#archived-game-design
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look at the tree it's in the center of camera and my character is far from it
I just look down and trees is in my corner of camera and it looks like it's so close. I didn't move the character just looking down! why this happen?
UNITY HDRP
the corner of my camera is looking close 
10000 Meters distance

Camera Settings
should I ask there ?
Yes.
Having others play it. There is absolutely no substitute.
You can build up an intuition about it, but in the end you can't take the test you write fairly.
does anyone know where I can get some PSX shaders?
Your field of view is really high.
Thanks!
To be more specific, you have it set to use vertical FOV, which means that that 95 FOV is equivalent to 125 degrees FOV in the way you are probably expecting
(since most games use horizontal FOV)
Assuming a 16:9 screen
If you did want super high FOV, you'll get that kind of weird effect because it isn't a physical camera so it doesn't really handle extreme angles well.
yeah I talk with someone in Unity talk Yesterday and we find out that the Larger FOV make camera borders distortion
Are you sure? I think most games are using vertical
the 60 FOV is like human look
I did implement Physics camera but Couldn't get the result. the only way is to use less FOV
60 FOV Axe in character's mouth ๐ 
Hello, my name is EDRO, I'm a programmer and I recently joined a 3-day GAME JAM called Mini Jam.
The theme is WIND and the limitation is "Constant Changing"
Here is the DEMO of my game, I wanted to ask for your feedback and ideas to improve my game and also existing bugs.
I would also like to ask for ideas on how to put this limitation in the game
Here is the link to the game page, comments on the page are available
Translated with DeepL.com (free version)
#1180170818983051344 would be more appropriate for such inquiries.
flappy bird, but 2d platformer
Chat gpt
yeah but sometimes chatgpt can give you not good code?
He asked for ideas ^^
I guess so ๐คทโโ๏ธ
I would use spawn points instead or you could hand place the enemies in a room
Love the environment you made, did you just use the terrain tool built into Unity?
oop wrong person to reply
school kid as main character, he has to get to school on time and there's various obstacles such as cones, school crossing guard
at end of platform level is school
enemies are dogs which will snatch backpack so have to dodge them
weird idea but players who lose flappy bird game have the bird fall to ground and u (kid) have to dodge it on ocasion
@cold onyx !collab
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So I'm thinking that I'm just going to have to have dodging work by actually being faster than moving instead of just shifting most of the velocity towards the start of the dodge and then slowing down at the end so that it's still effectively the same speed as just walking. However, my dilemma is that I don't want this to be the main form of locomotion for the player outside of combat (like when they're just wandering out in the world). What are some things I can do to limit that which don't feel cheap or arbitrary?
You could have a "combat" speed and a walking speed. Dodging enter you into combat which make you slower.
However, the act of dodging/jumping is something that increase the "fun" of moving from one point to an other point for many person.
Is it? It just feels weird and abnormal to me. I mean, I do it when I'm trying to get from one place to another in a game like Hollow Knight because it's really the most efficient method, but it just feels wrong to me
Yes, some people find it better than nothing.
That being said, I'm speaking from personal experience, nothing scientific here so feel free to doubt it.
Hey, me and my friend have a recipe system where a player can place items on a table and it would combine the two or more items. However we have a problem with rendering the items, if the player, for example, wants to make something that requires lettuce and tomato, when the player places lettuce and a tomato, it wouldn't know whether to display a salad with the lettuce and tomato, or part of a burger w/ lettuce and tomato. What could we do to fix this?
Normally, you structure your recipes in a way where that can't happen. But, lets assume you let them select lettuce, then tomato, what do you want it to do? If they are "done" they should be able to chop it up (and it becomes a salad). If not, they add more ingredients (meat and bread for example) and press done (and it becomes a burger). But it is hard to give detailed advice without more info on the process. Trying to guess the users context is great - unless there is ambiguity in the steps
I want to get an opinion from game/level designers, Me and my friend are in a little GameJam, and when im working on drawing and generally making game levels, he always tells me to make 'imperfections" in all platforms and stuff so it looks more drawn, but does that really matter? Is using basic shapes and stuff to make levels (for a GameJam) actually bad? (I apologize if this is the wrong place to ask)
this doesn't sound like a question of good or bad. it sounds like your game jam partner wants a more organic or even more hand drawn feeling art style. you should discuss the art direction of your jam game with your jam partner so you can both be on the same page design-wise
its a visual style thing, can go either way
I do agree that something that looks hand drawn or artsy is usually better than computer program lines
we will try this idea and get back to you, thanks
Yeah sounds more like a design plan. I sometimes do art for game jams on paper with felts, cut em into transparent pngs in gimp, and it gives the art a very interesting look
I think they are just trying to pump up your art style for it
Something else we did in muffin fight, is we ended up greatly simplifying the recipes. We started really complex and by the end only let them mix two items together so they didn't have to think about it much
yea but that doesnโt really allow for many recipes and our game needs a lot, though I think your idea of just rendering lettuce on top of a tomato and you can either add like a bun or patty for a burger or chop it for a salad should work so thank you again for that idea
I'm using a version of BSP to spawn various prefab rooms across a map. What algorithm would you guys think is best to connect the rooms together?
I'm currently investigating using a NavMesh agent to ensure all rooms are reachable
assets from Polygone and terrain unity tool normaly and some fx
I have made so far not much cause its MMO and its large world terrain i have to do zone by zone want to remake wow like system how they did it
but i have problem on how to change skybox when is in different zones
I hope i will have more time to work on but my daly job keeps my time but i need to feed my family thou
what would be a fitting map for an aircraft combat game? i cant seem to make anything fitting
it cant be too detailed since im not an artist and i have wayy to little time to make a highly detailed environment
you can probably level gen yourself some terrain with noise
thanks imma try doing that. i'd have to make some kind of seed system though to make the game fair in multiplayer
how do you guys handle when there are like 10 different types of upgrade systems you can create and you dont know which one is the best one?
choice paralysis is hard
You start by one.
Hi guys, my game will be structured into 3 phases: player 1 building, player 2 building, and then the back and forth attack phase, where one player attacks at a time
How should I go about this, just by moving the camera and changing UI and control permissions?
please message me in intested! dont me to be annoying sorry!
!collab
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If they put it in a bowl it is a salad, if they put a bun down first it's a burger.
Nobody tosses lettuce down first when making a burger unless they are doing one of those no-carb bunless burgers 
So context helps.
well it should be possible to place down lettuce and a tomato and then just place that onto a bun and patty, but im pretty sure we've got it figured out now, thanks anyways!
map i'm going to try to get finished by the end of the year for my games act 1
it was smaller but i've added in some size zones because the act 1 will be released as a free demo, and i was worried the theme of exploration wouldnt come through very well in the smaller version of the map...
idk if this is too much but whatever i suppose
That is a considerable amount of assets to produce. Instead of moving the player around multiple type of terrain, you should keep your whole demo in the same "map". Explore the "forest" by example, not the world. At the moment, it seem far from being feasible in less than a year for 1 person.
the sizes for each zone are kinda small, and a few areas off to the side (like the highland or the tulip valley) are just arenas. I think theres 3 actual tilesets here i need to make. Plus interesting additions like sites to explore dont need to be absolutely everywhere yet and i can add them later.. i think
(old layout map for deep wilderness, for example)
Be sure to plan accordingly. An adventure does not needs to be the whole word for a demo, instead I would suggest that you focus on 1 location and flesh it out. If you want to have a more "adventure" style game that explore the world that would be realistic for a solo dev to make I suggest that you look into Visual Novel.
I agree. Fully investigate the idea of 'vertical slice' and how to specialize it to your case
So, minimum zone counts. Unless, the idea of moving around the world is in fact a very important part of your core game mechanics, so much that it out weighs what happens in each specific zone. Then proceed with your idea and keep every place as simple as it doesn't compromise what you intend for your actual game loop
!collab
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Please use the forums:
โข Commercial Job Seeking
โข Commercial Job Offering
โข Non Commercial Collaboration
anyone have any ideas for the UI for my retro inventory system? i like the tomb raider style spinning inventory but i dont want to steal it
video for reference of the appearance of the game
Here's my main concern with a significantly smaller vertical slice.
The focus of my (singleplayer) game will be a mixture of- Exploration, Story + characters, Item gearing, world lore, and boss fights- divided about equally between the 5.
Originally, my demo was going to just be 4 larger areas, which had 1 boss, some info in the story and world, but overall the design of it felt too ... squeezed together? compressed? -it was impossible to tell interesting stuff about the world without it feeling like an info dump, impossible to get a sense of gearing, and it DEFINITELY didnt show off the exploring aspect because it was a single linear route with 1 offshoot.
My goal for the demo is to release a fully playable but barebones version of act 1, to introduce my characters and also let people get proper sense of what I'm making in terms of the main 5 game focuses.
I can probably cut off some of the side areas to save development time, but im concerned it will detract from the feeling of exploration that i think is super important to get across. Theres not going to be quests or more than 1 (or 2?) encounters in each zone, so each ones mostly going to be a different terrain layout with different enemy spawns.
So is my thinking right and I fkd my terrain's resolution by not making 4 1000x1000 terrains, but 1 4000 x 4000 terrain?
Hey, I'm working on a multiplayer game which uses Alteruna. However I get this error even though my script is an exact copy of this youtube video I followed https://www.youtube.com/watch?v=E9eHefMpVnM. Is anyone familiar with this problem?
What is he trying to access in line 37?
This apparently
no offense but you really shouldn't start with multiplayer if you don't know what you are doing
but your issue is that your camera is likely not tagged as MainCamera
and also #๐ปโcode-beginner for code related questions
hahaha thank you, i really shouldnt but thats why im slowly learning it by small projects
got it, thank you!
my bad, i didnt expect to send codes here
thanks again!
@buoyant storm NullPointerException often means you want to use something you don't have in a script. Always good to go to the line it says to and search for possible reasons
aghh i see. thanks for the tip. ill keep it in mind
finally got it going, thank you!
Hey was looking for some ideas on items to add to my roguelike game im making, is this the right channel to ask that in / can I post a link to a google forum for item ideas?
Usually, we should not refer to AI however, if you want only inspiration than things like ChatGPT does work well. Beware though, you might not find anything "original".
the second game of Starilign would be traveling troughout the solar system (which would foreshadow the canon version, tv-series season 3) but what should it be called and why?
Starilign Adventure 2
Starilign Journey
for a 2d game with enemies, hp and scenes where you control a player what would be the best way to make a save and load function? I saw a video about serializing but in the video its really basic, just a few variables, while in a game there is a lot of stuff going around
#archived-code-general, Just go for it and solve issue when they arise. You do not have the appropriate baggage to try and guess what is the "best" solution before even implementing your game and facing the issue. There is so many aspect of a save and load system that there is no point in trying to find the best solution. By example, Error Handling, Save Management (Slots vs Multiple Save), Backup, Platform Management (PC vs Xbox vs PS vs Android vs WebGL, etc.), Performance vs Flexibility, ...
do ya guys have any good resources (books or vids) on roguelike core gameplay loop design? I have a hard time giving the player a purpose
what can i add to my game guys??
What a vague and unanswerable question
Could do #1180170818983051344 if you want to show off more of your project
can i ask here for design help?
i've got this so far but i dont like how it looks
i was thinking of the workbench being in a seperate scene
but im not sure thats a good idea
i think the camera angle is cool but maybe try and introduce a glow or highlight for guns that are on the bench so that they are more visible and dont blend in with the background
kinda like weapon customization in cod where guns pop out more than everything else in the scene
true
the lighting also looks pretty flat but its obv that youre not worried about polish yet
but i do think that having mixed lighting would be nice
yeah thats the least of my worries
hey guys im having a problem im new to unity and i was looking at a tutorial for movement and everythign works fine except for player rotation. if i press A or D the player does not rotate it just strafes do the left or right? if(Input.GetKey(KeyCode.A)){
playerTrans.Rotate(0, -ro_speed * Time.deltaTime, 0);
}
if(Input.GetKey(KeyCode.D)){
playerTrans.Rotate(0, ro_speed * Time.deltaTime, 0);
} is there seomething wrong with this code, ive enabled rotation on Y-axis on rigidbody and everything
#๐ปโcode-beginner
and make sure that your object is actually centered on the object being rotated or else it won't rotate in place
aight i will test it now. Thank you ๐
I posted the pixel art for some items i've made in dev logs, doesnt seem like it gets much feedback in dev logs and theres no where else to really post it, so i'm asking here if anyone would like to have a quick look and give some thoughts ๐
Nothing, ship it.
Do you guys think this logo for my game looks good? can you understand what letter it is?
Its an F
Yes looks great
Any particular theme your game got?
Its an F, but it doesnt look quite good,
You have no rules that you use. Your radius are all different, some of your straight lines are not straight.
Yo anyonw got experaince with Unity Xr? Just trying to get a basic scene witb a camera setup, had it done moved to VD now its like my inputs follow vds inputs whem im in unity, and ideas
Using xr framework amd want compatiblity
If someone could walk me through how to build a basic scene with xam cintrollers and a plane, its a bitxh man been at it for like 2 days
Im using the 2022.3.23 ver of unity
Can anyone help me a my friend cant figure out why We can get out Project into Add?
like I have the Unity Project but when i click Add its not on my Computer
Im loosing Sleep over this... PLZ help!
What do you guys think is better to understand?
Can you read which parts of the talent tree can be unlocked and which not?
Which one is better to read?
Screenshot one with small lock icons on the line between tiers
or screenshot two with bigger lock icons above tier trees?
And how would you try to unlock a new tier of a tower?
I'm totally lost. No idea what we can do with it, what you can click on.
Itโs only about, how you would try to unlock a new part
Clicking on the lock.
Nice try ๐ค๐๐ป
And which one is better to read in your opinion?
The right one without the underlaying graphics
Well, thats a mistake, i like to keep the visible so people can hover on them, so they are able to see which talents are down there.
It might be a mistake, but it is clearer and easier to quickly spot which one or lock or not.
Otherwise, you have too much going on.
Do what you want, but the underlaying graphics does not help me with what I guess you would expect the user to do which is unlock talent point ?
Unlock a new tier with new talents. Yep.
I would add a secondary panel to show the next talent.
Thx for the feedback, I may add another loop of work ^^
i need an idea for a party game to make with 2-4 players
Running from an ominous burger on the long table with the angry fruits, vegetables and knives. Once a single player is eaten, the party loses.
one player throws grenades in a sealed room and everyone else has to try to be last man standing
- different maps for different grenade behaviours like boucning castle (bouncy), space station (low gravity), dark etc idk
Random question. Why do so many games have some kind of apartment or house as a save point? New games, mid 2000s, the more I think about it, the more I can find examples of games where games have save points in player owned residences. And as a second part, why do so many games even LET you purchase apartments? Why apartments?
Probably because it is less work to model, convenient, and connects with the story
But I'd look at it from the other direction - what do you want a save point to look like and why
Yeah i suppose its the easiest right next to autosave, but obvi you can't ALWAYS rely on autosave without some extra thought.
Idk, I suppose save points should always be easy to get to, but not obtrustive in any real way. And in situations where have a save point IS obtrusive but nessasary, it might be worth swapping with autosaves.
Otherwise, dedicated save points should probably just melt into the game world in logical places. - Yeah I'm seeing how we ended up at houses/apartments.
Not sure if my question is coming from a place of curiosity or dislike though. Interesting to think about though.
I'm working on a simple mobile game and I'm worried it isn't fun enough.
The main game loop is a dinosaur on the bottom of the vertical screen, and asteroids fall from the sky that you are meant to dodge. The dinosaur takes the x position of the finger on the screen. Along with this, coins (or some other reward, wtvr) fall from the sky that are meant to be collected. The player has 3 hearts and heart items also fall and can be collected, regenerating one heart. I'm currently working on adding an item that when collected causes a ton of coins to rain from the sky, but mixed in is one asteroid that you must be vigilant to see and avoid.
I'm worried it'll be a boring game. Any advice?
I guess thats a kind of game that every gamedev student in the world creates when learning to code.
Maybe add something that others dont have? Giving the Dinosaur laser eyes that can shoot huge asteroids that come down, and to load this laser he needs to eat some special alien donuts..
๐
That kind of games are not boring, they are just simple. They will be intertaining for like 15 min tops. Can't expect much else with such a simple core gameplay loop. Try to add more stuff as the player survives for longer like changing the background, or adding more and bigger obstacles/rewards. This always triggers the tinggiling effect on the players' brain of "Oh, wait, there is more?" and will keep them engaged to see how much there is.
can anyone give me some feedback on the ui placement? should i rearrange it or should i keep it how it is ?
We have no idea what it is meant to represent, but usually you want to strike a visual balance, you want to have similar amounts of information on each side, right now this is heavily weighted to the left side
Probably you could have the score under the bars on the top left and just use that quarter for all the info
Kinda better
Hastebin is a free web-based pastebin service for storing and sharing text and code snippets with anyone. Get started now.
Ok hear me out: Patent Troll Tycoon.
Does this sound appealing in any way shape or form?
I think it just needs some funny sound effects.
is this map good for beginner? What should i improve?
hard to say without knowing what your game actually is, but overall it looks fine i suppose
always check from the players perspective though- not just an overhead map view
Anything that educates people to the corruption, fraud, cheating, etc, in the world is a good thing.
Yeah, that actually does sound pretty fun to me
for beginners in what? 
stop cross posting, and do a simple google search
I am trying to design first person shooter level, right now on paper prototype stage. Idea is pretty straight forward. Player has 3 main weapons (fast but inaccurate submachine gun, rpg with no spread at all and an assult rifle that is somewhere in the middle and shoots with bursts) But at the start player has limited amount of ammo, the only way to get more ammo - is to pick it up from dead enenmies, supposed to keep pushing player to attack. Objective - to design a map with different types of geometry for every gun (alternate closed/open spaces) and couple of loops to always keep player going. If anyone is interested I'd be glad to cooperate. I already have a draft.
i know this will be odd. but does anyone know where I can find a ui image of an open book/spellbook with yellowed pages? like this but in a more low poly or cartoon style?
I am working on a project similar to X-Com Apocalypse - A Strategy game with 3 basic components, tactical missions, city overworld, and company management.
This project has gone through a couple of restarts - It began as a Java project, then I adapted it to C# because I decided I wanted to allow the option for Unity and C# is best for that, then i realized that Unity is really its own thing compared to straight C#, so I am now beginning that process of full commitment to unity.
I just wanted an opinion on something - basically, what do we think is more difficult to develop, isometric 2D graphics, or 3D?
I was thinking its possible 2D might actually be harder, being more of a 'legacy' style, while 3D is more commonly used. But does anyone else have thoughts on this
Depends on the visual style you are aiming for.
because the concept is fairly ambitious, i feel like minimalism is best
im thinking 3d graphics with SuperHot-style minimalism style is the way to go
im just getting started on unity but it looks like it will be much easier than straight coding once i get up to speed with it
another question: i assume it must be doable but how conveniently is unity set up for a real-time-with-pause strategy game
again maybe answered my own question with this
https://www.youtube.com/playlist?list=PLtLToKUhgzwkCRQ9YAOtUIDbDQN5XXVAs
but if anyone has any other suggestions im open
You have a point
is this ui clear on what you need to do, and does it look good
So, the arrows on bottom left are to cycle through turret types. The x is to leave the shop. The box with "purchase" is either a toggle to show it was purchased or not, or it is a button TO purchase it. Or actually, it is the button and THEN shows?
But yeah, pretty clear imo
Ok, yep. Exactly what I expected then.
Once I talked my way through it hahhaa
It has variants to give it a more "hand drawn" vibe, implying that the player drew the x themselves
I like that
also
Im trying to make all the papers look clean and professional, like the sort of vibe from the papers from Papers Please
Yeah, I get that vibe. Looks like a paper catelogue and report typed on a typewriter or something. Then the modifications are "sloppier" like they are handwritten after.
yea!
maybe you could add some details at the border that makes the papers look like they are attached to something?
like this yellow-ish book
if you can buy more stuff other than turrets you could add those categories as bookmarks
I'm working on a VR game focused on gunsmithing, starting out with a bare reciever and collecting better and better parts on the way.
I am a programmer, through and through, for 3 years I've done jack shit but code and code. I need some input on level design.
God that looks like a child drew it ๐
So it is linear and it does have an end, the areas will get more and more difficult
yes and yes, i think it looks good; go fight low enemy, have skill to fight miniboss, then fight mroe harder enemy then final boss
you can make it less linear if thats your route, by expanding miniboss and route it to forest then final, so player has more options
and if you want to include more weapons and upgrades you can extend the path whilst battling more enemies
A shortcut for the skilled seems like a good idea
I want at least a tiny bit of replayability
i've found that drawing an arrow for intended player route helps a lot, especially when it comes to designing things for the player to do. If theyre just walking in a straight line for a while its probably not good
Some times its not as important if the level is very linear though so it kinda depends on the game
also i'm guessing youre going to put lots of things in the level itself that arent shown here, because a 500 metre long road with just enemies and nothing else will feel boring very quick
Well yeah
I tried to express that with the shacks, and the compound
but it will
the odd house guarded by enemies, damaged vehicles littering the road, the forest will just be a jungle of more or less difficult enemies blocking the final path to that wall
What we thinkin about my main menu?
adorable and perfect
give me the game!!!!!11
in my discord desc
windows only tho
idk if it works on mac
your website is really..... hmm... simplified ๐
Yes indeed
you need screenshots ๐
I don't want it to be anything too crazy
just a project I work on for fun
ill try tho ig lmao
idk how tho
nvm i see it
Flappy Box is a good name for this! ๐
If I want to spawn targets on this map (view picture)
I want zones, where the targets can't spawn, like the top of the mountains and in the lake(s)/river.
Do I go about making 5, ish spawn objects, and set the spawning coordinates to a range of x for each, like:
100 +/- within the coordinate of the targetd spawn object (IN THE CODE), or is there an easier way, like a spawn zone, layer thingy made by unity?
beyond coordinates, you can try sampling a navmesh which you generate in the world
oh right, hol up
is doing the reputation system first good?
or should i start doing the other systems and end with the reputation one?
What's the game about?
Looks interesting
First before what?
Because there is a LOT of stuff that should be done before a reputation system of course. But after that it can go anywhere and it is kind of irrelevant
Interactions based on said system
Like for example, i want to make it so that at the end of said city, if the party have high enough reputation, they will get assist in certain fights
While having low enough reputation makes it so that the fight is harder
Or you can skip fight and result in the city getting destroyed
Thank you, the top one is old bottom is new. Anywho, itโs about managing your clan of foxes throughout generations. Theyโre born, grow up die, etc. thereโs also a story in there which is played through a series of chapters
That sounds interesting, I'd love to play it when it releases!
What else do you guys think i need for graphics? https://i.imgur.com/NC0FcAt.png I feel like there is more i could add to make it look realistic.
Post processing, dust particles, the area in the ceiling next to the light looks way too dark for how close it is to a light gameObj
this is probably a very stupid question but Iโm having an issue with my text literally being blurry when my game starts yet it seems smooth in the editor, is there a fix for this?
Iโve tried resizing and that didnโt work
I've had a similar issue, try checking your texture resolution or resolution/render scale
Okay, do you think there should be a slightly bright area around the light fixture?
Also, could you elaborate on post processing, what forms of post processing do i need.
dont cross post
wdym (sorry im still sorta new to unity)
you asked in a different channel, just because you didnt get an answer doesnt mean you should ask in this one
yes it looks like theres a light there but its not omitting anything, the ceiling should be somewhat bright
Hello everybody! I'm pretty new at Unity, so I got a question.
I have a scene I'm working on Maya, but I am gunna use it on Unity, and I made a procedural texture made full on the Hypershade of Maya, my question is, If I export my model with the texture, is it gunna work on Unity? With the nodes I used of course.
Nope
i need advice
so this is my crafting interface
and i dont like the dropdowns
each dropdown was supposed to be a different category of items
like Weapons, Tools, etc
but i dont like this idea
Not the help you're looking for, but that menu looks awesome :)
thanks man
its still not finished
It looks likes Rust and DayZ combined ๐ฅ
I notice you are trying to combine crafting with inventory, while this is definitely doable you might get better UI/UX by separating these into two separate screens
If you think about how minecraft does it, they have some rudimentary crafting that you can do in your inventory (2x2 crafting grid) but for more complex recipes you need to do it at a workstation (crafting table 3x3)
Now I'm not saying that you need to add a workstation to your game, but I'm saying you may benefit by seperating these concerns into their own UI's
As to how to actually approach the UI for a recipieless system I really like how terraria handles it, simple scroll view with an icon of the item and a description attached with a list of the crafting materials required.
this could all fit into one screen technically speaking, but I would definitely experiment with having it be a seprate UI
yeah i was thinking of adding a workbench
to craft more complicated items
Welp seems like you have your answer then ๐
Love the style by the way, I'm primarily a web UI/UX designer so its super refreshing to see clean designs in Unity, especially considering how terrible their UI system is.
thanks man
i came up with this
so when u open the basic inventory with tab u get this
where u see the read will be the information about the player
like cold protection
radiation protection
bite protection
from the clothes
and when u press b or some other key which i havent decided yet u get the crafting
and when u open an interactable like furnace or workbench u get this
pretty much i did what u said with the minecraft fixed layout
that there is a space for other containers
Hey guys I wanna ask, if I were to make a game and needed a team how would I assemble it? I got no friends who can program or animate so where can I get teammates/helpers?
@coral nebula
yeah this seems way clearner
good seperation between (equipable) inventory and crafting now
I'm guessing you're opening it with a keybind? or how did that crafting inventory open?
Oh wait let me read ur previous responses, I completely missed them
yeah main inventory is tab, the one with equipment
and v is the one with crafting
The empty slots on the right labeled Jeans/Backpack/Etc
these are inventory slots in your jeans right?
and i made it so that i can add more keybinds and backgrounds like crafting
yeah
gotcha
each clothing item has its own slots
well not every single one
but every which has like pockets
Only thing I would change (and its really up to you) is to have one dropdown for category of item you are trying to craft and then have a scrollview for all the items in that category. You can grey out items that you are missing materials for (can't craft) and items that you can craft can have their full color.
that would address your original concern of not liking the dropdown menus
yeah
i still gotta do that
i wanna do what terraria did
like this
oh wait
i get what u mean
thats a good way
yeah exactly
this is just a rough sketch, but ur overall design skills seem good
so i'm sure u can come up with something better :^)
and then instead of showing all the craftable items in the middle like terraria does, u can display ur container inventories in the middle there
anyways im back to working on my project ๐
Looks great but I think there is too much chromatic abberation, maybe add some lens distortion
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I dont think telling the player what health does is neccesary on an attack report, they should know this elsewhere
Agree with Azorias. I would consider a "potential results" section though. Based on what you said and the numbers there, I would imagine it saying:
"Potential Results:
Health: 0
Ammo: 100"
Then what's the point of making a game if there is no plan whatsoever and you're stuck after making a capsule.
From your previous messages I can see that all you have is a player controller and a name.
What you've shown isn't even a prototype or a concrete idea for a game, so there's nothing to expand on, that's not even a game yet. Give it some thought first at least, think of something that's within your reach (experience) and interest, not someone's else.
It's easy to lose yourself when coding. It's important to have a game design document and plan, vision.
make a game where you play as a homeless man who invades peoples houses and throws rats at people in the park
what do you think of the button sprite?
'lose,' not 'loose'
I know, Its filler text
In the original it said stuff like
"You will loose this battle"
"Not enough ammo"
"You will win this battle"
idk if it's a good spacerocket design
thanks, I just thought of that when you travel in space to the next planet (a bit of story telling in the game)
I do wonder what else to put on the spaceshiรฅ
ngl actually tempting to make a game like this ๐ญ
what would be a good icon that says "hey press this and the game will run faster"
has to talk like the farmer from hot fuzz
lmaoo thats quite fitting actually
i alr got some ideas for mechanics
honestly I REALLY want a healing mechanic where, to heal, you need to eat the rat (instead of throwing it/storing it)
but idk how to do like enemies in this type of game
unless i do multiplayer - which i also dont know how to do
other homeless robbing the place too. and the occupants
oh and the rats need to all have outfits.
different rat variants that do different things
brilliant ideas
rat with a knife duct taped to its back
bleed damage
lmao
pustule infected rat, toxic d.o.t
this is also good because it adds more items to the item pool
rat with a string for a grappling hook
lmaooooo
and the homeless guy has to have ragdolly movements
like tabg?
yeah!
definitely if i figure out how to do it
rat with a bottle of alcohol taped onto it. molotov
and for the other people especiallt
thats good too
maybe one with like a mini dunce cap for extra velocity
lmaoo
@coral nebula
i still gotta write the whole script for it
but this is what it looks like now
i also added this category which is always at the top
and it will display all the items u can craft
with the items in ur inventory
and when u press on one of these it shows up on the information
My only thing --- is you gotta change that skybox. The default unity skybox makes me unnaturally unhappy when I see it :D. Even if it's just temporarily..
The UI and layouts are looking great BTW!
can someone help me with a 2-D shooter platformer project, the course content thats provided is total dog shit and out dated by at least 4 years
its instructions that are in the video don't work the same in the current version of unity
Hi guys I'm kinda having trouble with my arsenal- Uh, no not guns, currently it's: Bow, dagger, axe, greatsword and... Uh, maaaybe pickaxe can count too?
Like, bow is like super obviously different from all the rest- It sucks up close and can hit very far...
And then like uh... Dagger doesn't really nerf movement speed when swung (Can move normally while attacking)
Axe just simply swings and slows you down in the process
Greatsword is a dash-and-slash weapon
Pickaxe can easily hit your feet... That's it, it just sucks. (Isn't meant to be a weapon)
Ah no wait Imma record a video to show what I'm talking about first
Though would anyone be interested to talk about it?
Ah... Guess not then... Bye guys
It's been 5 minutes since you asked, have some patience
Also you didn't really specify what kind of trouble you're having... you just listed your current weapons and how they behave
First collect your thoughts and say what's exactly troubling you, then wait. People don't sit in this channel 24/7 to be able to always answer in a matter of minute

Kind of a broad question. Can you atleast tell us what you're looking for? is there a theme, scope or something.
Dunno... My bad, habitually ignored so I thought that it's the same this time '^^
Uh, so the problem is weapon design? Like, my brother comments that dagger is too short and doesn't hit that much faster to seem like a good choice of weapon
And greatsword's dashing is way too tricky to use
In conclusion seems like his idea of the only good weapon is one that simply swings without dashing and is long
Sec Imma show how it is rn
We'd probably need some context, you said something about recording a video - do so and show us
Variety is the spice of life, so it's good to have many different weapons that suit many different playstyles
The hard thing is to balance them all out
That's what I thought
Basically why I added quite a few different types of weapons
hey looks nice
(And attacks might change based on offhand weapon)
Haha don't mind the really badly balanced damage, it's like... On my next todo (Tbh not really badly, it was simply not balanced)
There are a lot of ways to balance different kind of weapons and make the viable to use
Thx btw
Daggers have small range? Make them quicker, maybe give them some special effects such as poison or bleed trigger way more often than with other weapons, etc
Sure, close combat is more risky but the damage is bigger
Make them perfect for dual-handling
Swords may have a debuff for holding them in one hand / dual-handling
Hmmm... Well, currently single dagger is +/- meaningless since dual dagger is significantly better
Pardon my super slow response time btw, network keep falling away rn
Though I don't think that single dagger needs to be important
Following the logic of this game tho, since it's also half a sandbox game poison would be counting if all tiers of dagger are debuffers
Though interesting thought that different weapon types don't only affect attack animations
Tbh rn daggers deal a ton of dps if you can get all the hits in, since you hit significantly faster than greatsword
Axe is unbalanced rn since it hits relatively fast and hits hard
Still could be kind of viable if given special effects, but at a base level, it probably should be below a normal sword
You can always slow it down
Yeah
If some things could do "Inflict 2s poison on hit" then yep, dagger shines xD
Basically:
- Single - Sword better
- Dual - Daggers better
But ultimately, if there are some special effects, it would depend on these
Yeah
Been considering if I should switch sword&axe too, since I think that intuitively people would assume axe to be the kind of less hit but harder impact weapon
You could implement something similar to Elden Ring, where hitting an opponent builds up a certain effect and it only kicks in when the effect bar fills up
Doesn't necessarily need to be visible
Daggers could have a medium buildup but due to their speed, if you take the risk and stay close, you may inflict the effect way quicker than using weapons with a longer range
What is that effect thing tho?
Ah, status effects
Huh... Honestly, I think that as it is rn, the weapon's difference might simply be like:
Sword Axe Dagger
Control Bad Mid Good
Atk speed Bad Mid Good
Hit strength Good Mid Bad
Though having something that is merely mid in all factors might be questionable... I'll think about it during dinner (and after)
Things that can take advantage of atk speed is obvious enough
Anyhow I really gotta go '^^
Bye guys, thanks
dont worry about being accurate
Maybe will continue afterwards
I would rather say it should be something like this:
Sword Axe Dagger
Control +++ ++ +
Atk speed ++ + ++++
Hit strength +++ ++++ ++
But either way, try to balance it a little bit until if feels right and then do lots of playtesting - and improve based on feedback
Anyone know a game that has simple but appealing aesthetic? making a tower defense but Im not a 3d artist so Id like the aesthetic to be both feasible, simple but appealing.
Uh, it's 2d but I know that quite some games have kinda childish looking drawings but are still nice (In my personal opinion)
Example I can think of rn is No humanity
But I'm sure I've seen more than just that game having a sketchy look
its ayt ill take a look at it
how do I increase the size of the camera but only in terms of height
pecause this is how it fits my screen rn
This is a game design channel, not a development one. Your camera is set to free aspect mode, first of all, you should set it to an actual resolution at the top left.
As for scaling the orthographic camera, you can set the size property of it to fit a certain aspect ratio. This tutorial covers it:
https://www.youtube.com/watch?v=3xXlnSetHPM
ah sorry for posting in the wrong channel
but speaking of game design, I had to chage the ui a bit because of the res so here it is now,
I made the artstyle more consistant with the physical buildings
was going to comment on this before- nice change!
is this like, "There Is No Game"?
wdym?
looks good man
The things that share a box i drew don't seem to be associated with each other very obviously, even though i'm guessing they are related
If that grammar doesn't make sense, lemme know
i mean i get what u mean
yeah they are connected
the thing in green just displays the information about the selected item
and the thing in red is just categories of different items
Hm, they seem a little disconnected, can't explain why
Maybe because they have separate panels
yeah i know
Very cool UI though ๐
The most unuqual thing to me here is that backpack and inventory are seperate
and in completely seperate parts of the screen, even though i assume they do the same thing and the backpack is just unlocked by equipping an item
im guessing whole top left corner are all crafting related
each clothing item has pockets
extra slots
which u can put items into
and they appear in the list on the right
u can scroll up and down
i feel like base inventory should probably be positioned inside that scroll list to then
Anyone know why rotating my directional lighting would be causing no effect on lighting or shadows or anything? The intensity isnโt set to zero and thereโs only that one directional light
Show pic
K one sec
When I rotate the directiopnal light horizontally no shadows move around
I'm not seeing much shadow to begin with come to think of it..
Lemme try placing an object
Maybe itโs the skybox
yeah, no shadow off a cube
What aspect of the skybox could cause that?
I'm new enough that Urp isn't a familair term to me yet
I think it was just the basic 3d template. I'm not familiar with any aside from the 3d one and 2d one so I'd be surprised if it were accidentally something else
@livid karma
Try switching that button, lighting looks turned on to me so idk why
Also next time ask in a different channel. Game design is a bit different from what this is
<@&502884371011731486> does this pfp fall under guidelines?
Is this not hate speech?
You could dm them directly instead of doing this
What difference does it make?
The difference is that Iโm trying to help someone in this channel
And when you just come here and do that, itโs a bit annoying
I couldn't care less
This did the trick, thank you!
This is part of a game design course I'm taking. What's a better channel for this sort of request for help?
maybe read the rules
#archived-lighting for lighting issues
the game design channel is to ask for help on game design, not unexpected behaviour
Alright, sorry for bothering you with the skybox stuff lol
A game design question is less of a โWhy doesnโt my light workโ, instead itโs more of a โHow to make my light look betterโ that sort of thing
ah okay, I think that makes sense
why youโre so angry, Iโm being chill rn
i am not angry, and hate speech is not "chill"
I don't even recognize what the pfp book is tbh
the Quran from what it looks like
You are correct
What a mess!
<@&502884371011731486> will i ever get an answer?
Mans is impatient
its been an hour
!warn 1185048074549219369 your profile picture is offensive and provocative, please change it to remain in this server
temporary_noaccociate has been warned.
This is a discord hosted by the community. Everyone here is doing the support for people for free and in their free time.
It's hosted by Unity, but the moderators are community members
yes but usually it only takes mods like 10 mins so i pinged again to be sure
I need to make a game for a school assessment, but I am undecided on 4 ideas, I kinda want to pick the easiest one to make, any ideas?
Escaping island game - the player has to do certain things to escape an island, like an escape room
Story game - this game is 50% gameplay and 50% cutscene, where the player does certain things to progress the story
Quest game - the player does a quest given by an NPC or multiple NPC's
Sandbox game - the player does whatever they want on a map (I am thinking forest or island) and gets achievements, kind of like minecraft or GTA
those last 3 are quite difficult for a school assessment
i would heavily suggest #1, depending on the legnth of assessment and your familiarity
escape the island can be as simple as keeping hold of a long list of variables for things that the player has / hasnt done, and updating them when theyre clicked on, with multiple scenes etc
How do people here handle planning / depicting area layouts in plans?
I feel like stuff like this first one takes too much time to depict, while plans like the second are obviously way too messy lol.
Is there a program or something thats good for this?
The first is to be shown to others, outside of your team.
The second one is only to be use by you, not anyone else.
If I were you, I would use a more "architect" way of drawing the plan of a level. Top side with more straight lines. At the moment, I feel like you might be trying to do art and design together which make the whole thing not efficient for any of those objective.
i see
i drew this one (right) into this, can try purely top down but i dont really know how to show height... but yeah the perspective is probably unnecesary . (the text and grayscale is a toggleable layer tho)
@sinful hazel #1180170818983051344
could someone give me pros and cons of fullbody system (the forest or dayz) comapred to seperate client and server animations (rust or lethal company)
the most straight forward advantage of fullbody is that i dont have to make two animations
No idea what you mean. Obviously, the server will never "run" an animation so there is nothing really to say there.
I presume that they mean what other players see.
Which you generally want to not be a floating pair of arms.
Full body gives you correct character shadows
One major downside of full body is that most fps games put the camera in the chest area rather than the head
you can have it so only 1 persons camera (the client) can see the hands, and cant see the full body
while everyone else sees the full body but not the hands
is there any way around parenting the camera to the head
becuase then when i walk i will have a headbob effect
and i want to implemenet my own logic for headbob
you can just code the object to follow the player object with an offset
rather than parenting it
@glossy root
you can also just do the parenting hierarchy differently
Blank gameobject (this is the actual head)
Camera
Head model (the thing that actually bobs)
can you guys give your thoughts on my slender inspired map?
im gonna add lighting and post processing next then ill make the actual slenderman chasing you down i have the page collect done already and a crosshair and movement
and a working flashlight
@glossy root
Sorry I don't check this server or channel often at all
but heres an example on how you could fix a lot of the issues that people brought up
I think I agree how people mentioned that the UI feels a bit disorganized
but I think you basically have 99% of the right idea
this is just a prototype wireframe, feel free to change it to fit your style of course
I think your biggest issue in your current design is not just organization, but rather it feels a bit cramped
a few things I noticed with your design:
-
your call to action (the craft button) doesn't seem to be positioned well, ideally it should be positioned similar to how one would submit a form, or how one would checkout at a website (at the bottom of a card usually)
-
you have TOO MANY scrollbars, scrollbars restrict the view of your UI and hide information from the player this is not good as we like to have the important things in view most the time (such as description, and ingredients) as a player I wouldnt want to have to constantly scroll to see which ingredient I am missing.
-
you have alot of empty space (which is fine its okay to have empty space) but instead of using up this empty space to show more of the description you are sacraficing on UX by using a scrollbar instead
Keep in mind im not here to flame the design I actually really like the color scheme and overall look
but these UX issues make the overall design feel a bit disorganized
@coral nebula i smell you
the above design fixes a few things:
-
I know originally we talked about a dropdown menu but on second thought its probably better to lay all your categories out at the top and try to limit yourself to 4-5 categories at most (you don't want to overload your users with choice!)
-
we can easily see which items are currently craftable and which items are not. It is important that you sort your items in the UI not by item order or name, but first by "if it is currently craftable given the materials in the players inventory" and then you can have some sort of secondary sorting either by item ID or item name alphabetically
-
Ample space for both description and ingredients list, notice we only have 1 scrollbar now!
-
additionally for items you can't craft (the grayed ones) you can make it so that you can still click them but the crafting button has some opacity applied to signify that you can't craft this item. This allows you to read descriptions of items that you can craft later on and to see what resources you need / still are missing
idk what you mean by this
yeah i know man
i appreciate the help
i think the most important change is putting the inventory menu inside the scrollbar with the additional inventory slots gained with equipment, probably at the top
order should probably be
inventory > backpack > helmet chest legs boots other etc
very unusaul that its in a different seemingly random spot for no reason
Hey! I am making a interesting 2D platform game (More Like Rogue Lite). This game features a character that has the ability to shoot a blaster, and is able to move around. In addition to these features, he also can transform into a Machine type of Character if the Player gets bar maxed (Charge Bar). The Machine has better stats overall, and that's pretty much it. The enemies die quicker and its better. However, that is the issue, the machine isn't much different. What other mechanics should this Machine form have?
Another issue I am having, is that the Human and Machine Objects are just children objects of the Player. The issue that I am having with this approach is much less leverage to changing animations/spriterender. Any tips?
So the machine state is better, how will you limit this? I think that is the important question. Couple ways that games do it are time limits, some DEbuff that you may not want all the time, or you can't perform some crucial task.
For feeling different. Consider increasing the mass quite a bit. Make it have more inertia. Not necessarily less speed, but less agility/ability to stop and change directions.
As for the issue of animations and sprite, I don't see the issue. Models and animations SHOULD be on the child objects almost always
I currently have the Machine State revert back into Human after a timer reaches it's max. I find it as a okay solution, but may change this after a better solution is discovered.
Increasing the mass seems like a cool idea. I wanted the Machine to be more tank like and more standalone, so I will play around with limiting the Machine State agility.
Thanks for the advice!
I'm making a multiplayer idle game.
The server is in full control of combat and generating items.
This happens by the client requesting combat logs for the next 5-10 seconds.
Every time a new request is sent, the previous combat logs are processed on the server and the items dropped are generated.
Now the issue: I display the items immediately when dropped, but the stats for the items are not generated yet at that time.
What's a nice solution do fix this 5-10 second delay between where people can see they found the item, but can't see the stats yet.
For now I just have a message instead of the stats saying "You're still investigating this item, come back in a moment."
multiplayer idle
quick intrusion, someone I know says the branches on this tree look off what do y'all think
The leaves are the worst part, they seem completely different art style to the wood
And the roots also
I think the branches only look weird because of the leaves being a circle
what do you think of my main menu does the discord icon look out of place if so what should i do to fix that
I feel like it is a bit too big, and the Multiplayer coming soon is a bit close to the top and bottom edges of the button, but otherwise it looks very cool 8.5/10
Did you create it all in unity or created the background and text in photoshop first?
u can change the order
the last equipment u equip gets put at the top
or bottom
i dont remember
i want players to be able to customize their layout
its supposed to be unusual
almost every game has an order
which they lay it out in
so yeah the background and text was made in photoshop before hand
how is that?
thanks
Is there a tool that allows me to generate a text file that contains the credits of the assets or added tools that I use?
The discord logo has low contrast compared to the background, while my eyes and others eyes can see it fine I'm sure someone with poor eyesight may struggle to see the logo at all. This is mostly an accessibility concern its really up to you whether you want to address it.
is this better?
looking good!
personally id prefer if the discord logo was the same height / scale as the menu buttons, but its fine either way. (especially if you plan to add more buttons like twitter, youtube etc)
do shooter games buffer inputs for semi auto guns? so you press shoot before your gun is able to but it fires automatically when it is ready?
I wouldn't, but you could.
Hitting a button too soon to be able to shoot sounds like a good skill mechanic for gameplay. So i wouldn't stop it myself. But I'm sure lots of the simpler second person style action games would do it. Probably within a buffered range.
I know some games do this for their jump mechanics. I wouldn't do this personally, because I want my semi auto guns to punish you for spam clicking instead of timing, but this is something you can totally do if you want players to have a more consistent rate of fire
That is really a matter of taste.
there are a couple of old school games, Blaster Master for NES and Metal Warriors for SNES, that you are making me think of. You talked about transforming, so maybe this is not where you wanted to go with it, but I really like the idea of the machine being not a 'form' but rather something you always have access to but is limited in where it can go by being bigger and heavier
you should implement limitations like @chrome jetty said! since you game is a 2d platformer i would suggest making the character have a shorter jump when being in the machine mode
I reworked the whole mechanic. Me and someone who tested the game really enjoyed the Machine mode as being just a overcharged version of the Human. What I decided was to keep that overcharged idea and left it there as is. Now there are two modes, normal mode, and overcharged mode. It was sad to believe that the Machine form just didn't work, however I found a way to make it work with this new system! Every time the Player becomes the overcharged mode, a counter will increase. On the third time existing the overcharged mode, the Player will transform into a Machine that is very powerful! The cons of using this mode is that it is not mobile at all and is stationary. However, the cons are rapid shooting, increased damage, etc.
I plan on making this "Machine" form have different types that can be unlocked in the game. For example there would be rapid shooting Machine Types that you can choose if you have unlocked them, or Machine Types that have slow shooting but explosive on contact, etc.
I hope you guys give me your opinion on the game so I can make it the best gaming experience as possible!
I did, and I hope you can share your opinion on the idea! โฌ๏ธ
Looking for Advice from Experienced Unity Users
i made lava
I am experimenting with a open world aspect of my game. I am wondering how someone would add "Open World" in a 2D Rogue-Lite Game. I don't want the Player going up or down. I want the camera to stay on the same Y axis the whole time. How can I make the map more interesting with these constrainers?
@strange sable top down or side scroller
Side Scroller
i cant imagine a way for a side scroller to be 'open world' while also being locked at the exact same Y axis... theres left and right and thats about it no?
I guess you can also include portals / doors to new areas, but i wouldnt count this as open world
Any ideas? I can try out changing the Y axis, to see that gameplay. Any Ideas for that would be great!
some, yes
Anyone making or know of someone making a survival game for mobile devices? I'm interested in looking around.
Check out hollow knight and see how they do it
Closest a 2d platformer can reasonably get to open world
ver. 1 is done :D
getting papers please vibes, hopefully it will be just as good :D
cool!
Please make a #1180170818983051344 if you're planning on sharing updates to your game.
i cant really tell whats wrong with this design
context: the game is all set to 45ยบ X Rotation, everything seems good but this too objects dont, i cant really tell why tho
any opinions
it's easier to demonstrate with a video that why i send it
ight
can someone help me make my game? Im just starting out and i have no clue what to do
Are you looking for ideas, or someone to actually make your game for you?
Im looking for someone to guide me through the process of how to get started making the game
Unity has a whole !learn series. Start there.
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
and i already have a rough idea of what kind of game I want to make, so thats not necessary
alright
any feedback for my maple forest map? i was thinking of adding a river but that's it, it's a tower defense game in case anyone wonders
definitely want some grass patches or bushes,
if its not too complex looking perhaps a ground effect like a road as well
I'm guessing the small little gray dots near the 4 central towers are rocks? unusual that theyre only near the middle?
This is very clearly inspired by Thronefall, so continue to take inspiration from there?
I feel like the character sliding around is a big part of what feels 'wrong' there
I think the problem is that the character has no diagonal sprite frames
adding 4 extra frames (2 mirrored) would work, but I'd even go with 8 extra frames (4 mirrored) to make it look pretty smooth
oh, well, a bit more than 4/8 since you are animating it too
it looks like godot 
i think the main thing making it look weird is the ground is a type of pixely texture, while everything else is a very smooth vector looking graphic
the no diagonal rotation can honestly be fine in the style
which one do yall think is the best?
best for what
looking for advice on game loop mockups. I have a pen and paper sketch and want to commit them to a low-fi mockup so I can prototype and start getting feedback. Iโm looking at GIMP to get my point across but itโs really hard to use. am I doing too much? Advice? Itโs okay if the advice is โlearn GIMPโ lol
You'll want to map that out fior your gdd anyway, but it depends on what the Mechanic is. I'll use gimp/krita/photoshop for sketches. Canva/PowerPoint for flow diagrams.
I'd probably do a quick prototype test first before that though
i'm a png gamer
Do you think nintendo will sue me if i make a game "INSPIRED" by mario wonder with my own characters
depends how "inspired" it is
but no youll probably not get to the point where a mario inspired game is worth sueing
what if i just put "This is a mario bros wonder copy. Sue me nintendo, u wont"
i think nintendo will descend from the sky and blow a hole through your wall
horror game
it doesn't have to be dark
this is what i ended up with tho
looks good
i think the bright Hud probably takes away from the atmosphere rn (though i assume its temporary)
also i reckon some harsh purple or yellow lights from above would look killer in certain parts
yeah it is, i'm working on some sorta camera system
this gonna be a wandering in the woods type horror game or a fnaf monitering stuff game i wonder ๐ค
yeah thank u that sounds pretty cool
wandering in the woods
i haven't really came up with a story or what the gameplays gonna look like yet tho
i'm also gonna try to add a minimap
if youre going for an atmospheric horror game i'd recommend avoiding a gui minimap because it can very easily worsen immersion
if you do decide you want something like that, maybe try adding it in the form of an item you have to pull out rather than an always-active overlay
oh thats really smart thank you
i'll add some small sheds or areas in the forest that the player can wander upon and obtain weapons, access to a gps/map, food, etc.
maybe like an abandoned base
I'm not sure if it's just my imagination or not, but are dodge curves for games usually linear or parabolic?
@torpid onyx You can make a #1180170818983051344 for feedback
oh okok thanks
sorry, Iโm an idiot, but what does gdd mean?
Search on Google?
Game Design Document. If you intent to truly make your game you should make a GDD to help you in your plan of the development. In other words, taking your "vague" cool idea into concrete one.
Oh okay that makes sense. Iโve never heard of that before but Iโm familiar with product roadmaps and deliverables so Iโm sure I can figure out how to get that going. Ty ๐
It is not the same. One is literally planning while the other is to help planning.
You won't have date and deliverables in a GDD.
Okay I see what youโre saying now. I found some templates ๐ tyty
Looking for some feed back please. is the design ok? is the camera moving to much any thing you got please.
ignore animations and background they are not complete and are placeholders
one of my friends tried to start a game startup with a bunch of friends
and their 'leader' decided they didnt need gdds because its a waste of time
shit lasted 4 weeks lol
Heres some things i noticed
animations jump from 1 to another, idk if the word is tweening for unity but u basically want to make it so the animations transition smoothly rather than instantly switching
i like the attack timer thing,
and im not getting the relevance of the repositioning stuff since you can just attack any no?
Sorry reposition works like so, melee wont longer work. Yes the animation do need tweeking. Im still working on them. just from these videos can you work out. the am of the game?
im after any type of feed back be as harsh as you like you wont offend me
The camera movement is jarring. Not sure what would be good, but as it stands now it feels like shit.
Otherwise the game looks pretty solid for a prototype
thanks love the honest feed back
I believe you could look into persona for inspiration on how to handle your mechanics.
this one?
From what I understand, they do have overlay for transition that are too jarring.
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But yeah, this game is a real mess so just take what works.
@sick blaze
thank you
i think the most jarring thing here is how every text object is different
Do you mean in persona?
Like @sharp zinc said, i would also adjust the camera movement a little.
Give it some easing (EaseIn and EaseOut).
Got all the base scriptable objects working with Ids, stats etc.
When you mouse over an item it gets an outline of its rarity. It also flashes a light based on rarity when you collect it, with sounds and stuff.
Tomorrow ill make any improvements and also make the GUI popup when you hover over it,
any other ideas for visuals for items before then? I'm thinking maybe a sound when you're nearby them as well as a sparkle effect or something so you dont miss them ๐ค
This is all the items I plan to include in act 1 of my game
(the spells have really shit collect noises to remind me to find sfx for them lol, ignore that)
I find it strange that you would implement that at first.
Whys that?
You have a lot of item but no system yet, it feel strange to have things that usually modify combat or other mechanic implemented before the actual mechanic.
But again, I might be wrong. I was just pointing out that it is particular to start there. But there is nothing that prevent you from doing that.
Also, you are already thinking of small details such as sound when pickup and visual effect, but from what I see you have not yet implemented the core.
I had an inventory system with equippable slots in an older/different version of the project which had player stats updating based on item equips and unequips, which changed player move speed, attack cooldown etc.
That system was heavily tied to a gridlike inventory system which i ended up removing from the concept, so ill be moving some of that code over.
Figured i had to get all of these systems done eventually and right now im mostly focusijg on the item / stats systems- usually i try to completely finish one section of stuff before i move onto the next
hi does anyone have code for an enimy 3d im really confused and i can only find 2 year old toutorials
why would a 2 year old tutorial not work?
that would be due to your code being incorrect
#๐ปโcode-beginner and share your !code correctly and actually provide some details about the actual error
๐ Large Code Blocks
Use links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/, https://paste.myst.rs/, https://hastebin.com/
๐ Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
Were you gonna provide details about the error?
I feel like maybe the issue is % waypoints.Length though? because length is not 0 indexed like the indices of the elements in the array are
edit: Oh, didn't see what channel we were in. Yeah #๐ปโcode-beginner makes more sense
Made some Camera ease out changes, changed the highlight player effect and the health bar. Would you say the camera still needs work?
I feel like the dynamic is way to slow now.
why my character is behind the background? i already tried putting it inside canvas above and blow background then below canvas and increasing z position (Im beginner)
Make a sorting layer for it
what will be my sorting layer?
Up to you. Maybe player?
Not that I am not talking about a Layer (the thing with the blue line), but a sorting layer (the category above that)
uhmm its still like that, (i already set the player layer to the character and making the layer 1 UI and layer 2 Player but still like that)
Show the player renderer
The component?
Oh, also, things lower are rendered last (on top)
So you have UI rendering on top
Yes. That is where sorting layer is set
this, i tried also changing the value of order in layer
Show the renderer of the background. Also, look in the game view instead of scene view
Because sorting layers affect the camera only
This isn't a game design question. @gloomy crystal you can continue this in #๐ปโunity-talk
Also, what is up with the wildly huge scale?
oh sorry
Ah yeah, forgot what channel we were in, sorry
Hey everyone, I am interested in developing a (much smaller scale) game in style of Daggerfall or Morrowind. Is anyone aware of any open source projects aiming to do a similar thing or resources where someone has already been going over how to do something similar?
Any way to make this UI better? Also got idea to make a while panel button to give description more space
text a little hard to read, but seems fine otherwise
just alignment, maybe change or work on font import setting because it looks kinda jagged to me? maybe change the color of border around image and button to something other than grey to increase contrast?
sure, i may will do that, about font.. it looks different in play mode.
thats the main problem, i imagine what will happen with other languages..
Reduce the max text size so they are mostly the same size. Change the font of the title, make it bold or/and a delimiter between the title and the description. Try to align the bottom of your buy button with the bottom line of your text and either make your icon bigger or add an border around it for the same reason.
I would also reduce the description of each individual to pretty much one liner if you have this little space.
oh, thanks for advice
Hello, I want to make a really simple 2D game and would like to receive any ideas about / examples of the games I may draw the inspiration from. Any kind of a simple runner / logic game etc. in the form of a link or description is highly appreciated.
flabby birb meets subway surfer
Thanks, appreciate your advice. I'll have a look at it.
I am looking for advice, i have no idea how to handle this jump attack. I have a squashed can animation to replace for the enemy. But i just not sure do i allow the player to go all the way to the ground. I cant find any game that does rpg jumping other then mario but you can continue to press A to stack up jumps mine is not like that. any help/ideas would be great
I was trying to hide it with smoke
Is this classed as cheating ?
Yes, I would suppose so. Thank you!
Pretty balanced
Why can't you go all the way to the ground?
Your animation should be able to do this.
Is it realistic to want make make a VR RPG MMO as a beginner game creator?
No
Itโs not?
Of course not
Make brickbreaker and roll-a-ball first
Then work your way up
So I should take small steps and develop the skill before doing something as ambitious as that?
Same as everything else in life, yes
yh thats a fair point. i was thinking half crushed can, but can be fully crushed
I mean, that's the issue.., right..?
yh, sorry i read it another way
There was the unity daggerfall project...
My level selection for a speedrunning game. A bit too much to include checkpoint splits? It looks kinda congested.
Have them be optional?
That way they can be ugly but peeps will still turn them on
ive been working on a game on unity and i have all the object detection images and stuff. my mentor told me to work on putting it on apple vision pro as an app now. anyone know/have any tutorials on how to get started on this?
No
Yeah I was told
I guess apple vision pro will die very fast, i mean its already far behind the low expectations. Me as a dev would not focus on it. Better try focusing on AR HMDs in general?
What type of game should I even try to create as a beginner?
I started with a 2 man team with a towerdefense 3 years ago, and we are not new to unity. Its just a fking bunch of work to do a good game
i guess thats a more realistic choice. And you can support Apple Vision later, if needed.
Well, there is so many stuff, thats good to start with. ๐
Some kind of Blobby Volley, Streetsurfer, Doodle Jump or even Pong! ๐
Yeah
do u know any tutorials or videos i can watch to go in that direction im kinda lost
We have a beginnder gamedev section on our discord if you like. Its in my Profile
I feel like weโre all waiting for the day we get a good VR ROGMMO game, the type weโve all fantasized about. Like to ones we would find in movies and anime cartoons. Donโt you agree?
Look for "Unity XR Toolkit" Tutorials, if you want it to be VR
Yep, but you need hundreds of devs for this ^^
What is your main profession? Are you programmer?
Yeah, no big companies are really willing to make a game like that in VR. Instead we get bite sized mobile games.
Iโm like completely new
But Iโve been watching lots of videos and tutorials to learn the basics
I went from creating games inside of a game called Rec room though, but decided to move on and pursue something bigger.
any good books ya guys recommend for game design?
Have problems giving my survivors like game some depth
do most people learn game design with books?
kinda hard to give ideas with how vague the second part of your question is
I learn by not procrasinating and playing games myself to learn
Hi guys, in the monster drop system, should I reduce the drop rate proportionally to the number of item categories I place? Because the more item categories there are, the higher the chance of them dropping.
What I mean is, if a monster has 1 item in its drop category, I keep its drop rate unchanged. But if the monster has around 10 items in its drop category, then I will reduce its drop rate.
Hi when I complete a level in my game and load to the next scene all my objects such as enemy ai and lasers stop capturing the player, when the object captures the player itโs supposed to load the capture UI! This problem now occurs because of the game build the problem did not happen before
While very cool, I was hoping for something I could look at the guts of. I thought that project didn't let you do that, am I wrong?
so I have this neat effect system but I'm running into some game design issues regarding multiple similar effect stacking instances with different intervals and duration. Ex. I have a burn effect that stacks up to 10 times but some stacks can be from different sources that have increased burn duration or quicker burn intervals... so this makes it hard to have a single burn instance and just append damage onto the first burn instance.
Now, if I make them separate instances each and let them tick on their own times, that means I will be doing multiple damage calc operations compared to one every so often. This creates other problems such as armor and defensive abilities are multiple times more effective against these effects, and overall it's a lot more operations to do considering I've countless amount of enemies that these effects will be applied to.
So ideas to combat multiple instances is to just use the greatest duration and interval reduction stat throughout all the burn instances, but this would create some meta game bullcrap where using lower level burn effects on top of a large burn effect to keep a very powerful effect running over time.
Similar with just snapshotting the first burn stats; you just start off with the most powerful burn stat and be careful not to use a lower burn at first.
My thinking right now is to use the multiple instances, but compensate for the multiple armor calcs by reducing it by a base amount? /shrug
i might be dumb but how does armour / DR disproprotianlly effect it if theres multiple burns active at once? wouldnt it be reducing it the same sort of way
If it were one interval tick it would be one giant burn calc, but multiple independent on different time intervals -> multiple small burn effects
oh, right. Flat armor reduction would reduce them greatly
but for % it would be similar
ah right
i looked at it for % cause thats how i do it lol
I got flat armor, % additive, more %, and final % (elemental weak chart)
if ur doing flat then hmm....
you could maybe try some weird shit like, if target is already ignited, instead when you apply a new ignite,
take the shorter duration ignite (whether its the one already on the mob or the one you just tried to apply), multiply its per-tick damage with its duration to get total damage
and then divide that total damage over the duration of the remaining ignite
and add that dmg per ignite tick to the remaining one
would be some weird side effects like if you apply a really really long duration ignite to a fast ignite youd end up with less dps (for a bit) but the same total damage but i think those edge cases are probably minimal?
yeah, there's a lot of meta bs I could think of, but perhaps handle it in some unique way to compensate newer burns with longer duration but not make the previous burns now not too op
otherwise just remove flat armor from the calc I guess which may be fine
flat reduction to elemental isnt soemthing ive seen done
im doing it like
Phys has % reduction (based on armour value using a formula), flat reduction
and all elementals have true % reduction capping at 75%
Like how poe does it
I've like bleed too which is affected by physical flat armor, but I've seen games that do make that exception too to rule out some defense from it
ive never seen armour apply to bleed in any game
i think it should apply to the hit that causes the bleed but not the bleed dmg itself
though i guess that depends on how u handle bleed to, if its a flat ammount or scales on the hit etc
I guess probably just lower the debuff damage and remove the flat armor calc is the way then. It'll add some strategy against higher flat armor monsters
though then that leaves the performance problem but that's something I'll have to figure out later
is it made in Unity??
https://x.com/HyperfantasyV/status/1783861356669939950
https://github.com/Interkarma/daggerfall-unity
This was in the downloads page
Curious on opinions for a simple card combat game with single stats for the cards. Pros/Cons for building it as a 2d vs 3d project. I've done both for this project to prove viability but now as it's time to decide the true production direction, I'd love additional opinions on anything the 2d focus wouldn't allow that might be desireable and worth the 3d build effort. Thank you!
single stats eh, isn't that just poker
I think 2d vs 3d is just personal preference. 3d will be a touch trickier just because you have another axis to consider at all times. But a pure 2d game especially a simple card game, might benefit more from godot.
๐ฑ betrayal!
But fair haha
Haha I could feel unity under the wheels of the bus as I drove over it ๐
I keep hearing this referral and haven't peeked down that tunnel yet. Are there any blatantly missing features from godot as of now that Unity excels in regarding 2d? I'm using photon fusion 2 for networking and have found that integration to be easy to use and understand.
I think it definitely depends. I think unity is great for multipurpose and if you need a lot of customization. If you wanted to say just do a quick blackjack game though, an engine that is lighter would make sense
I find godot and unreal slow me down more than I'd like, but the difference in output can definitely be worth it
You do not need to choose one or the other, you can choose both. By example, it makes more sense that your card are 2D. It will enable you to use sorting feature and remove clipping or other issue you might face with 3D Card. Also, you can have 3D environment/board to make it more interesting than a flat 2D picture.
HYPERFANTASY.VISION (@HyperfantasyV) on ...
I wanna learn unity but don't know where to start. I already know pygame and made some really fun games w/ it tho, are they similar?
!learn
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
Making a tower defense game, do you guys think that it would be better to put the tower tooltip on the side of the tower selection (1) or underneath the towers (2) you can just vote, thanks!
I like the icons with prices of 2, but the tooltip to the side of 1
So I guess I'll vote 1, since you asked specifically about the tooltip
yeah, all icons and UI are all place holders and part of different old projects, so don't acknowledge them lmao
is there a GUI Kit like this game?
Do these Map Examples look cool and fun? Would you play a 2D Platformer with this map layout/design? What is good, what is bad? ๐
they look nice (though i dont really like the ground in #1, at least the grid underneath the main tiles tho i think thats just personal)
add some effects in like rain or glowing wisps / foreground detail and i reckon it can be killer
Thanks for the feedback! I also don't really like the #1 bottom, I thought it was just me, but guess not.
I will try to add a foreground and some glowing wisps. I don't know about the rain, but I'll look into particle effects. Again, really appreciate the feedback! ๐
Echoing this exact sentiment.
If you put it below the tower and build for mobile, their fingers will obscure the tool tips. It's best to do mockups and test them on your target platforms before over designing and planning the layout
Im newer to unity and I want to make a 1st person & 3rd person mode in my 3d game. Im using the first person controller from the unity asset store but i'd like to have a toggle button between 2 modes kinda like minecraft and simular games. I'm also struggling to assign a character model to the controller? if that makes sense? any help appreciated
you can just use 2 cameras in the scene and write a script to toggle/switch which camera is active
you can also use tags / layers ( i forget) so certain cameras cant see certain things- etc the third person body is hidden in the first person mode, and the floating first person hand is hidden in the third person mode
oh ok thank you ill try to figure it out
is there anyway I can get the actual unity game engine itself as a 3D model? I think that would be so cool to do things like give instruction videos or explanations of unity projects! Thank you
wat
anyone got a 3d model of the fabric of time i can borrow real quick
How does one actually borrow art "real quick". ๐คทโโ๏ธ
you just take it bro
i can do it so quick
It is the returning that is the tricky part
It must be returned, considering the limited quantity available for distribution
Define "don't work"
im stupid and dont understand it
Hi! Me and my friend are hobbyist in creating strategy games and want to find out what is the interest in this subject among the people.
If you are interested, we invite you to fill out a short survey: https://forms.gle/JM1YLNLZ7Y97oWpT6
Do games typically make things like projectiles increase speed over time or are most of them linear in velocity?
Why not both
Sure but I mean the majority of the time which one do they use?
I made a mistake, I meant constant speed not linear
Constant speed id say
thanks
Military shooters a mix of both
what about boomer shooters?
Arena shooters usually a mix of raycast and linear rockets
I think half-life rocket launcher did take time to accelerate
but like I was saying, why not both? Can add a curve, or just use a multiplier constant over time
Either linear or DEcrease over time
The only way it would INcrease (realisticly) is if it is a missile that is under its own power
Projectiles are fastest just out of the barrel and immediately start slowing due to drag
recoilless rifles or whatever they're called usually have self propelling projectiles. The rpg-7 works that way
if you really want to, I suppose giving it increasing speed over time is "realistic"
retro shooters rarely have projectiles that change velocity
if they have projectiles at all. I'm thinking quake nails and doom rockets/plasma
honestly, there's cool potential there
I don't think I've seen an fps weapon with projectile acceleration as the gimmick
Yes, recoilless rifles are a system that CAN launch things with their own propellant. They don't necessarily have to. But they are a great example
what other abilitys should i add to shop
Given nobody has any idea what your game is, how can anyone give suggestions? Also, your transparent PNG makes it hard to read.
hi, can someone please give me some suggestions to what physics related i should try to replicate / simulate in unity from scratch (using unity only for graphics). it should be 2D, high school physics (can be a bit higher level physics). The program shouldn't be a game, it should be more of a simulation. thanks!
Try your hands at a angry birds type game
angry birds is the simple go-to.. but i prefer building things
physics based stuff in reality that i have context for.. and then try my hand at replicating
What sounds better as a currency for FPS shooter. Uranium crystal or platinum potato?
platinum potato i think
It's more memorable or it's special?
uranium crystal feels kinda generic or lifeless compared to platinum potato
like if you told me it was the currency name i would probably forget its name in 2 minutes
its more memorable in my opinion
Thanks for your answer ๐
i can't design a bossfight, help
there are no hitboxes in the footage
after making the attacks i immediately realized they suck
visually and mechanically
are there any tips or resources for designing attacks for bossfights?
Guess I will replace that radioactive icon by platinum potato ๐ฅ.
You could attempt to simulate fish with Boids Algorithm.
oops
i don't think it makes a huge change
if you already made and designed one
but its your choice
You mean that uranium icon?
I can change it easily since it's cloud economy currency
But it's true that platinum potato is much more memorable
yeah i'd go for platinum potato
I will try it and we will see
anyone got recommendations for what type of things would be interesting to put in bestiary pages?
So far i have the mobs stats, rarity, race
a bestiary entry, where you're likley to find it
and then i was thinking maybe each unique ability could be an on-hover icon to make it easy to navigate
That really depends a lot on the game
Top down singleplayer rpg sort of thing
Exploring and figting focus
Bestiary is not core to the plot or game
You could put images if you havent already to show what they look like
Oh yeah i forgot to say that but there will be an image of them in that panel on the right
Not sure if i want a pixel art version of what they actually look like ingame or a full image of them
Maybe both
maybe mob strengths/weaknesses if applicable, aggro notes (aggressive/non-aggresive), something like that
is a game design/writing degree worth it?
Realistically, no
how does one start
because i am kinda lost
that's why i thought about the degree
i will remove this f it's not allowed
Getting into games as a career is a near impossble task for most, and will be even moreso if you choose the game design route. Learn a more useable skill like development or art that you can create a strong portfolio around.
is there a list somewhere of those sorts of skills?
Look at the credits of any game and see what people are paid to do?
hey i was hope to have someone help me within my unity game by chance ? i am trying to have enemy follow me but no luck.
im just starting out , and trying to make this a alien base shooter wave length where they follow you around if someone can help me out. My navmesh is acting up and the enemyt moves but wont follow
@vapid nacelle Please read the Asking Questions section of the #854851968446365696 on how and where to properly post a question so it can be answered
Hi all
Asking about move/action control for a topdown game
Related from POE2
I'm making a narrative driven game. For webgl/PC and in the future mobile (reachability is main goal)
It's point n click (say like monkey island). The control has to be easy n effective so non-gamers can figure out things just by clicking, and casual gamers can play with just click/tap if they're lazy (an even more casual is automating combat but that's another topic)
There's also a very simple combat. Simple here means easy for players to control, but may be complex under the hood (think fully contextual actions)
I personally dont like having to move, dodge, chase, attack, all with click. So WASD is also gonna be an option
I have an older project that plays with this hybrid control scheme. It works, supports directional attack/block, and following dota's control that is:
RMB: point n click, or (navigate then) auto attack a target
LMB: selecting to view unit, or if a target/point/aim skill is prepared, then activates the skill to the mouse cursor. Contrast to dota, LMB using normal attack allows swinging sword/shoot arrow to the direction without needing a target (handy when facing invisible enemies or aiming an explosive arrow)
And on top of that, WASD to move as option
Now, this old project is 3D, with rotateable camera also using RMB drag
For this next project, it'll be actually topdown and possibly no camera rotate with RMB (but maybe still rotateable with QE ?)
Does this all make sense? Can making a hybrid control scheme to cater hardcore n casual player be done? edit: sorry nvm the hardcore part, see post below..
Any tips to avoid making the combat too overwhelming for casuals that they feel left behind? Like the POE2 vid mentioned, the skill system will definitely need to be simple. Demand to press hotkey (with left hand) should be minimum
Cheers
You should focus on either Hardcore or Casual audience. They are drastically different audience. Also, as you are most likely alone, focus on a single control schema instead. (Given that you are going Mobile, don't use WASD)
In trying to please everyone you will please no one. Even more true if we consider that you have a limited amount of time, experience and budget.
Yup! Plus this is what user testing is for. Do your best work, try it on people, then do better. ๐
It beats trying to precode for every audience in advance
My advice is generally do what feels good for you first. But make it modular enough to adapt later within reason.
Hi, thx for the response
I'm not alone and experienced, dw
WASD is translateable to mobile's D pad
My goal is not trying to please everyone, but more about accessibility. Having WASD support is the maximum extent i'd go to "cater for hardcore player", bcoz the game is not hardcore combat anyways, it's narrative. That's why part of this (player side) is having contextual/directed action buttons (Cocoon with its 1 action button is an extreme example). WASD is there bcoz as a PC player, i dont like click move if there's even a tiny combat
But as a PC player and considering POE2's justification, it's within scope. As i said, i've implemented many kinds of of control scheme for different projects. It's just this particular project's needs is accessibility