire texture across to unity afterwards?
But that just complicates the matter
Hmm.. well normally you unwrap in a 3D Software.
I GUESS it’s possible that you can unwrap in Unity with „Probuilder“ but I’m not sure.
Im pretty new to this, just trying to work out how I am going to go about making my life as easy as possible
One thing is to turn my entire map or object to something flat, obviously much more manageable to put a texture on xd
Yeah correct.
Normally you go this workflow:
Blender > UV Maps > textures > unity
Ah
Sure, you can do all of this in Unity with some tools, but that’s not the best tool to do all of this ^^
Does blender allow you to draw said textures or is it image editing software > blender?
Ok fair enough
You always start with blender modeling your Model.
Then you make your model flat (UV Unwrap). Then you create a texture on your unwrapped model. And then you export everything to Unity.
And every step (Modelling, uv unwrapping and texturing) can be done in several different softwares
Or is this a export to paint (No please no!)
It can, but it’s not the best choice for texture painting.
Fair enough
Very insightful
Back of my head I still hear a whisper, you have bitten off more than you can chew… lol
Most professionals use Substance Painter, or Marmoset Toolbag for texturing
Are they free?
No
Snap
I wonder how any game gets released to ios or mac, you need a mac to do this right?
Off topic here I know
A Mac to do what?
Publish a game on unity to ios or another mac, aka support mac on steam etc.
I guess you need a Mac to build a game for Mac yes. Or you use a Building tool like „Unity Cloud build“ which costs a few cents
Sad though, no wonder lots of games don’t support mac or ios
If I made a game on windows, does it need to be entirely remade for mac? Or just published via mac.
There are a few things, that need to be adjusted for Windows and Mac differently, but that’s not a big deal.
I would say 99% is the same
There is a tutorial I made for beginners when exporting from blender to Unity and also a link to our discord community if you need help.
In this video we talk about the correct workflow to export your 3D models from Blender to Unity.I'll show you the right way and introduce you to common errors and show you how to fix them.
If you are interested in game design and gamedev, we are happy to offer you help on our Discord. You can also check out our Instagram or support us on Patreo...
There's a new tool as well that just came out recently, InstaMAT by the folks from InstaLOD. It's free for indies and is fairly impressive
And competes with marmoset and substance
Thnx
Im just practicing drawing and coding rn.
Bitten off more than I can chew? Probably!
Hiya folks, I had an idea today and wanted to know if it was implented in any games anyone was aware of.
I'm making your stereotypical horror co-op as someone who's a big fan of the genre and still learning C#.
My idea was to replace a traditional stamina bar (or lack there of in lots of horror games) and tie stamina levels to your flashlight. The less stamina you have, the lower your flashlight intensity is. Run out and you'll be heavy breathing in the dark.
Anyone seen anyone do anything like this before? Not that it'd stop me, just curious bc it sounds fun (to me, of course)
In SCP: Secret Laboratory there's similar mechanic but for the monster, not for the humans so I don't think it counts
seems pretty unique to me, go for it
what SCP is it?
SCP-939
basically it can only see within short range and that range gets shorted the less stamina you got (though it can see sounds from much further away)
oh that's neat, thanks for sharing. God bless all things SCP, such great ideas
In one of our VR horror games, I went the other direction. The more fear you have (nearness to scary things, or scary things happening) the more it increases a hidden fear factor. This directly impacted the soundeffects, lights, and post processing. So if a creature walks past the screen, it auto places a jump scare SFX, the flashlight would start breaking, and visual effects could randomly appear on the screen. It would then slowly normalize once the fear started dropping. It made it quite intense.
Sounds like a ton of fun! Thanks for sharing
imports can quality fail if many glb materials, this way looking ~ possible shaders (compatible to blender)
you ever just spend an hour trying to figure out a bug, and then you start thinking you'll never be good enough at game development and you should just quit forever, but then you just realize you forgot to plug in a variable somewhere and it works totally fine?
Hah, we had a really big client project due and frozen to a halt for days because I checked a box to generate a 360 video, forgot to uncheck it, and it ended up in the repo. It happens to all of us 😄
y'all, are trees in 2D game maps usually placed as individual objects or as tilemaps?
I'm running into issues with sorting as my characters do sort layers via pivots but tilemaps don't really have that.. so the tree layering gets awkward
if y sort / layers isnt enough then go for another tilemap
what do you call the empty space around the game window where text and numbers are?
canvas window?
@misty cedar if you mean old graphic then that would be retro games
ew mobile graphics
I just wanted ideas
I dont think that this type of game has a real name. I would calll it "fake mobile ad graphics which we wouldnt have if mafia wasnt a thing and courts had knowledge"... but thats a bit long as a genre
make an endless runner game
I know but 1. Its easier to make 2. You scam 5yo kids making thousands of dollars by these trash games
- yes. 2. sounds like something an asshole does.
Not a bad idea
endless runners get boring fast
good practice
guys i wanne make a game but dont know how and what to make

idea 3d with ForkLift10%GaiSpend_glb.webm
go watch some videos on the basics of game development
you gotta decide if you wanna work solo or with other people, and if so what you want to specialise in
remix ideas from games you know (within reason of course, you probably dont wanna be making hyperrealistic open world mmorpgs)
idea 3d with ForkLift10%GaiSpendEffective_glb.webm
Anyone that could help em out for a moment with a tilemap thingy?|
https://dontasktoask.com/ read this
Anyone that could help me out?
Got a problem with this. I want the tiles to be placed next to eachother without using a new layer.
When wanting to full the gap this happens
Better?
I'm not sure what you mean. Do you want to place two tiles in same spot?
I'd want this to become
So when placing two of the walls on top of eachother they should close the gap that is now being created.
then you gotta put the full tile there
There's no option to make the transparent part transparent?
what do you mean by that
The part thats not coloured in. I'd want that to be transparent in the tilemap
When using multiple layers I'm getting the result I want. but i want to be able to do this without multiple layers..
so you just want to be able to place two tiles in one grid square
Well if you say it like that yes
I don't think you can do that
why not just code it to automatically put a full tile there?
unless idk maybe this works https://discussions.unity.com/t/multiple-elements-in-same-cell-of-tilemap/230354
Is it possible to put multiple elements in the same TileMap cell? Usually people say something like “Put another TileMap over it and use the second one’s cell” but it sounds like an overkill solution for what i need. I already have 4 TileMaps (1st for grounds, 2nd for borders, 1rd for obstacles, 4th for items). But i needed the borders layer to ...
So i have currently setup gamemode based match hosting, currently it works by simply selecting a gamemode(name), the name gets sent to the level that loads and activates the gamemode that was choseed, but i want to add a 3d editor where players can make their own missions like arma 3 has while keeping the gamemodes i made already, any ideas on how should i deal with this?
Hey guys, bit of a dilemma im in rn, maybe you have some advice regarding Multiplayer:
Background Info:
Im planning to make a unique F2P Shooter where players can easily create maps.
Route 1:
Have a lobby server for logging in, store and so on, but the actual game is P2P.
The advantage of this is:
I don't have to spend money on game servers and player are servers, so no ping problems.
But the disadvantage is:
The host could cheat hard (telport & time) and lobbies could lag really hard if the host has a potato PC.
Route 2:
I would like to have game servers for the game that host lobbys, shop and gameplay.
The advantage is:
Every lobby works properly, lobby owners could "only" cheat normally (not fly etc.)
But the disadvantage is:
It costs a lot of money for a F2P Game, players could have a bad ping to the Server.
What sounds like the better method to you?
I think the P2P sounds better to me, but im not really sure.
What do you guys think is the better approach ?
the better question in which you ask yourself is do you want to spend money for a server
I would be ok with it, if the game would make enough to make up for it and still leave me with a nice passive income
but to predict that is hard
Regardless, if you made it server authoritative, changing from a client host to a server host wouldn't be hard.
rather, there wouldn't be a major differences how'd you structure the netcode beyond just not using players to be the ones who hosts the games.
i think i figured it out
The original game im remaking, also used P2P and i never noticed that, mostly cuz it had client prediction, basically it was client authorative so everything was instant, but the server (host) could still say nah fam thats not it and then reset the player
@charred valve Tileset issues belong in #🖼️┃2d-tools. This channel is for discussing game designs.
Hi, I need help with smth, im creating my first ever game in unity, i need to create a jumpscare like, when the monster catches u, the jumpscare appears and then the level restart, how can i do it?
Start by learning the basics of coding
you wanna be able to create your own algorithms without a tutorial telling you every step
I already made the map, the Ai pf the enemy, the first person comtroller, a flashlight and some houses, but this one of the most important things
thats a good idea actually
How did you make the ai and player controller? Did you design the code yourself or did you copy everything from tutorial?
because the latter is a common mistake beginners make
Almost everything from a tutorial yeah
Try making some things by yourself
You won't go far without that skill
You probably wanna stop the player, lock their camera, put and maybe animate the monster model in front of the camera, then display death screen, reload the scene and spawn the player at the checkpoint
Figure out how to do each of these things separately and you're good to go
it's a bit complex though so you might want to first learn by doing some simpler things. I'd recommend you look at the code you've copied from tutorials (flashlight code would be a good start) and analyze each part of it, figure out how it works
like, when both of the hitboxes collide, the video appears and when the video ends the lvl restart
thats possible?
it is
and how
split it into smaller tasks like I did a few messages ago
its even easier than making a different monster for the jumpscare
if you can make the video
i already got the video
alright then
its like a little copy of the slenderman game, just for me and my friends
I do it as a hobby, i started like 3 weeks ago and made a shitty 2D plataform game
i couldnt even create the tilemap so i did it with squares
yeah you've got a lot to learn. But I think you'll be able to figure it all out sooner or later
just remember to do it by small steps
okay, thanks for the tips
Does anyone know of any resources about making and structuring game loops/hooks? I guess I'm looking for a list of already established game loops
is it about programming patterns?
No not programming patterns
Just like a list of game hooks, like "Collect all the coins in a level"
aha, that seems like a simple goal to me, loops/hooks was new to me
or are you talking about game play loops? like core mechanics?
like, in hack and slash games, you kill bunch of units, collect coins, upgrade, repeat
Yeah basically but a bit more specific; i don't want genres, rather tasks/activities that may be associated with those genres
Hey! Does anyone here who knows the unity program we'll ever heard of animal jam or have played animal jam?
I see.. hmm. I don't think there are such tasks/activities that are widely used regardless of genre, or is it? and if there are, don't you think that would make people bored
because they've seen it everywhere
but still I'm also curious, I'm gonna wait till somebody else answers it
@plush badge go there https://www.gamedeveloper.com/ and search in design articles with some keywords, I think you can find some inetersting stuff
The game industry resource for breaking news and in-depth analysis of the latest game industry tech and trends.
I have ideas for games if anyone is interested in coding but can't think of anything.
Err, are those article tagged with "design" keyword?
yes, I searched for 'design quest gameloop' and found some articles with 'design' tag
Maybe these are relevant to your question
maybe you can find something interesting in them to pursue even more
Thanks for the links Proxyjan. I just quickly scanned through them; they look to give a pretty good broad explanation of what game hooks are. I'll keep searching
yw, If I stumbled upon something in near future I'll mention it here to you,
hey guys im trying to finish this game by friday and i need some feedback. Does this this game look fun, how can i improve it? All crit welcome! The name of the game is Cosmic Caretaker where you have to give the alien babies the items they want. You gain 200 points for giving them the correct item, the points are doubled if you give them multiple of the correct items in a row, you lose 100 points for giving them the wrong item. There are power ups aswell
I have ideas for games if anyone is interested in coding but can't think of anything.
yes, with c# ideas can be realize, show us some preety visual arts or comics / drawings ?
Huh ? What does that even mean ?
Tbh their profile bio looks like a website scrape and what they say sounds ai generated if you ask me
Maybe some weird AI Bot @hard fog can you have a look
Yes, they're already on notice for being either a bot, or just refusing to use a proper translator.
It's just so curious, trying to figure out if they're human or not is turning into a game
I'm amazed some people managed to engage with some of their posts. In a meaningful way.
Can someone help me with this, i still havent figured out how to do it, its too difficult but i need it to complete the game
Your issue isn't game design related. You can ask about colliders and such in #💻┃unity-talk , or if it's code related in #💻┃code-beginner.
Okay thanks
read one line above it was about his idea and @elry dont write bad, @hard fog can see that yes, its not to speak someone off, @wet plank said:
have ideas for games if anyone is interested in coding but can't think of anything.
just show your idea, its a free world
@mortal mountain Write a coherent sentence in your own language, put that into google translate then post it. Don't ping me into this gibberish.
sorry, but it was about @feral mountain , you have seen that , has said word : weird
i am just looking for some ideas for game, ok
yes, consider range based on number of cells the arrow travels, because grids are looking good at your map (i like venice map style)
The most intimidating aspect for me that keeps making me not do my project is learning how to do version control.
I’m worried I’ll create a game in Unity and then need to update Unity and then it won’t be compatible with Steam or something.
Or figuring out how to use GitHub or whatever the best version control tool is
Anyone know of a good get-started tool for learning how to do that?
Don't worry, git will go from first being scary to becoming your best friend. It allows you to explore and try anything without risking your code or project. You can reset to any moment in time that you essentially store. It's worth learning just for the power at your fingertips bwahaha ah haha! Ah yeah.
Hahaha, thank you. I need to find some good tutorial videos for it. Or maybe it’s pretty self-explanatory and I should just jump in?
I strongly encourage using a GUI for it. Github desktop i think it is, fork, and source tree are all great. I don't have a good video for you, but definitely look one up using one of those. It's not so scary once you get used to it
You can also use what's built into visual studio, but I like keeping my IDE and checkin process very separate for some weird reason
Steam support ANY Unity version. This is only something you need to consider when you use 3rd party SDK that are required for certification such as Nintendo, Xbox or PS.
what is the state of your idea? I guess a programmer is not interested in 'ideas' rather a fully thought-out design document, and only then they may consider if they want to invest in it or not. Well, unless they are bored and are not that serious, which in that case, you'll have a higher chance just to give your idea here in public anyways
try joining gdn / gdl, both servers have a thread channel to find people to create a hobby project
I did see you post this a few times, the problem with ideas is that I like working on my own better :). So if I have a choice between one of my many projects that I love, or a strangers unknown project, I'll stick to the first one
@tired narwhal #💻┃code-beginner for code questions
You actually have to show the offending code as well.
Can you dm me a link or invite?
sure
Hey I posted my game LandLock in #1180170818983051344 , let me know what you think of gameplay if you have the chance! Critisim is very welcome.
I have a 2D game i’m working on and an entity in the game needs to get to an object but there are obstacles in the way that they need to avoid. So far i’ve just had them moving directly towards the transform but now I need to get around these obstacles. Does anyone have an idea on what i could use to do this?
A pathfinding algorithm.
Hi everyone.
So I'm trying myself at 3D Tactical games, and I discovered this game (see image)
I was wondering what was easiest between this example, where the world was obviously built on a flat plane and a grid put on it
or making a 3D tilemap where each tile is a cell for the grid
the problem with this first option, is that I don't know if I will be able to connect different levels of height between them (a balcony for instance ?)
but it does allow for more organic worlds
does anyone have advice or an opinion on the matter ?
hey so i could you some help and advice how can i distinguish more from the players health (the smaller one) and the bosses health(the bigger one) and also make it look better like it looks to cluttererd
this could work i think
but you could also devide the world into a 3D grid and make your own system
pixel art one of my favourite stuff, after shader graphs xd...
@harsh crown There's no promotion on the server outside of Asse Store channel
This is game design channel. If you want to post wip use #1180170818983051344
Holly crap
And please read #📖┃code-of-conduct
I wanna find place to discussion with art, #🔀┃art-asset-workflow its ok?
This includes question about art style etc.
Workflow is specifically for questions implementing art with Unity
I see, I guess this is not the place to discuss art specifically. I mean, work in progress doesn't really fit with mine
Ok i just go find pixelart discord servers
can anyone help me with this please
It looks like something that you should research from examples? You are not developing in a vacuum, there's so many games doing that.
take a ui design class so you know how to or buy predone ui
put players health bar on the bottom of the screen, where it is always visible, perhaps with a green color. And the boss, when it appears, on the mid top screen, with the same red color. You can put dividers (divie it into every 500 health, depending on your health system, let's say if the boss has 2000 hp, it would be 4 parts)
only problem with putting health bar in the bottm of the screen is then dialogue would cover it up do you think that would be a problem?
hmm... I don't think when the players is talking, health would be a thing to keep an eye on? Regardless, you can also put the players health on the left bottom side, with a little avatar icon so it would be clear it's players. And dialogues can be a bit higher, higher than hp bar and mid screen. As long as they don't overlap I don't think it would be a problem
Thats a UX Design Thingy:
The dialog boxes feel the best to read if they are either be at the bottom over the players healthbar or in the center
dont put them at the top unless you design it in a way where the players box is at the bottom and the enemys at the top
Just an idea, drew it on paint
that looks good, just need to fill the right bottom side with the equipped weapon or something to make it look more even / symettrical
otherwise you should put it centered
yeah agreed
would it still work with this sized dialogue box
Aha I see...
that looks exactly the same as proxys
is that some sort of 2D game engine that gives you that background as default ?
what background?
like the sky background thing?
yeah
that i made and am just using it in most scenes
but proxy send ss with that
would't be that bad... you can make the HP bar a bit tinted black (as if it's in the background) when the dialogues appear
yeah he just painted over my ss
and then fill the circle with the players character?
yeah that is up to you
you can also have that rectangular thing... putting a circle kinda make it a bit more significant, since its players health and it is significant, wouldn't be a bad idea
and also have that anchor effect in the brain, helps with the brain with directionality of the health bar, where it ends and where it fills
but if you went with the circle beside hp, do it also with bosses maybe, to be kinda consistent
(but for some reason if you insist on having the players' hp bar on the top of the screen that would also work)
When it comes to multiple weapons in an fps, which matters more to you? The unique utility of each weapon, or the visceral feel of using them?
In that I mean, would it matter if several weapons shared similar usage if they felt good to use? Or do you prefer weapons having their own specific use case?
Personally would prefer based on different usecases
and having all guns feel good regardless 😄 too much to ask though 🙂
quick question so i have a lerping health bar basically so it doesnt just cut to the new value what color should it be when you are losing health before i had it as a yellow
hmm, you mean you want a gradient between multiple colors? (based on the current hp/max hp)
let me get a example real quick
True, good visceral feel is important. I'm just having some trouble coming up with some interesting alternate firing modes for a weapon in my game. Specifically, an alt-fire for the sniper-type weapon.
Most of the ideas I have are basically the same thing, sniper/railgun type attack
just with different effects
thats what it looks like it normally goes a little faster btw
thats just with the old yellow color
yellow looks alright to my eyes...and overal its nice
if you want to use 'red' for enemeis, you better stick with yellow for this one, otherwise I would've suggested red
hmm... is your game realistic (like cod) or fantasy like halo and destiny
Definitely fantasy. The general artstyle would be more similar to things like Banjo Kazooey or Donkey Kong 64 while the gameplay is inspired by Doom and Ultrakill
I also checked dota 2, they use white for such cases
how can i give this rounded corners
you see the little white one 😄
hmm if it's not realistic I think you can go with the feel that you mentioned, would align different feels with different use cases though, kinda gives a character to each gun. But It's hard specially if you already have a lot of guns, diversity subsides naturally with number of guns...
depends, what are you using already as the background of the health bar?
it has no image
it's an empty sprite with a material on it? (then what shader it is)
I see... there is an easy way, which is using rounded corner sprite for the background (or mask it with it) (or having two halves of a circle added on each sides), the harder way is to use a custom shader that has that effect built it
well i tried using the 9 sliced sprite which has rounded corners but when i made it fit in the correct area it made it stretch weird and become less rounded corners more really wide oval
exactly that is the problem with the first one
as long as the ratio between height and width doesn't change, I think the shape would stay intact right?
problem is the 9-sliced is a square with rounded corners
Maybe make a thread at this point
oh wait i fixed it had to make it sliced and up the pixel per unit multiplier
@sudden pendant is right, if we want to keep talking about the same game let's make a thread
Health bar design
Hello! I want to make a game with PCG platforms. The 'routes' will be created out of chunks of platforms/blocks(4 types to be exact for now) and they all square. By chunks I mean there will be different widths and lengths to them and they will have a route(doesn't have to be straight for or fully filled with max width of blocks and length.
Anyways, does anyone have an Idea how and where can I find algorithms for these kind of PCG?
I tried to look up what PCG is and got this: Philippine Consulate General. 😛
procedural generation?
If I am going to make a game that will be both desktop and pc compatible, do I start the build on 3D or on the VR templet?
@ me if you respond please
you should probably reword your question because desktop and pc are the same platform
Oh, Im wanting to make a game that can be played on pc, and on any vr headset. But in the templetes there is a vr templete and a 3D templete, which do I pick?
Do I choose 3D then add vr software?
Or do I use the vr templete?
doesn't really matter, all the templates do is add the relevant plugins
- clicking starts a click sequence
- you either click and hold or
- click and drag..
- clicking and dragging off the unit will cancel the hold
- but clicking and holding will not cancel a drag
click and hold is meant to open a command window (giving you options)
clicking and dragging is meant to orient the looking direction
I need your guys help.. I'm about to add a bit of juice to it and I'm looking for suggestions
As of now I'm just going to add an arrow thats pointing at the mouse position (from the units position) if dragging
does anyone have any suggestions that could help clarify?
clarify what exactly? that at what phase of clicking the player is at the moment?
what do you think about changing the Cursor icon
could be possible.. i already have that coded in, just hadnt figured out when to use it
hmm, so to be clear, you want yo make a very clear distinction for the player between these two mode, when selected and holding (options) and when selected and dragging (moving)?
im going to explain this stuff in the tutorial, but u know some people skip over that stuff..
i think the click and hold mechanic is pretty explainatory.. when u click and hold that menu appears.. but yea..
its the click and drag mechanic i want to kind of protray better
which where drawing an arrow from the player is the only idea i have atm
you're absolutely right, regardless of tutorials it's best practice for it to be clear and intuitive
the problem is im trying to make this mobile friendly..
and not having a Hover is throwing me off
one thing I still don't understand, when holding and dragging, does it only change directions or it also moves towards it (eventually)?
usually i'd make it do something when u hovered over the unit.. but since u physically have to click for anything to happen im trying to make sure i convey it pretty well
its a turn-based type game.. u'll be assign waypoints for it to move towards.. those waypoints will have a direction tied to them.. BUT if you had to.. u could momentarily override that direction
wanna make a thread?
if u dont manually mess with it, it would use the direction assigned with teh waypoint.. but you could manipulate it manually
I think it's getting long for here
clicking starts a click sequence
you can't fool me.. i see those probuilder materials 🧐
lol but yea, fr tho that furniture and rifle looks pretty good
I love Probuilder so much
It's so easy to make models
absolutely.. this is probuilder
the only problem i really have is after using probuilder and going to blender or going from blender to probuilder.. after a while its confusing
you get into a rythm with hotkeys and stuff.. and then it all changes..
Have fun texturing that room tho.. if u have Blender phobia i wish you the best of luck 🍀
did you UV map any of those models in the room? i can see the grid on the bed and bedframe.. those look pretty decent
No they're just 10x size scaled at 0.1
It's a lot easier for me to work with a universal 0.25 grid snap
lol wish i could make either of those type of games 😄 would take me (solo dev) a millenium to model all the environments in probuilder haha
Looks like the Rick & Morty VR game 😅👍🏻
I need help. I’m making a game. You’re supposed to be able to play it one handed. The controls work like this: You hold and drag the mouse. When you let go, the player jumps.
The objective of the game is to press all buttons in the room for the door to open.
I just don’t know how to make the gameplay interesting. Please reply if you have any ideas.
You have your set of actions (moving, jumping, which has a direction and intensity which is good, gives some depth to the action), the goal is to press all the buttons.
Currently, there are no challenges, if you introduce some, it will shape an engaging gameplay, will it be fun, that depends on all the elements we touched upon and how they relate. Some ideas for challenges are:
1- Since you are only using the bottom of the screen, maybe add some verticality to the game? make multiple platforms at three, four different heights, so if you jump high enough, you can go to the upper level, and add an action to jump back a level down. Buttons should be appearing on all the floors. Since now there will be a lot of buttons, add timers to them, so every button will have a timer, so that the player should strategies which level and which button go first and which to do next. Maybe a button on the first floor expires in 5 seconds and a button on top floor expires in 2 seconds, so you better jump to the top first and come back down in 5 seconds.
2- You can have some asteroids coming from top to bottom at different angles, should be clear where they land (straight or even have a arc to them), if they hit the player, it loses HP, maybe after 3 times they die.
3-etc
My point is, you need to make the game more challenging and how you do it is entirely up to you, then you can sit back and think on how to make it more satisfying... maybe solving certain challenges would be more satisfying than others....
@fickle niche Not a game design question. You can ask in #🔀┃art-asset-workflow.
what color should the lobby list text be im not a fan of the yellow
I like to set a palette for the UI for my games, so it should match the other earlier UI menus..
Yeah, in that case, I'd try the literal light blue from the bottom. But I'd look for something complimentary
so this looks good?
idk should i even have that text be a different color from the rest
Hmm maybe brighten it up quite a bit...
Yeah keeping it white is fine too
I do like it better than the yellow.... but the white does look the cleanest to me...
aight thanks
I think being able to switch shoulders would be nice
helps a lot in hitman's trilogy
not the highest priority thing to do... most big AAA games don't have it, and you are a indie developer...
I wouldn't expect it to be all that hard...
but I just got into making a game
I wouldn't know at all
Yes but still it is an optional thing and I assume he is making a game and has thousands of MUST TO DO things
😄
yeah
I sure do have a lot of work still
so I wanted to ask
how far can I get with just youtube tutorials?
I don't totally think I'm capable of learning how to code/script
but still wanted to try making a small game
a third person zombie shooter specifcally
like an endless one so it really is just shooting large amounts of zombies
man
I know
I spent a month on tutorials when I was learning gamemaker
ah
and after a month i tried to make something from scratch all i could write was left=if(keyboard_check(ord("A")))
and for other directions too
so just input codes
i couldnt even write movement codes for 360 degrees movement with mouse
so I do recommend you unity learn program its text based i think its better
I can at least do something on my own with following this
hm, well I dunno
even if you decide to follow tutorials play with thecode amd try to learn why its written such way and try to write it aagain yourself after finishing each part
you dont wanna get stuck in tutorial hell
like I did
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
in the synty studios discord server I got banned for straight up not accepting people's advice for learning to code
so I suppose I should check out what you just linked me
good idea
also true
yea
noo
oh
visual coding is easy at first gets harder as you go on
oof
writing is hard at first gets easier by time
and writing is not limited like visual
you cando a lot more
i can help you as well
good luck
ughhhhhhh
I still have like 8 videos
and then I gotta follow the AI one
i can do the pickup system, the shooting, and the movement

where can I show what I have so far?
it's not much
but could show whaere I am kinda
I wouldn't say devlog
but if that's the only place that'd make sense
alright I done did it
Yay
pretty self explanatory error. your RaycastWeapon class does not have a member called UpdateBullets
also #💻┃code-beginner
apologies
god damn it
I had it
but I forgot the e in Update
something so little can be so detrimental
Hi everyone, I need help with a scene in unity development if anyone know hows to fix it.
I am trying to create a VR scene in unity, where the user needs to place some rings on hooks, however the rings do not go through the hook
hi, isn't it probably a #⚛️┃physics problem? just saying
Its probably the setup. XR Interaction changes the rigidbody to kinematic and parents it to itself when you pick up objects
But also using convex colliders will cause a U or hook to turn into a closed cubed-like object. So it also very much could be #⚛️┃physics and how the collider is created.
@lunar ice This isn't a game design question. You can ask in #🏃┃animation. But the reason those are yellow is because the mapping is broken, those paths are not pointing to anything that exists on your character.
How do I fix this?
hello, I wanted to ask about match-3.
If you make match-3 game, would you just spawn the item randomly? or would you make an algorithm that make sure there are items that can be matched on screen?
Usually the items are spawned randomly and if there are no matches the board reshuffles. Or it's a game over, depending on the game
no way
gun
guys do you know if there's any good theory around balancing vampire survivors likes games? or at least some more consistent info
Balancing is a very subjective topic and depends heavily on the game.
I know, but people do analyses and meta analyses on many things
As stated, balancing is extremely subjective.
That being said, if you want to "Balance" your game, you need to gather a considerable amount of data. Either by playing it yourself, or by haing others play. There is a lot of data that can be hard to compare by example, status effect such as slow or stun vs numerical data.
Hence, simply looking at formula and trying to know what does what in term of damage is not particulary a good way to balance a game.
I get that, and again, I'm not looking for a copy paste solution, I'm looking for some information on how other games balanced their systems ... I've worked on a bunch of games, I know how to do it manually by playtesting, I'm looking for what others may be doing to help with this, e.g. how they use spreadsheets and stuff
They are manually testing it. Exactly how you were doing it.
You might find one or other company that use different approach, but from what I have seen by working in the industry with Game Designer it is done manually. Sometimes they use analytics for thing like how much of a given reward is present in a specific level, but this is only a small component of the balancing. For service games, it might be different though.
I've seen games use spreadsheets and simulations ... it's not just manually testing
Yes, those are outlier.
I agree, we do all balancing internally. And we've never needed to use a spreadsheet for one. If we did it would be for a very specific game only
yes, because the majority of games aren't based on numbers
No, because the majority of things cannot be compare quantitively.
I'd like to learn from the outliers in this, because I'm pretty sure what I'm doing is also an outlier
Even my idle games, which are math complex, the balancing is done by simulated play not in a sheet
great, you just proved my point, because I said "spreadsheets and simulations"
By example, something that slow might be overly powerfull but you wont be able to compare it easily
Simulation = Play Test but automated
that's an extremely simplified way of looking at it ... they're fundamentally different tools
If it is how you want to proceed, that would be way better than looking at spreadsheet.
However, it is a considerable investment
again, I asked if there are any resources (blog posts, videos, etc.) about how people do this ... if you don't know, I don't understand why you're arguing that this isn't something I should be asking about
clearly people are doing it, I did this in the past too
I want to see what others are doing
I'm going to be honest - you come across as argumentative when asking for advice. I'm not sure why, so I think I'm going to step out of the convo. But hopefully you find someone who gives you the answers you want
I'm argumentative because I asked for a thing and two people tell me I'm asking wrong and tell me I shouldn't be asking or I should be doing something else
That's not what I said, I said we don't use spreadsheets for balancing - we do use simulations and a little bit about why. I provided my opinion on the question. I thought about going into more depth on processes that worked well and why. But I don't really want to invest time into an argument. I'm hoping someone you connect better with can get you the guidance you want.
fwiw all I wanted was just "are there any useful links for this topic?"
If I have to defend my opinion, or argue it, then it's already gone too far south for me wanting to talk about it
I hope you find that info
I don't want to argue about it either
If you do spawn them randomly, which is just fine and pretty standard, you need to check every change to make sure there is still a valid play on the board. Usually if you can't find one, you refresh the board for them / score for them or mark it as won
It's also a lot of work to clear a board, so I'd definitely reward them
balancing is a part of game design, basically, we humans are too stupid that we can't always design perfect games, specially when the state-space is too large, so first we make something, then we watch and analyze where we overlooked, where are the mistakes, etc. A perfect game won't need balancing. You don't see Chess getting weekly updates on its rules... That being said, balancing and game design go hand to hand, if you are designing your game, balancing is a part of it. It's not recommended to first design a game, then find a way to balance it. Although this is what is being happening practically a lot, it's not the correct way. So, my opinion is like the guy who said it first, it's very subjective. And if there are 'formulas' or 'routines' to do it, I wouldn't personally trust them. BUT, I've heard some companies are utilizing AI, to find exploits and loopholes, which are basically millions of walkthroughs until something weird happens or a bug is found... That would be the closest thing to what you're asking for I think
You can make a #1180170818983051344 where you can request for feedback
hey so i need help with smth for my game there is a multiplayer mode where its basically a ffa fighting game so think like street fighter but it can be a 1v1v1v1v1 only problem im having is i cant think of a good way to have stuff happen when you die like should you have 1 life and spectate until everyone but one person dies and then everyone respawns or should you have multiple lifes or should it just infinitly respawn you
Make it customizable if you do not want to choose.
its not that i dont want to choose i just am not sure which would be the best one for a ffa style
They are all valid, there is no best. Except maybe the everyone respawn when one die.
I'm making a 2d top down strategy game. I'm at the point where I'm defining the game rules -- adding mechanics to the game, modifying them and culling things that don't work. I'm worried about getting the right combination of mechanics, meaning excluding those that break the game somehow (not fun, too easy, too hard) and selecting the combination of mechanics that is most fun. Right now I have no process -- I play the game, think about what things are fun, think about what things are not fun, and brainstorm new ideas to put into the game. Then I simply select one or more of the new ideas, implement them, and repeat the cycle. Is this trial and error approach the only way to go about it or is there a more structured approach that people use?
Trial and error is the best approach. There is methodology (Trial and Error methodology) that are more robust and more structured than other, but it is definitely the best way to experiment things.
Most other approach like AB testing requires considerable budget and/or already have a going product going on. You can also have something like an AI playing your game or have play test session.
At the end, it is alternative way to test the product.
thanks
How would you guys tackle enemy shot direction while taking into consideration animations? I have an enemy that takes aim with a cannon and fires. At the moment, the Enemy will find where the Player currently is and then creates a Vector3 from its fire point to the Player's location in order to create a launch direction.
The issue is that the Player can teleport, and can go behind the Enemy at a moment's notice. But with this method, the projectiles will still seek out the Player's position, making it dead accurate and making the teleport feel kinda useless.
How would you make the enemy properly aim to where the Player is while preventing this level of accuracy?
add some delay. enemy targets a slightly delayed position. enemy needs to turn around to adjust gun position, etc
don't have the target direction be immediate, make it based on the direction of their gun/facing/whatever, and give that thing a turn speed
if you're saying the projectile acts like a "homing" projectile and you don't want that, convert it to a "non-homing projectile" by caching its direction on fire and having it continue traveling in that direction.
or you can keep the homing behavior by having a limit on the rate at which the projectile changes its direction, rahter than having it instantaneously adjust to the player's location
many games encourage "around the back" mechanics by having a slow turn speed, which actually allows you to do something while behind the enemy
Also, I wouldn't target where the player is. I'd target the last place they think the player was. That reaction speed and sensor methods can vary between enemies. If they last saw you duck behind a barrel, they won't turn to see if you are behind them after teleporting
It's also quite common to shoot where the player was X milliseconds ago, to encourage and reward impulsive combat
no one likes to wait. That is something objective you can orient your thought around.
That would work but it's always better to have a grand plan for your core mechanics. Something very special, that you fix other things around it. For example, in spider man, environmental traversal is a very key core element, where they need to nail it before anything else and then they add other elements only to improve that feeling. Talking about RTS top down game... You should focus on a very specific thing. You want the player to be fast and responsive all the time, or have relaxing moments? Problem solving is a big part where you need to nail, the sort of problems your game mechanics manifest must be interesting. You need to find a very specific feeling/game-loop/atmosphere/etc.... then build all the other core mechanics to reinforce that. To me, this approach is way better than aimlessly trying to find fun in a genre by trial and error.
I believe I do have at least an idea of what the core loop will be though I am sort of in the process of designing the details of that. But I will take to heart the idea that there needs to be a coherent set of core mechanics.
i need some feedback about my game thats wip could someone help me out?
You can post your game as a #1180170818983051344 and receive feedback there.
Question:
Given two options, as a player, which would you prefer.
1: Seeing "On Hit Effects" on your projectile. (EG: On hit chance to burn. So your projectile becomes a fire projectile.)
2: Seeing it only on the hit. (EG: When it hits the target, it does a little fire splash to indicate it procced.)
And better yet as another question:
Would it be bad game feel, if you saw the fire projectile, but it missed the target? Or would seeing more "Fire" projectiels just look cool even if you're missing, so it feels good?
I'd add elemental trails and on-hit vfx for elemental modified stuff. Not too sure what you mean by the second question though. If I missed my shot then that's on me lol
Prefer both, i think visual feedback with that stuff is extremely important
as mao said, something like a fire trail + ember particle effects in midair
and then an ember splash on hit regardless of if it ignited or not (if its a fire projectile)
with stuff like ignite you already get visual feedback if it applied given the target should now be visually on fire
but for stuff that doesnt have an obvious visual effect, like a 10% chance to reduce enemy magic resist or something on hit, you could try a noise when it procs. Lots of games do an on-hit noise.
Is this where I can ask about my home floor plan? I designed the first floor, and I feel like it’s not well done
I think so!
It supposed to have two rooms, one bathroom, and a kitchen. I wanted to include a door leading to the rooftop, but I feel like the whole design is just wrong
its an extremely rigid and square design yeah
There’s a long boring hallway
look at any top down house plan for reference pretty much none are going to be filled with pure straight lines like this
for example just search small house floor plan top down
all the walls and lines dont line up in the same way
even the more square / boxy looking ones arent this boxy i think thats the main issue
The chairs are a bit odd to me too. Chairs back to back with a couch wouldn't be how a living room is setup for most people. Same with the chair in the bedroom facing away from the doorway, people tend to point chairs towards the room door, so you know who's approaching
But where can I place the door that leads to the rooftop?
in this current design i think literally anywhere you place it is going to feel wrong
in a normal top down house design honestly you could pick any smaller room and it would feel fine
I'm also unsure what you mean about door. A staircase goes to another level. A door would go outside or to a room. And a crawl way hatch doesn't really go onto the roof (would go to an attic or crawlspace). Most residential houses don't really have a door to the roof.
If it's like a post apocalyptic thing - someone would assemble a raggedy old iron thing or pile up stuff outside to get on the roof
Hmm, I agree but I wanted it to be like a puzzle or something
you could do a ladder trapdoor to an attic perhaps with this
but id really recommend rethinking the floor plan
its less work than youd think since it sjust moving it around
Yah I need to fix the floor plan first
I'd look at other house layouts for inspiration
Yah I will! Thank you both for helping! I appreciate it and I hope I can finish my game this year
this is my character select screen how should i show that you dont have the character unlocked should i have a lock over the player over the select button??
Maybe make the button red and add a small lock icon where "select" is written now
Character grayed out, button locked, info on how to unlock
hey so for my game there are multiple playable characters and basically each character has 2 unique abilities that have a cooldown how should i show the cooldown for the abilities?
I guess you should have a look how LoL or other games handle this ^^
I have a medieval racing game and the roads are somewhat isolated by terrain but there are still many blind spots
i came up with 3 solutions:
- physically obstruct the blind spots with some 3D models
- place semi-transparent walls like on the photo (NFS) (but perhaps not very fitting to the medieval genre)
- dont obstruct anything at all, and penalize the driver if he leaves the road, eg disqualify him or push him back.
Which way should i go for? or maybe something else?
medieval racing game? 🤯
its more like a racing mode than a racing game but it is what it is
@cold onyx Don't post off-topic or whatever it was here.
Watched enough to see it's garbage and have no place here
Have you consider delving in a more abstracted theme (Gods, Ancestry, Mythical Companion etc.). It could help you creating guide line easily that would fit the world.
It is possible to sacrifice aesthetic for gameplay supportive element. Depending on how well you want the game to play, it can be a considerable good choice.
Have you tested what you currently have ? If the race good is considerably slow, you might not even need something like that.
Finally, you could create yourself an indicator. By example, using lined haystack, or wooden fence to guide the player. The important is to keep using the same element so that the player can associated such object with their objective.
Usually, you want players to fail from bad decisions, not from not seeing what's coming up. The one exception to this is of course sonic the hedgehog. But generally you want them to know what is coming up so they feel confident they are getting better and know how to play
Sonic works well for a few reasons one being it is very hard to actually die by accident in the game, and because all you need is a single ring to have another life. So no real risk to blind gameplay.
In other words, show them what's coming up on the race track.
Also try and keep in mind: hands on learners, visual learners and auditory
Vibration, visual, and auditory.
Show the turn clearly. Vibrate as they move off the track. Sounds when they hit the rough. Ample reaction time before hitting the wall.
@reef crow I'd reccomend incorporating the story into your name somehow
Yes, but may I offer some suggestions?
Yes of course
Do you have any names for the people who made the monster?
Not yet
You could name the lead researcher or monster "fogg" for more interesting title opportunities
the monster is called the "Hidebehind" you can search it up on google
Let's say your lead researcher was experimenting to try and see through the veil of the supernatural
Than "Fogg's Veil" would have a double meaning, with it being about the researcher and his experiments but also about the fog that is acting as a veil to your sight
You'd need to reference "lead researcher was experimenting to try and see through the veil of the supernatural" specifically somewhere for lore for the double meaning to be understood
But it would make for a solid title that relates both thematically and lore-wise
Hm, ok that might work.
I like that the most so far
hey everyone , just started to work on creating my dream game (a 2.5D cinematic puzzle platformer) like INSIDE , here is a lake scene im working on , just wanted to know your opinion and comments to make this scene as best as i can(atmospheric perspective) , so any comment is welcome(whats' missing and what's ovewhelming)
looks nice, though i've never heard of a puzzle platformer
is this something click based or do you control the character with wasd and space?
...regardless of which it is i think this is far too zoomed in
for puzzle its very small screen size that youd constantly have to run back and forth to see whole areas
and for platformer youd be able to see like, 1 tile ahead
How would you continue with this besides a city builder? I don't want a city builder and i really love low poly.
Traffic system is fully operational, there is also placement for objects like animals, food for animals, environment (all except buildings)
I'm not really sure on the question
But the shop is cute
Hi. I'm trying to create an animation with transition effect at the start. I want to black the screen out and have it slowly transition to visible then the camera moves forward. I've search and it leads to creating a script which I don't believe is what I want to do. I want to do it all within Animation timeline where I have control over the transition effect and movement of the camera. How can I achieve this?
-> create animation
-> add key at the beginning setting the color to full black
-> add key at the end setting the color to full transparent
-> move camera
And as far as I remember, anything you touch with the animation timeline must be either on the same gameobject as the animation/animator is on or on a child object , so you'd probably have to have a separate camera just for the sake of the animation (or have everything you need animated anchored under that animator from the very start)
Thank you! I set Render mode to Screen Space - Camera, added the camera and I can pull the properties from image. Now I can add in Properties to the Animation timline.
Got the effect I wanted 🙂
is it worth it to aim for a degree in game design or game writing?
Not unless you are in a top school
is there a list somewhere?
General college rankings are an okay start, but you'll need to do some extra research on what programs actually have a good employment rate within the industry. Even with all of this it's frankly a better option to go for a general degree simply because you have more career options. You may not remain interested in gamedev forever
what do you mean by going for a general degree?
A regular writing degree for example
is it useful?
the memes i heard about "art degrees' got me kinda concerned
I mean it's a little more useful than a specialized degree like gamedev lol
Like I said, it simply gives you more career options rather than limiting you to games, which is an incredibly competitive field in itself
Sure it is useful. I mean im from germany, i have not to pay for my degree, but we learned a bunch of fundamentals to build your career on.
After University i still had to learn a massive amount of stuff, but the fundamentals i build this career on, was strong.
If you are from somewhere else where you have to pay tenthousand for it, its maybe not worth it.
Also you don't need an "art" degree per se, if you're interested in programming computer science is the typical way to go
that's the issue
my interest is the furthest away from programmming/technical dev
so the way isnt as clear
So what are interested in?
writing
then yeah, a writing degree would be your best bet. game writing degrees aren't really a thing anyway
@mighty geyser They way industry's going forward, we are stuck with open-worlds, filled with unlimited missions (with stories, ofc) and quests, side-quests etc for at least another 10 years before it dries up, or AI catches up with human writers in quests... which makes almost all jobs a bit more difficult, because if you're going to be an ordinary writer, they gonna use AI instead for sure, but for an excellent writer, AI won't catch up anytime soon, at least with the current AI developments and latest algorithms. Take anything I (or others here) say with a grain of salt, because at the end of they day, if you do what you love, you'll find happiness regardless of job opportunities, and the passion puts you in good situations anyways. But if you really like game development, and writing is a second priority, learn about game development then more than writing. Because between a writer that does not know about game development and one that does, they usually go with the later.
A company usually only has maybe one writer, or it's a shared role for the game designer.
We have a bunch of game and level designers, modelers, and coders. But the coders are expected to be well versed in it and the designers well versed in coding.
It's very hard to get a job with either of those, Writer even harder, unless you have a good portfolio. And I strongly encourage learning enough coding to implement your own designs
That said, if you have a good in as a writer, and good client base and people that trust you, you can do well with it. It's just rare.
my game is local multiplayer, open world, with the only point being freedom to do whatever. whats a fun thing for the ragdoll players to run across in the world? (e.g a boombox, a cannon, cars)
Superpowers
Laser eyes super speed etc
I don't know why the internet keep making talk about games and putting a png of this.
Idk what channel to ask this about, because I'm confused. What does a TF2 paint bucket have to do with whatever they're talking?
They're referring to the overused "yellow" markers in recent games to show the player visual cues like where to climb, what can break, where to go, etc.
Hmmm, there are some stairs there... perhaps i can walk up them.
(Tip- use the w key to walk up the stairs)
Aanybody know what those dialogue text sounds are called? Not the one that try to be voices the ones like this https://youtu.be/5VathQxg63s?si=7dSWqG2jc4cANhtu
gamedev stuff. you might not be able to hear the last two if you're on mobile.
And how to make them
sounds like a generic ui noise
just go on a website like freesound and search ui
Anyone know of a decent guide to making a 2D platformer movement system that describes what is going on in the inner workings of making the system itself?
Or is there a better place to start for someone who’s just starting out, I’ve made a 3D movement system before but it was a little scuffed because of a mistake (didn’t know everything was case sensitive)
And got stuck trying to give that system an animation with a test model.
I need some input for this.
I introduced a 5th vertice[in a quad] in the center for my terrain system(Survival Sandbox) but i realized i can make it modifiable in height aswell. Issue is, Think it would be too confusing to a player to have 5 points you need to modify instead of just, corners of a tile?
(5th vertice was to correct visual discrepancies with regular quads being only 2 triangles)
Wasn't there another way to fix that issue? if not, is it possible to hide it from the player, so they see the same 4 vertices, but 5th is there (or at least not modifiable) I don't think players would need the 5th vertex... or do they? depends on your gameplay
I am a newbie in unity and trying to design a game. Anyways I have a room design from blender. But after importing it in unity the walls of the room keep dissappearing when ever I turn to them, and the room has no wall unless I zoom in view from inside, like a part is missing. Does anyone know what is wrong and how I can go about solving it?
I recaulculated the normal in blender but still when I import it, it is "technically" fixed but it created another problem. Now the walls are invisble from the inside.
use #💻┃unity-talk for questions like these, but make sure you're unwrapping the uvs correctly as depending on the shader you're using, you may be culling the incorrect faces. It's usually labeled on them as backface culling or named in a similar manner.
Ah, rather it would be flipped normals but if you say you're recalculating them then I'd double check on that.
1️⃣ Petrol Business Simulator
An FPS game which you start with an empty land and extract oil to grow your business
2️⃣ Post Apocalyptic Market Simulator
An FPS Shooter game where you sell what you collect to other survivors in a world full of zombies.
3️⃣ Online Business Simulator
It's an FPS entrepreneurship game where you start a business in a room of your house, take orders online, box them and ship them.
4️⃣ Mercenary Simulator
An FPS shooter game in which you choose and complete special missions from the government as a mercenary and in return earn money and improve your equipment.
5️⃣ School Bully Simulator
As a high school bully, we want to form a gang and increase our reputation and money at school. There are exams and if we want, we can get the answers from someone by force or money.
Hello, I've been sketching out some ideas on basic game concepts. Which one do you think is interesting?
4 seems most interesting if you treat it like a rougelike sort of thing, maybe could try a phasmophobia or lethal company style runs system. 2 could also potentially be handled in the same way
3 can be okay to, im not sure if the others are types of game people usually look for
Alright so the new one is a bit confusing thank you.
Ill just be running a new function that grabs each cell and averages the new center vertice on every change to a corner. Ez est way to do it imo
none of these are interesting in themselves, you need to have a specific hook to make them generically interesting, the above would only work for a small group a people that have a fetishfantasy about the subject (which is how simulator games sell, so you're fine regardless what you do).
First person shooter online business simulator, eh? Is this how business is done nowadays?
i reckon you could totally make the most unhinged business simulator where murder is completely normal if you dont get caught
So, games like Vampire Survivors, Brotato, 20 Minutes Til Dawn. I've noticed they all make you pick up your xp, which frustrates me to no end. Is there any reason from a game design perspective why you would have a limited pickup range in these bullet heaven games?
Just another thing to upgrade
it also makes the game play differently
it encourages you to stay in a smaller area and path differently
where if you dont have to pick up anything you can run in a straight line the whole game
is seeing player legs in a low poly survival game important?
if you were the player
like would you care?
Does it affect my ability to survive?
not really
I think it's a nice to have, but it doesn't contribute anything unless immersion is one of your pillars
it would save me a ton of work
It's low poly though so I suspect you aren't going for immersion so much
would not worry about it and move onto other things
if you really wanted it, sounds like a task for the backlog you can do on a polish pass
Hi. I'm looking for someone to discuss game design and mutually look for a fresh perspective. I'm in the horrible stagnation phase and seems to be unable to break it without external help. I might also provide my github on request to prove I'm not the idea guy. It's rather opposite, I'm totally out of ideas for my project for now.
My capsule is wobely. I am making a game like Subway Surfers
Anyone know any games that's like a tower defence/bullet heaven combo? Like where you are a stationary base, but instead of having dozens of levels with winding paths, it's just enemies coming from off-screen?
Having played a fair few tower defence and bullet heaven games at this point, I can say that the inconsistent level designs of tower defence, and the mving around the map (and sometimes manual attacking) of bullet heaven games are the features I most dislike
i know one really bad game like the one you describe ^^
what is it
The suspense is killing me
I'd assumed it was his one in his bio, but that has lowers of towers and paths, so it wouldn't meet the criteria
oh no. The one in my Bio is the best game ever created!
i mean a game called Cyber TD, i played it at gamescom.. horrible 😄
Hmm, yeah, it's pretty close. Though it's more like a single tower defence game
The enemies are still going around some kind of path, though it's not as clear what the path is, and they're going towards a different base, not the towers.
Hey guys, im making a roguelike noita inspired 3D dungeon crawler game and ive met a roadblock with making procedural dungeon generation.
I found an algorithm i want to use, but in this video he doesnt actually show nor give the code on how to set up real rooms.
https://youtu.be/rBY2Dzej03A?si=QSQZ4OrfqU1Pxa6U
I am relatively new to everything game dev btw
This video describes an algorithm for procedurally generating 2D and 3D dungeons.
Read the original blog post here: https://vazgriz.com/119/procedurally-generated-dungeons/
Github repo: https://github.com/vazgriz/DungeonGenerator
0:00 Intro
1:03 2D Algorithm
3:40 2D Dungeon Example
4:17 3D Algorithm
8:39 3D Dungeon Example
#gamedev #unity3d
please ping if you respond
what's the problem?
It's quite complex and deeply contextual. In general words, while having main direction and vision of final product, I'm struggling with lesser mechanics, such as craft system or quest system. I have few potential approaches for each of this seemingly minor issues, but so unsure about them, that actually asked for external discussion.
Hey guys i need your advice please,
I have multiples objects that are interactive.
But i want to display them on my screen.
I am using two Physics.OverlapBox to get the objects in front of the player.
The first one is to get on screen all the object the player can interact in front of him
The second is about to allow an interaction with the object
It's my proximity object interaction logic
But idk if its the best practice ?
Can you help me to design something scalable ?
Not too sure where I can ask...but I'm looking for some help from some people on a few game designs that I have. I'm definitely needing play testers or even if people would be willing to help with the development process that would greatly be appreciated. If this isn't the right area may I be directed to the correct place please? 🙂
***Hi everyone! @faint dove here from the Learn team! ***👋🏽👋🏽👋🏽
Thought I'd drop into the most applicable channel here in the main Discord server. I just posted some awesome resources on prototyping in Unity over in #📢┃announcements! Check it out and post over in #1180170818983051344 if you prototype anything after going through the tutorials/courses! 🤓 🎮 🖥️
Hope you all are well! On behalf of the Learn team - Happy prototyping!
How should I go about making a turn based game? Ik there's assets on the store but are they worth or should I just find and edit code?
Or do the third option and actually learn how to make a game. You may be surprised to know that studios do in fact make their own code, and not use things they find/edit.
I know how to code things, it's just time that could be spent elsewhere however if it already exists. I do like knowing how the code works of course but I still want to be reasonably time efficient
Honestly, finding and modifying code will probably take long or at least force compromises you don't like. Except in some cases at least
One that you would want to play
Really? When I say find and edit code i mean like finding a tutorial and following it btw mainly
Actually your question is pointless. A "good idea" is a very subjective thing. Besides, why would someone want to share their good idea with you, instead of using it themselves?
Yeah, that is usually gonna lock you in to how they do it, you have to figure out how to change it or stick with that usually bland or poorly done method.
Sure, it CERTAINLY can work sometimes. Sebastian Lague comes to mind. But something like CodeMonkry or Brackeys js gonna hold you back imo
Yeah that can be true but I usually do just gather a bunch of tutorials and see what's best. Plus I feel like turn based rpgs would be one of the few simpler ones that someone may have already done and would have tips on how best to tackle it to avoid future things. But I do see your point
And I'm not trying to discourage whatever method you choose. Just thought I'd put out my .02 cents
Lol no it's fine I appreciate the cents
i really like brackeys
his tutorials for intially getting into things were really good
theyve been what i've used to learn about shaders, bloom and pathfinding
Which is easier for beginners: FPS/TPS/RTS/RPG/TOPDOWN/MMO/MMORPG/MULTIPLAYER or PURE SURVIVAL?
Pong
Really, I want to make a game that is fun, even if it takes me a long time. Just trying to find an idea for a start. Pong is way too simple, I need a challenge.
Are you able to even make Pong?
No idea, never made a game before, besides using Roblox easy red 2 TABS and a couple of other things nope, just trying to find something to do this summer, as a teen gaming all summer seems fun, but would love to try something productive this year.
Well, niether of those genres you've posted is a summer project. So really, pick whichever you think is most interesting.
They're all equally impossible for someone who has never made a game before.
Ok, and it’s not just a summer project, it’s something that I will start in the summer, and work on it thereafter.
So why not start small if you don't care how long it takes.
But if you want to do the classic beginner starting with dream game method, then it's not really worth trying to convince otherwise. Choose which interests you the most and what you think you will be motivated to work on.
Ok, makes sense, I will take all of this into account and chose what interests me most, and maybe I will start small, I got till summer to start. Thanks y’all. And if I start small, will pong be the best choice?
The best choice is to recreate simple games so you don't have to worry about game design or art and you can just focus on completing something.
Be it pong, flappy bird, tic tac to
games are much more complex than you think if you start with nothing btw
layers and layers of new things u never considered pop up
inventory system taking me 3 weeks so far and still going cause have to learn stuff like shaders
Ok, I will try that some very simple games, I trust people who have been doing this for a while. So thanks y’all.
Brackeys tutorials were terrible back when they were up to date. Which was years ago. Now they are out of date and terrible.
Is 2 years a long time to work on a game for?
That's a weird question?
2 years to make pong or 2 years to make an MMO?
Obviously it depends on the scope of your project to determine if 2 years is long for it in particular.
if you're completely new to game dev dont start a project thats going to spend 2 years
can anyone telll me how do I make the box carry my character
friction between the player collider and the box collider. depends entirely on the system you're using to move
for individual objects, set the friction to 1.0
I tried that already friction not working
it depends on how you're moving things around. are you using velocity and physics? friction will work. are you using move transforms? it wont
I am using transforms
then the job is significantly more difficult. you could make code to analyze the object the player is standing on, then force it to move transform with the object
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class spikebox : MonoBehaviour
{
public float liftSpeed = 2.0f; // Adjust the speed as needed
public float liftDistance = 46.5f; // Adjust the distance as needed
private Vector3 initialPosition;
private GameObject player; // Reference to the player
void Start()
{
initialPosition = transform.position;
}
void Update()
{
StartLift();
// Move the player along with the spike box
if (player != null)
{
Vector3 offset = transform.position - initialPosition;
player.transform.position += offset;
}
}
void StartLift()
{
float newX = Mathf.PingPong(Time.time * liftSpeed, liftDistance);
transform.position = initialPosition + Vector3.left * newX; // Change this line to move downward
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
// Reference the player to move it manually
player = other.gameObject;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
// Reset the reference to the player
player = null;
}
}
}
seee
you dont need to paste that
make code that sends a raycast below the player. if it's a non-static object, get its transform and match the player to it. only works when movement controls are unused
is how i'd do it
yes. make sure the code only transforms the player when movement controls are not being used
or better yet, just change the system to be physics based
then you can add friction materials and such
okayyyyy I will try thank you
You definitely don't want to deviate from the physics engine until you have a good idea of how unity works.
It can be a lot to learn at once 🙂
its my second game so I am a newbie :D
You'll have fun with the physics engine, it'll get you something fun much faster 🙂 and it's just fun to play with
wdym by physics engine exaclty can u explain lil ?
Yes, typically you want you want to use physics to make something bounce around, jump or behave and react to the world.
To do that, it needs a rigidbody on it (3d) or a 2drigidbody. But in order for a rigidbody to understand the shape, it also needs a collider.
From there, now you can (via code) use ...rigidbody.AddForce(...) or use other methods to make the player move around
Then you can use Physics Materials on surfaces to change how it reacts. So it could be more slippery, or more bouncy, etc.
okay ty
rn I was just using collider and chnaging pos with transform 😂
Yeah, and that can work just fine, but you'll need a better idea of how to handle that yourself in that case. And it gets kinds complex at the start
what should I do now can anyone help please 😭
#💻┃code-beginner would be better place for code advice
Good ways to add polish to a strategy game?
let's say that in a beat-em up game, I'd like to add a hit-pause effect (like when an attack connect, both the attacker and the target pause for a couple of frame), what I'd like to know is, if there's more than one enemy, what should happen to the other enemies that's not affected by the hit- pause? should they get paused too or they keep moving normally.
If they keep moving normally, can the player (which is also in hit-pause state) get attacked?
Can you help me with it because it won't let me apply the animations please?
You probably want everyone to slow down at the same time. Otherwise your player will move slow, bad guys will move fast, and it puts them at risk of being hit. It punishes them for hitting a bad guy essentially.
I usually see it as the world slowing down not so much the two people
You would most probably give them i-frames
Perhaps even for a slightly longer period than the pause
If somebody feels like they took a hit because movement control was taken away from them (even for a very small period), it will feel unfair
hey to anyone who can help me i kind of just started trying to make a game today, but ive watched several tutorial videos on how to make movement, and i really just don't know what im doing
friendly advice, don't think 'frame' wise in those situations, unless you want to stuck with a certain, locked fps
Just need more videos 😉 !learn might be a good idea though
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Thanks!
Woohoo
When i was designing my mmo (that ill make one day far into the future) in my minecraft server, i designed it around disabling pvp.
It was pretty much a fantasy dayz style thing... so, go around a premade map, loot locations, fight enemies etc. Lose your char on death.
Pvp disabled meant i didnt have to worry about hackers.
If i wanted to enable pvp and have checks against hackers, how does this idea sound?
If a player is killed by another player, any items in their inventory and modifications to their char are stored for up to 2 months, tied to the killers account.
If a player is ever banned for hacking, we check all the kills of tha player and add the lost inventory and untradable modifications to the dead players stash / chest and revert any trades they made in the last 2 months as well.
Is this a good system?
can anyone think of any way to exploit this 
Any good game ideas?
tons
@cold onyx , my concern if I pause everyone is I'm afraid that it will looks like the whole game is freezing 😅 . Seems like I need to actually implement both in game and see how both feels 😅 .
good point 👍
Hi folks, I am trying to make a game like Subway Surfers 3D. My capsule player needs to fall down from the top to the bottom. Like showed in the second video how can I fix it? I tried Chat GPT code didnt' work
Not a game design question. You can ask in #💻┃unity-talk. If it's code related, #💻┃code-beginner.
i meant in the situation where other actors can move while ur frozen
question, arma 3 is a great game where you can make your own scenario, one of the features is you placing down units that can be playable or ai. How would one recreate that? having a boolean with isPlayer and than activate what is needed for player and disable what is needed for ai/having scripts be added to the object/have like a player placeholder where you can assign the unit and it somehow snaps on top of it?
i need to also have it somewhat optimized, im not sure how arma does it, i dont know if every unit has its own UI and Camera and just have them disabled
this is definitely a coding question. Anyways, you would want a more abstract separation, like, there would be Agents, who act in your environment, regardless of who controlls them. You would declare an interface for it, like kill, walk, whatever a character would do in your game. Then, you would have a Controller, which would be whoever gives order to that agent. You can have an Input layer (A player), or an AI that sends commands to the character. Now, every character in your game are .similar, they only differ in what controls them. There are more ways to achieve what you said. You might want to look into coding architectures, design patterns etc for game programming.
thanks, i think the approach with the unit having all the scripts, where the player has same controlling as the ai is what im going for. I do have one more tiny question, do you think giving every single spawned unit a camera and a canvas and only enabling them when player is in control is a good or bad idea?
Also the input layer is extremly well thought out tbh, thanks for that aswell
hmm, I would only give camera and canvas, or whatever 'player specific' objects to them only when they are needed. There might be also 'ai specific' objects you want to give to them. So, I would have a 'posses' callback function in Characters (don't laugh :D), and depending on what posses the character, its specific logic runs. So, if a controller (ai or player) is taking over the character, the posses function is automatically called, and the logic inside the poses (which would be written in the ai or player code) would create those objects you want for those, like camera or ai related stuff (maybe pathfinding objects). Furthermore, you can have the reverse function, which undo these things (a player disconnects, or a player takes control of a previously ai controller ai character) where it gets called when the controller detaches itself from the Character.
so have like a holder for the unit, subholder for ai related stuff, subholder for player related stuff. The main posses function would be located on holder for the unit, where it would decided which thing to activate, ai subholder or player subholder. Did i get that right?
yeah something like that, details could vary in the implementation but yeas the concept is correct I suppose. Only for performance reasons you might want to double check your implementation. But keep things simple and decoupled (look at the link) as much as you can early on. https://en.wikipedia.org/wiki/Separation_of_concerns
In computer science, separation of concerns is a design principle for separating a computer program into distinct sections. Each section addresses a separate concern, a set of information that affects the code of a computer program. A concern can be as general as "the details of the hardware for an application", or as specific as "the name of wh...
got it, thanks once again
yw 🙂
Hello everyone! I'm working on designing the tutorial boss area of my game, what do you think? And what could add or remove?
foreground below the ground layer probably wants some extra detail
Do you think fall-damage is an incentive for proper platforming in a first-person shooter (like Doom Eternal or Titanfall 2) or would it just get in the way? I know Doom 2016 doesn't really have fall damage except for the Argent Tower, and I think that was just due to how high you can actually climb in that level.
I think you already know this, but it depends on the game.
Damage deincentivises a use. So add fall damage to deincentivize climbing.
If you then add the best power ups, up high, you create a strategy.
Play low for simple, low risk low reward.
Play high for busy, high risk, high reward.
If you add fall damage and there is nothing up top, players will go their once, see nothing, and stop climbing upwards
anyone got any tips on making fun challenging puzzles?
Is gamedev more like do this then that programming or do i need to be really good at math?
You don't have to be very good at all math. You have to understand vectors, mainly. But it also depends on what kind of game you're making.
But it's also "do this then that" logic.
I need ideas for a clever 2d puzzle platformer
@grizzled inlet You can post your game in #1180170818983051344
Ask ChatGPT ^^
I did, but chat gpt can't be original
sometimes i ask myself if some comments here are from AIs trying to gather ideas for them 
That sounds an awful lot like what an AI would say, while trying to blend in
Oh no. I am a real person. I swear! 🤖
when making a game what would be abstracted
I, too, eat perishable food, fellow human. 🤖
can you rate my boss level scene(ima remake it when script are finished)
1/10 needs jiggle physics
Did u delete the video
Is this good graphics for a realistic, slightly pixely game? I kind of feel like something is missing from it.
Games of this style often use volumetric lighting and ray tracing
It's a very hard style to recreate, but look at Teardown as probably the best example
seems fine, maybe too noisy
i think most games would cover it up a bit with objects and those decor splashes
Can any one give me some tips regarding 2d parkour platform levels
i know it looks like ass
but i need you guys suggestions to me it better
so please any help would be appriciated
You could start by fixing this:
done
Fix the fact tiles are not blending correctly now.
(Alternatively, remove the walls and use the screen size for the collision)
If you could make the game fit perfectly on every devices, that would increase the appeal of it.
To test different screen size, you can use:
Layered background
Turn that gray into something contrasting and subtle
Maybe try a pastel light blue with a white fluffy cloud or two just to see the difference
And think of scale / dynamic camera movement
i would do that but i want the player to jump on the wall and do wall jumps is there a alternative way to remove walls and implemnt wall jumping
You can do all of that with different variations of the camera setup
how I am fairly new to this i dont know how to can you provide me with instructions
There is still a variation of color there. Anyway, it is not really a place for such discussion.
Don't have the time im afraid, but it should be covered in basic tutorials
Alternatively just save, play with the camera settings then reload once you've had a play around
The screen would be the wall.
oooooo
Yes, but now it must be constant and you must support all screen size and resolution
how
i just pushed the wall to the absoulute sides and make it so that it collider is a bit shifted
This isn't a game design question
If you have questions about Unity you can use #💻┃unity-talk or about tiles in general #🖼️┃2d-tools
thanks
Can anyone recommend a tool in which you just "vomit" your ideas and thoughts and stitch them together?
Chatgpt?
hm... haven't thought about this yet. Definitely something to try
make it child of the hand rigging point/joint
so it always moves whenever the hand does
You might want to look into IK. Also #💻┃unity-talk
Look into I Know ?
I child-ed it into this part put it still doesn't move with the hand
What's the problem ?
I'm not at home rn, let me arrive and i can share an screenshot about how I've worked placing objects inside rigs as that may illustrate my point way better than myself
(mostly because I simply made it work instead of learning why)
Hey
How do you guys go by with 3d models?
Do you go to the Asset Store or do you develop your own using Blender or something?
Inverse Kinematic
this is the hierarchy of how I use it. Beaver is the model of the main character. the Helmet is the foreign object in this case and the animator lies in the main GameObject or in this case Beaver.
with this configuration the helmet sits properly on beaver's head
and moves accordingly to the different animations
but if I were to move the helmet to something like children of a leg
the helmet moves with the leg's movement
this gif shows the og config of the helmet
this one is with the helm deeper as a child of the leg
This isn't a game design question.
If you child something, it will naturally follow the parent
Is 80 million tri too much? I'm getting some lag.
hey so i was thinking of a future game idea what do you guys think of a open world game where you basically can gain the powers of a god and be unstoppable
main question: where lies the reward for the player?
ironically a truly almighty character gets boring really fast. it's no different than running your own world of warcraft private server and knowing all the GM/Admin commands. so if you wanna trully make it work you gotta think on a reward system that takes into account cheat-level powers. are you planning on restrict gameplay on a timer or actions? (like how much havoc can you make in X amount of commands?)
you can make it work, but you gotta think really outside of the box
a good reference of an omnipotent god would be the melancholy of haruhi suzumiya
but if you're thinking strictly into a game like a dynasty warriors clone, or a shooter, with a more classic approach you're going to hit a wall
another approach would be that the god is omnipotent but your creations are almost beyond your control like the Black and White franchise
althought at that point being an omnipotent god is a plot device rather than being something relevant to the game design
so basically my idea was your super powerful but everything you do has a risk and stuff
so you can sacrifice some of your powers for a huge power boost etc
and where lies your core mechanic?
idk havent thought it out fully
just a random idea
it would be a game kinda like mninecraft progression but instead of loot you just gain upgrades for your robot
Yes, and those batch counts are pretty bad.
if you haven't noticed that's what you're basically doing right now 🙂 and that was my intention.
but you're talking right now a bout a system, not a mechanic...
a 2d platformer is definitely the easiest to start with
you can pretty much make a game with 2 scripts
Yes, you are pretty much at the limit of what you can expect the newest GPU to be able to render. Try to keep your batch number at around 2k and 10m triangles/vertex for intermediate performance PC. However, note that not every triangle cost the same and that sometimes, the GPU is not only doing the render of the triangles but post-process effect. In other words, you need to profile to know what your limit is.
As a matter of fact, I'm targeting 500k-700k triangles and 200-300 draw calls for the switch at 30FPS. Given that we are not having a particular hight budget, we only optimize for the worst performance hence I am not exactly sure what would be my target for PC. Take my estimation with that in mind.
However, we can see that you only have 91 SetPass which is excellent. If you want more information, #archived-code-advanced or #💻┃unity-talk
I'm not sure what you mean about opinions. Good fit for console. Awkward fit for mobile. Not something I'd play personally.
not really a question i just want an opinion
i´ve been tryin all these alt UI positions and something feels off, i cant tell you what it is so i just want to know what yall think
I like bottom (minrcraft esque) and top left personally
I also like the bottom one. But just to throw it out there, maybe the reason it feels off is the size proportion of UI with the screen size? or even colors... but within those, the bottom one looks best
i already resized the UI to fit the screen and to dont feel weird
still, it feels weird...to look at, maybe your right and the colors dont match the world at all
what colors you think work the best?
thanks!
for now im sticking with the bottom one
Hey folks, I've been unable to find information on this game design topic. When creating an open-world, specifically one that streams in the terrain and/or other assets (for example with an asset like Gaia or Worldstreamer), what is the approach generally taken for the AI objects in the world? Looking at a number of videos AAA game devs have done - for example the many incredibly advanced techniques used for Death Stranding, it is evident the AI entities continue existing in a manner compatible with executing their AI decision trees and pathfinding. However, it is also evident that the terrain and/or other assets are getting freed up. Watching Indie examples of world streaming their open worlds reveals nothing more, other than somehow they manage to accommodate this. Anyone have insight that might better inform my own approach?
Do any of the tilts or head bobbing look too much?
Yeah it makes me a bit uncomfortable. Cool effect but I'd dial it back a bit maybe
cool for cinematics, but gameplay I'd turn it off right away
I got motion sickness the first 3 seconds... bruh
is it game design topic though? furthermore, I'm not sure if I could understand your question correctly. Are you asking when the world is not there, what AI should do, or how they should exist when there is nothing yet generated?
ayo sup just a quick question which one do you like more as a game name
Lightforge
lightform
lumenforge
no idea what you do in the game so cant say
but dont pick number 3
Its a game about a world powered by light that has fallen into the hands of darkness and the player uses light to solve puzzles and explore with light
here's the player
the white parts shine
when using certain abilities
Then i think Lightforge is good
"Light Forge" looks good maybe
Seemed suitable to me at the time. I'm not looking for code examples. I don't think this topic could be discussed from a code perspective even. Simply a discourse on how one might approach the complex needs of an open world. I'd be happy to move if something else fits better 🙂
It seems to me from watching dozens of videos on the topic of world streaming, that more or less entire segmented scenes vanish and are unloaded when a set of criteria are met. So it seems logical that any objects/ai acting in those areas are also being unloaded and halted. Yet perhaps they are just halting rendering and the mechanics still support collisions, AI, etc? Or is it more common to unload it all and go to kind of a virtualized approach using a much reduced fidelity?
Do not try to implement AAA method as an indie, you might find yourself in a position where it requires extremely more effort than what it is worth.
If you want to make open world AI, you should simply add an additional layer on top of your standard AI. People are calling it a AI Director, however it can be really a lot of things. The only import aspect is that it manages AI as a group. It has responsabilities such as AI spawn, AI deactivation/activation, AI difficulties, etc.
Yeah, I'm really not suggesting someone could replicate the 5 year effort of the Death Stranding team in an indie game.
What I'm saying is for the more basic, necessary aspects of an open world system there seems to be too much glossing over what happens once the scenes are unloaded.
One idea I had was when the scene unloads you just move the AI entities to a holding cell and then a global manager, the AI director, continues to act on them in a more limited capacity. Thus eliminating the need for creating/destroying them which must be costly? I'm sure there's dozens of approaches.
Code Monkey seemingly solved this in...4 hours I think? But he just didn't make mention of it at all.
4 hours to do the whole open world that is. Not solve this issue.
The best way to have no costly AI running in background is to simply use a timer. Otherwise, you might find yourself in situation where AI requires things such as Pathfinding which is not available and is costly.
When the AI is reactivate, simply calculate how much time has pass and what it might have done.
Assuming a simple AI behavior*
Ahh, but practically an open world example does seem to have pathfinding active on unloaded areas. It is a mystery still to me.
Hence, the AI cannot move.
Thus, you are better off simply trying to catch up with the time while it was being deactivate.
In Code Monkey's example, scenes not in view are unloaded. So when you turn away from the AI entities they unload, their AI is frozen and they could never approach/attack you. I'm guessing it was a flaw/mistake in the video. But that mechanic appears in so many videos illustrating open world concepts. It is confusing to someone first trying to understand the concepts.
One important things whenever you are looking at a video, they are only doing a small part of what you actually needs and sometimes, if not all the time, whenever you actually implement the method as is in a real project you land in place where it does not work anymore.
When you look at a video, you should almost never copy what it is being done (except for learning of course), but instead understand why it is being done.
Also, note how it went full circle on code. #archived-code-advanced if you want more information on how to make more complex AI.
My feedback is you are pushing the code angle of this mighty hard. I'm trying to talk about it abstractly. There is absolutely no way lines of C# will inform someone on this. 🤷
Given how that one tutorial claimed this can be accomplished in minutes to hours, I felt it a suitable indie topic anyways. So many videos and explanations gloss over things it is a shame. Figured there may be better videos and tutorials on the topic I could be guided to.
For example, an open world training course or some such thing.
That may not even be for Unity, but on game Design as a whole?
Hummm, I mean, I don't want to be mean, but this is where the discussion belongs to. And AI, at least, the way it is implemented is a coding concept.
Ask questions and discuss anything related to advanced coding concepts in Unity
Ask questions and discuss anything related to general coding concepts in Unity
If you want well constructed video, you can look into https://www.youtube.com/@AIandGames. I have watch some of his concept and it is probably the closest to what you are looking for.
Yeah its a tough situation. I see that under the "scripting" header and routinely see large code snippets posted and debugged there. I post and contribute there often. Here I was looking more for a high level discussion on the design approaches. Sorry!
As far as I know, you are looking for a way to implement the things.
Oh, no I want to know the pros and cons of different approaches that folks might take to solve these problems.
solve these problems = a way to implement
Or even, here is what worked for me and why. Or like you just did, directing me to better videos and tutorials. Thank you for that.
Just reask your question in #archived-code-advanced, why is it so hard.
I already said I would! Please let me go now...
i dont think head tilt is supposed to do that
or be like that
you are confusing 'software design', with 'game design'.
think of it this way, game design existed even before computers were invented
Yeah I can appreciate that. The last 10 pages of posts don't really follow that rule though? Easy for someone to get confused!
I've just been working my way through the various videos sent my way. Once I feel more comfortable I'll rephrase what I need help with in another spot.
No worries, and I just wanted to say, the reason they are recommending that is more because the #archived-game-design section usually has more level design / UI / game theory type folks. But you'll just get better code structure guidance there
It's good to ask & learn 🙂
from game design stand point, I could say, I would want my ai agents to do whatever they were doing, so their logic must persist (or at least fake it). And the engineers should figure something out :D. Was just thinking about Red Dead Redemption 2, and every NPC having their own life routines (I know it's not a generated open world, but I don't think the whole map is being updated as the player can see all the time too). For that to happen, ai must update itself somehow.
I'm not an expert on this and I'm giving my thought; maybe there could be two different types of logic for ais, Active and Passive. So when they are not in the view (and the world surrounding them vanishes by some terrain algorithm), they go to passive mode. Their representative models would switch to off, but their logic go this second phase, where they would update some routine times, like they would be aware the time is passing, and they would do things that they were doing supposedly. For example, let's say a part of an NPC's routine is in the mornings go find the nearest shop and buy a milk for breakfast. In active mode, they are literally doing it, but if it was passive, there would be a random time between 8 and 9 that a milk item appears in the NPC inventory and it is marked as if it has gone shopping. This is the type of updating I'm talking about. Some updating wont matter (walking animations, the exact interactions that could happen if the NPC actually went out), but the important updates that are relevant to player and the general world state, you could add a passive update for them, so they have a way to catch up. And also you should think about the transition between Passive and Active mode. (When passive>active, random location pop-up within expected vicinity?)
Having the passive and active mode, could in fact come into design territory, and must be discussed with the game designers of a game (ideally). And they must distinguish between important activities and non important ones, so you would know as who is implementing it, what activities should have passive updates...
hey so for my game i have a ui in the top right where it displays the characters sprite and their rounds won should i just have the number or should i have the number and text saying smth like wins then the number thats how it looks with just a number (the 150 is just to make sure it can go up to a tripple diget number)
There appears to be quite the spread of means to handle this in the industry. The more I look, the more I am surprised to see shortcuts here with open-world games maintaining a semblance of organization as you move around the world. In fact, Cyberpunk and Watchdogs seems the worst? Cars and pedestrians can unload/be replaced as you spin in a circle at an intersection! So there doesn't seem to be a consistent approach with games in general. I can't blame it all on the AI difficulties. Cyberpunk in particular seems to struggle with managing character/car models on an engine level. But then you have games like Kenshi that do it exceedingly well and stream in environments with very fine levels of granularity.
For games with resource processing, developers seem to favor a near-full simulation of the scene, done at a lower tick rate. The time spent moving resources is very important and must be accounted for. Though I'm still trying to understand the technical approaches taken when there is no navmesh, terrain or actors really present anymore. Its almost like the common approach is to make a separate entity-less simulator with some nice icons moving in free space you can use for visual debugging.
This particular topic aside, it kind of blows the mind of friends and industry peers (I run an embedded engineering company where Unity is used for non-game activities like indoor RTLS and asset tracking), that from a high level, common design challenges with games don't have industry-standardized or commercial solutions readily available. I've just accepted that is how the industry is. And from my perspective, every game is unique with its own special needs, and the way the industry functions, perhaps mandates more reinventing of the wheel than you'd see in other industries. A given solution can take entire teams and months to implement, so obviously they aren't going to document and share it. It gets archived with the game source. Maybe some developers retain the techniques and carry it forward to the next job. But those challenges will likely be just different enough to require entirely different approaches.
mainly trying to figure out if it is obvious that thats wins or not
Usually I prefer games to have the leaderboard present on a separate screen where more info can be displayed and not clutter up the primary screen. Think of any shooter, there's often a button to bringup the score overlay or it shows automatically when you die.
Without knowing the game and what impact rounds won has, I couldn't say if its a useful metric to have on the main screen or if it should be more easily identified.
its a fighting game but with more then 2 players
so basically think smth like street fighter but with more people and infinte rounds
Ok, so a multiplayer scoreboard to me makes sense. You can put players pings there, and other useful metrics.
aight thanks
hows this look
only problem is what happens when you have more then 7 players because then it starts going off of the darkened area
Typically these show everyone in a ranked matter. Lower ranked folks may be off the screen and that’s not necessarily a problem. Also typically it would force the player to@be shown in the last position if they’d have scrolled off.
That maintains all the useful necessary bits I think you’d like to communicate. Alternatively, add a scroll bar. Given this is a manually displayed screens or visible after death/loss, folks have time to study it.
I agree. It seems to me these approaches are so fine-tuned for every game, that they don't document it for others. It would be a waste of time. Even if someone wanted to follow their methodology, they would need to spend a considerable amount of time just to understand the premise and how to utilize it for their specific needs, and are better off doing it from scratch. But I have a theory, that all this situation is about to change very soon. AI, open worlds and relative topics are becoming very common and important to be implemented in a way that everybody expect them to be. As you mentioned Cyberpunk, one of the reasons people were not fund of it was the fact that it had 'open-world' tag but didn't meet the criteria people usually expect from an open-world (Rockstar to blame). I was personally fine with Cyberpunk and how they handled it, because when you play the game the way it's intended (RPG, messing around with different builds, different items, etc.), driving around the city and car physics becomes a less of an interesting aspect of the game. I get that. I had fun with it. But these days, I think the minimum-bar for open-world games are increasing. Rockstar can raise the Max bar, but the min bar (less that it would be intolerable) is inevitably increasing. So, maybe one of these days, your question is getting a very fitting answer. (Maybe somebody is working on it as of now :D, with a rough topic "to standardize open-world ai related difficulties and how to deal with them in an efficient way")
Short version would be, this is an area, I think, should be designed, analyzed and implemented per game, based on the very needs the game designer(s) have. And what you asking for, is probably related to a problem that is byproduct of optimization, which is not rendering/generating the whole world. Engineers must've dealt with it with in various ways, I can imagine, and probably scratched their heads more than we expect.
Did anyone else pick up the Game Design Humble Bundle?
And if so, what were your overall thoughts on the contents?
You have a link?
Oh darn, maybe it just expired.
Sorry
There's a new bundle for Game Design but it's not quite the same as the one I was referring to
This was the one I was referring to--
The Game Design and Programming book bundle is a large collection of interest #gamedev e-books.
https://www.humblebundle.com/books/game-design-and-programming-pearson-books?partner=gamefromscratch
https://gamefromscratch.com/game-design-and-programming-book-bundle/
The above links contain a code that enables you to direct a portion of your purc...
only books?
Yeah
not sure how good they are, but today there is everything you need online and maybe even better than in books ^^
yeah but at the end of the day, everything boils down to the documentation and that would be reading... videos will be slow, specially those that have a lot of padding
🤣
@sweet sparrow No a game design question. You can ask in #🥽┃virtual-reality
ok, i figured it out anyways 😮
is it better to export the button as 2 pngs with an icon in each one so i just have two textures or export the button empty, and export the icons seperate and put them on top of the empty button in unity ? (webgl game if that matters)
I like to have 9 sliced button backgrounds with an icon as a second layer. It gives you more animation control
oh nice, so far ive only used "simple" , but ill google that to learn the advantages
is this the channel to post on if i have a game im working on and want suggestions / feedback?
Hi, guys I'm new in Unity, I want to make a simple game, could any one help me to check how challenging would it be to complete the following steps in Unity? Thank you!
1.Open the game.
2.Click to enter the game (the game has a simple dynamic background).
3.Then a short CG animation.
4.Actually start the game.
5.A total of 100 questions, each with 4 options (make choices based on the descriptions).
6.Finally, tally the scores and see which category you belong to.
7.Game Mechanism: If you make 10 wrong choices, display game failure, play a CG animation, and then return to the beginning of the game to start again."
no more challenging than in any other engine. You could even make a game like that with html/css/js
@lyric sparrow
Thanks man, do you know what key words for this type of game? I can try to search how to make it on Youtube maybe...
- trivially easy. Building your game will give you an executable.
- The important part is having a button/key prompt to change the scene from your main menu.
- I'm guessing you just want a cutscene? that can be done with a video file, or animated in unity
- After the cutscene ends, you could switch scenes to your main game scene
