#archived-game-design

1 messages ยท Page 18 of 1

supple blade
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Hi,my camera is looking weird, I Disabled all the Volume and I'm not using the Physical Camera either. but look at these images ๐Ÿ‘‡

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look at the tree it's in the center of camera and my character is far from it

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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?

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UNITY HDRP

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the corner of my camera is looking close notlikethis

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10000 Meters distance

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Camera Settings

supple blade
sharp zinc
weary thicket
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Having others play it. There is absolutely no substitute.

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You can build up an intuition about it, but in the end you can't take the test you write fairly.

solemn furnace
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does anyone know where I can get some PSX shaders?

weary thicket
supple blade
weary thicket
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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

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(since most games use horizontal FOV)

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Assuming a 16:9 screen

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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.

supple blade
supple blade
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the 60 FOV is like human look

supple blade
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60 FOV Axe in character's mouth ๐Ÿ˜„ notlikethis

storm rune
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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)

https://edroz.itch.io/autumn-clean

sharp zinc
lost merlin
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flappy bird, but 2d platformer

waxen barn
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Chat gpt

vague estuary
waxen barn
vague estuary
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I guess so ๐Ÿคทโ€โ™‚๏ธ

thin lily
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I would use spawn points instead or you could hand place the enemies in a room

arctic raptor
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Love the environment you made, did you just use the terrain tool built into Unity?

pine comet
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oop wrong person to reply

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school kid as main character, he has to get to school on time and there's various obstacles such as cones, school crossing guard

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at end of platform level is school

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enemies are dogs which will snatch backpack so have to dodge them

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weird idea but players who lose flappy bird game have the bird fall to ground and u (kid) have to dodge it on ocasion

sudden pendant
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@cold onyx !collab

desert martenBOT
charred warren
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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?

sharp zinc
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However, the act of dodging/jumping is something that increase the "fun" of moving from one point to an other point for many person.

charred warren
sharp zinc
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That being said, I'm speaking from personal experience, nothing scientific here so feel free to doubt it.

rose oyster
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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?

sharp robin
# rose oyster Hey, me and my friend have a recipe system where a player can place items on a t...

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

cinder tendon
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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)

snow nacelle
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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

tiny marsh
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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

rose oyster
sharp robin
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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

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I think they are just trying to pump up your art style for it

sharp robin
rose oyster
austere gate
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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?

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I'm currently investigating using a NavMesh agent to ensure all rooms are reachable

uneven arrow
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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

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but i have problem on how to change skybox when is in different zones

uneven arrow
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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

little raptor
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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

lost merlin
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you can probably level gen yourself some terrain with noise

little raptor
steady crest
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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?

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choice paralysis is hard

glossy tundra
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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

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How should I go about this, just by moving the camera and changing UI and control permissions?

broken oak
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please message me in intested! dont me to be annoying sorry!

desert martenBOT
weary thicket
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Nobody tosses lettuce down first when making a burger unless they are doing one of those no-carb bunless burgers UnityChanLOL

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So context helps.

rose oyster
tiny marsh
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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

sharp zinc
tiny marsh
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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)

sharp zinc
quartz osprey
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I agree. Fully investigate the idea of 'vertical slice' and how to specialize it to your case

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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

sharp zinc
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!collab

desert martenBOT
uncut vale
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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

tiny marsh
# quartz osprey So, minimum zone counts. Unless, the idea of moving around the world is in fact ...

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.

frosty shuttle
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So is my thinking right and I fkd my terrain's resolution by not making 4 1000x1000 terrains, but 1 4000 x 4000 terrain?

buoyant storm
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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?

frosty shuttle
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What is he trying to access in line 37?

buoyant storm
snow nacelle
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no offense but you really shouldn't start with multiplayer if you don't know what you are doing

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but your issue is that your camera is likely not tagged as MainCamera

buoyant storm
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hahaha thank you, i really shouldnt but thats why im slowly learning it by small projects

buoyant storm
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thanks again!

frosty shuttle
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@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

buoyant storm
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aghh i see. thanks for the tip. ill keep it in mind

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finally got it going, thank you!

placid glacier
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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?

sharp zinc
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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".

sinful hazel
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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

minor wren
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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

sharp zinc
# minor wren for a 2d game with enemies, hp and scenes where you control a player what would ...

#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, ...

steady crest
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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

cold onyx
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what can i add to my game guys??

sudden pendant
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What a vague and unanswerable question

lost merlin
glossy root
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can i ask here for design help?

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i've got this so far but i dont like how it looks

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i was thinking of the workbench being in a seperate scene

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but im not sure thats a good idea

stoic canopy
# glossy root

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

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kinda like weapon customization in cod where guns pop out more than everything else in the scene

glossy root
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true

stoic canopy
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the lighting also looks pretty flat but its obv that youre not worried about polish yet

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but i do think that having mixed lighting would be nice

glossy root
mystic gorge
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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
snow nacelle
mystic gorge
tiny marsh
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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 ๐Ÿ˜…

sharp robin
reef crow
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Do you guys think this logo for my game looks good? can you understand what letter it is?

hallow thunder
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Its an F

hallow thunder
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Any particular theme your game got?

waxen barn
olive steppe
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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

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Using xr framework amd want compatiblity

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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

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Im using the 2022.3.23 ver of unity

cold onyx
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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!

waxen barn
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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?

sharp zinc
waxen barn
sharp zinc
waxen barn
sharp zinc
waxen barn
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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.

sharp zinc
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It might be a mistake, but it is clearer and easier to quickly spot which one or lock or not.

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Otherwise, you have too much going on.

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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 ?

waxen barn
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Unlock a new tier with new talents. Yep.

sharp zinc
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I would add a secondary panel to show the next talent.

waxen barn
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Thx for the feedback, I may add another loop of work ^^

marsh nest
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i need an idea for a party game to make with 2-4 players

rare lily
tiny marsh
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one player throws grenades in a sealed room and everyone else has to try to be last man standing

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  • different maps for different grenade behaviours like boucning castle (bouncy), space station (low gravity), dark etc idk
frail bloom
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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?

sharp robin
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But I'd look at it from the other direction - what do you want a save point to look like and why

frail bloom
frail bloom
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Not sure if my question is coming from a place of curiosity or dislike though. Interesting to think about though.

austere spade
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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?

waxen barn
velvet drift
# austere spade I'm working on a simple mobile game and I'm worried it isn't fun enough. The ma...

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.

astral knot
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can anyone give me some feedback on the ui placement? should i rearrange it or should i keep it how it is ?

velvet drift
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Probably you could have the score under the bars on the top left and just use that quarter for all the info

astral knot
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what about this ?

velvet drift
polar gull
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Ok hear me out: Patent Troll Tycoon.

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Does this sound appealing in any way shape or form?

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I think it just needs some funny sound effects.

cold onyx
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is this map good for beginner? What should i improve?

tiny marsh
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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

hollow spruce
chrome jetty
waxen barn
stoic canopy
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stop cross posting, and do a simple google search

vast gazelle
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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.

willow juniper
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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?

cold onyx
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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

sharp zinc
cold onyx
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because the concept is fairly ambitious, i feel like minimalism is best

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im thinking 3d graphics with SuperHot-style minimalism style is the way to go

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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

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another question: i assume it must be doable but how conveniently is unity set up for a real-time-with-pause strategy game

cold onyx
dusk shard
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is this ui clear on what you need to do, and does it look good

chrome jetty
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But yeah, pretty clear imo

dusk shard
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It is the button to purchase

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it looks like this when clicked

chrome jetty
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Once I talked my way through it hahhaa

dusk shard
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It has variants to give it a more "hand drawn" vibe, implying that the player drew the x themselves

chrome jetty
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I like that

dusk shard
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also
Im trying to make all the papers look clean and professional, like the sort of vibe from the papers from Papers Please

chrome jetty
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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.

dusk shard
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yea!

elder birch
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like this yellow-ish book

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if you can buy more stuff other than turrets you could add those categories as bookmarks

frigid hatch
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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.

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God that looks like a child drew it ๐Ÿ˜†

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So it is linear and it does have an end, the areas will get more and more difficult

pine comet
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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

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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

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and if you want to include more weapons and upgrades you can extend the path whilst battling more enemies

frigid hatch
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A shortcut for the skilled seems like a good idea

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I want at least a tiny bit of replayability

tiny marsh
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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

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Some times its not as important if the level is very linear though so it kinda depends on the game

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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

frigid hatch
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Well yeah

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I tried to express that with the shacks, and the compound

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but it will

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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

hallow ibex
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What we thinkin about my main menu?

stoic canopy
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adorable and perfect

waxen barn
hallow ibex
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windows only tho

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idk if it works on mac

waxen barn
hallow ibex
waxen barn
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you need screenshots ๐Ÿ˜„

hallow ibex
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I don't want it to be anything too crazy

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just a project I work on for fun

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ill try tho ig lmao

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idk how tho

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nvm i see it

waxen barn
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Flappy Box is a good name for this! ๐Ÿ˜„

final kiln
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redid the burrows in my game and very happy with how it turned out- thoughts ?

proper sluice
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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?

lost merlin
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beyond coordinates, you can try sampling a navmesh which you generate in the world

clever finch
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is doing the reputation system first good?

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or should i start doing the other systems and end with the reputation one?

hallow ibex
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Looks interesting

chrome jetty
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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

clever finch
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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

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While having low enough reputation makes it so that the fight is harder

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Or you can skip fight and result in the city getting destroyed

final kiln
# hallow ibex What's the game about?

Thank you, the top one is old bottom is new. Anywho, itโ€™s about managing your clan of foxes throughout generations. Theyโ€™re born, grow up die, etc. thereโ€™s also a story in there which is played through a series of chapters

hallow ibex
chilly oriole
stoic canopy
storm condor
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this is probably a very stupid question but Iโ€™m 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?

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Iโ€™ve tried resizing and that didnโ€™t work

chilly oriole
chilly oriole
chilly oriole
storm condor
stoic canopy
storm condor
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oh i see what your saying

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sorry i didnt know where to ask lol

stoic canopy
craggy minnow
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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.

glossy root
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i need advice

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so this is my crafting interface

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and i dont like the dropdowns

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each dropdown was supposed to be a different category of items

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like Weapons, Tools, etc

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but i dont like this idea

hallow ibex
# glossy root

Not the help you're looking for, but that menu looks awesome :)

glossy root
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its still not finished

hallow ibex
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It looks likes Rust and DayZ combined ๐Ÿ”ฅ

coral nebula
# glossy root

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

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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)

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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

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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.

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this could all fit into one screen technically speaking, but I would definitely experiment with having it be a seprate UI

glossy root
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to craft more complicated items

coral nebula
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Welp seems like you have your answer then ๐Ÿ™‚

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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.

glossy root
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thanks man

glossy root
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so when u open the basic inventory with tab u get this

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where u see the read will be the information about the player

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like cold protection

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radiation protection

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bite protection

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from the clothes

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and when u press b or some other key which i havent decided yet u get the crafting

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and when u open an interactable like furnace or workbench u get this

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pretty much i did what u said with the minecraft fixed layout

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that there is a space for other containers

thin solstice
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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?

glossy root
coral nebula
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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

glossy root
#

and v is the one with crafting

coral nebula
#

The empty slots on the right labeled Jeans/Backpack/Etc

#

these are inventory slots in your jeans right?

glossy root
#

and i made it so that i can add more keybinds and backgrounds like crafting

coral nebula
#

gotcha

glossy root
#

each clothing item has its own slots

#

well not every single one

#

but every which has like pockets

coral nebula
#

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

glossy root
#

i still gotta do that

#

i wanna do what terraria did

#

like this

glossy root
#

i get what u mean

#

thats a good way

coral nebula
#

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 ๐Ÿ™‚

glossy root
#

thanks

reef crow
desert martenBOT
dusk shard
#

attack ui

tiny marsh
#

I dont think telling the player what health does is neccesary on an attack report, they should know this elsewhere

chrome jetty
# dusk shard

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"

autumn shadow
#

its just a capsule

#

idk what to do for this game

silent hull
# autumn shadow idk what to do for this game

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.

frosty shuttle
tiny marsh
#

make a game where you play as a homeless man who invades peoples houses and throws rats at people in the park

sinful hazel
weary thicket
dusk shard
#

I know, Its filler text

dusk shard
sinful hazel
#

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

odd prairie
willow juniper
#

what would be a good icon that says "hey press this and the game will run faster"

willow juniper
odd prairie
#

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

willow juniper
#

oh and the rats need to all have outfits.

odd prairie
#

brilliant ideas

willow juniper
#

bleed damage

odd prairie
#

lmao

willow juniper
#

pustule infected rat, toxic d.o.t

odd prairie
#

rat with a string for a grappling hook

odd prairie
#

lmaooooo

willow juniper
#

and the homeless guy has to have ragdolly movements

odd prairie
#

like tabg?

willow juniper
#

yeah!

odd prairie
#

definitely if i figure out how to do it

willow juniper
#

rat with a bottle of alcohol taped onto it. molotov

odd prairie
#

and for the other people especiallt

#

thats good too

#

maybe one with like a mini dunce cap for extra velocity

willow juniper
#

arcs further

#

little rat with a medkit. just kisses the boo boos better

odd prairie
#

lmaoo

glossy root
#

@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

sharp robin
# glossy root <@164910278318751744>

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!

rapid wagon
#

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

burnt idol
#

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

silent hull
#

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

dusk vessel
#

Kind of a broad question. Can you atleast tell us what you're looking for? is there a theme, scope or something.

burnt idol
#

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

silent hull
#

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

burnt idol
silent hull
#

The hard thing is to balance them all out

burnt idol
#

Basically why I added quite a few different types of weapons

dusk vessel
#

hey looks nice

burnt idol
#

(And attacks might change based on offhand weapon)

burnt idol
silent hull
#

There are a lot of ways to balance different kind of weapons and make the viable to use

burnt idol
silent hull
#

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

dusk vessel
#

yeah a good rule is to reward risk

#

more risk = more reward

silent hull
#

Swords may have a debuff for holding them in one hand / dual-handling

burnt idol
#

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

dusk vessel
#

maybe dagger could have something special that dual doesnt

#

like poison or smt

burnt idol
# dusk vessel like poison or smt

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

silent hull
silent hull
burnt idol
#

Yeah

burnt idol
silent hull
#

Basically:

  • Single - Sword better
  • Dual - Daggers better
    But ultimately, if there are some special effects, it would depend on these
burnt idol
#

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

silent hull
#

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

silent hull
#

All kinds of things

#

Poison, bleed, etc

burnt idol
#

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

dusk vessel
#

dont worry about being accurate

burnt idol
#

Maybe will continue afterwards

dusk vessel
#

youd need to have other people play it lots

#

so you can get more diff. perspective

silent hull
#

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

dusk vessel
#

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.

burnt idol
#

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

dusk vessel
#

its ayt ill take a look at it

dusk shard
#

how do I increase the size of the camera but only in terms of height

#

pecause this is how it fits my screen rn

sudden pendant
dusk shard
dusk shard
#

but speaking of game design, I had to chage the ui a bit because of the res so here it is now,

dusk shard
#

I made the artstyle more consistant with the physical buildings

tiny marsh
#

was going to comment on this before- nice change!

cold onyx
dusk shard
#

wdym?

glossy root
#

would u as a player understand this interface layout?

#

and does it look appealing?

vapid stream
#

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

glossy root
#

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

vapid stream
#

Hm, they seem a little disconnected, can't explain why

#

Maybe because they have separate panels

glossy root
#

put it into one?

#

might try that

vapid stream
#

Maybe

#

I'm guessing you'll have to do more than just put them into one box

glossy root
#

yeah i know

vapid stream
#

Very cool UI though ๐Ÿ‘

tiny marsh
# glossy root

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

glossy root
#

extra slots

#

which u can put items into

#

and they appear in the list on the right

#

u can scroll up and down

tiny marsh
#

i feel like base inventory should probably be positioned inside that scroll list to then

livid karma
#

Anyone know why rotating my directional lighting would be causing no effect on lighting or shadows or anything? The intensity isnโ€™t set to zero and thereโ€™s only that one directional light

livid karma
#

K one sec

livid karma
#

I'm not seeing much shadow to begin with come to think of it..

#

Lemme try placing an object

cold onyx
#

Maybe itโ€™s the skybox

livid karma
#

yeah, no shadow off a cube

livid karma
cold onyx
#

It could be too intense

#

Try removing it to see

livid karma
#

okay.

cold onyx
#

Youโ€™re using Urp right

#

Also you can put it back, skybox isnโ€™t the issue it seems

livid karma
cold onyx
#

When you created the project

#

Was it just the basic 3D template

#

Or something else

livid karma
#

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

cold onyx
#

@livid karma

cold onyx
#

Also next time ask in a different channel. Game design is a bit different from what this is

stoic canopy
#

Is this not hate speech?

cold onyx
#

You could dm them directly instead of doing this

stoic canopy
#

What difference does it make?

cold onyx
#

The difference is that Iโ€™m trying to help someone in this channel

#

And when you just come here and do that, itโ€™s a bit annoying

stoic canopy
#

I couldn't care less

cold onyx
#

And pinging the entire community team also isnโ€™t a good idea

#

1 guy would be enough

stoic canopy
livid karma
stoic canopy
#

maybe read the rules

stoic canopy
#

the game design channel is to ask for help on game design, not unexpected behaviour

cold onyx
livid karma
cold onyx
stoic canopy
#

i am not angry, and hate speech is not "chill"

livid karma
#

I don't even recognize what the pfp book is tbh

stoic canopy
#

the Quran from what it looks like

cold onyx
#

You are correct

tiny marsh
#

What a mess!

stoic canopy
tiny marsh
#

Mans is impatient

stoic canopy
#

its been an hour

ocean comet
#

!warn 1185048074549219369 your profile picture is offensive and provocative, please change it to remain in this server

desert martenBOT
#

dynoSuccess temporary_noaccociate has been warned.

waxen barn
ocean comet
#

It's hosted by Unity, but the moderators are community members

stoic canopy
light nymph
#

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

tiny marsh
#

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

light nymph
#

ok thanks

#

I got an idea now

tiny marsh
#

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?

sharp zinc
tiny marsh
#

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)

hard fog
glossy root
#

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)

glossy root
#

the most straight forward advantage of fullbody is that i dont have to make two animations

sharp zinc
weary thicket
#

I presume that they mean what other players see.

#

Which you generally want to not be a floating pair of arms.

weary thicket
#

One major downside of full body is that most fps games put the camera in the chest area rather than the head

tiny marsh
#

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

glossy root
#

becuase then when i walk i will have a headbob effect

#

and i want to implemenet my own logic for headbob

tiny marsh
#

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)

small scroll
#

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

coral nebula
#

@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

coral nebula
# coral nebula

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:

  1. 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)

  2. 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.

  3. 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

acoustic badge
#

@coral nebula i smell you

coral nebula
# coral nebula

the above design fixes a few things:

  1. 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!)

  2. 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

  3. Ample space for both description and ingredients list, notice we only have 1 scrollbar now!

  4. 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

coral nebula
glossy root
#

i appreciate the help

tiny marsh
#

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

strange sable
#

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?

strange sable
#

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?

chrome jetty
# strange sable Hey! I am making a interesting 2D platform game (More Like Rogue Lite). This gam...

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

strange sable
real stratus
#

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."

tiny marsh
#

MonkaS multiplayer idle

final kiln
#

quick intrusion, someone I know says the branches on this tree look off what do y'all think

tiny marsh
#

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

blazing bone
#

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

swift pasture
#

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?

glossy root
#

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

glossy root
#

almost every game has an order

#

which they lay it out in

blazing bone
swift pasture
#

9.7/10

#

I wish I could do something looking that good sadok

blazing bone
#

thanks

fallen torrent
#

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?

coral nebula
# blazing bone how is that?

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.

coral nebula
#

yes much better

tiny marsh
# blazing bone 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)

young minnow
#

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?

glossy root
#

what can i improve here?

#

im gonna smooth out the values later

#

i know that

glossy root
#

yeah i just did the smoothing

sharp robin
#

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.

frigid hatch
weary thicket
cold onyx
faint void
strange sable
#

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!

strange sable
cold onyx
#

Looking for Advice from Experienced Unity Users

signal dock
#

i made lava

strange sable
#

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?

tiny marsh
#

@strange sable top down or side scroller

strange sable
tiny marsh
#

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

strange sable
wet plank
#

Anyone making or know of someone making a survival game for mobile devices? I'm interested in looking around.

tiny marsh
dusk shard
#

ver. 1 is done :D

swift pasture
#

getting papers please vibes, hopefully it will be just as good :D

dusk shard
#

Thats what I was going for!

swift pasture
#

cool!

brave scaffold
#

crazy wht some lighting can do

sudden pendant
noble glacier
#

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

split gyro
#

can someone help me make my game? Im just starting out and i have no clue what to do

sudden pendant
#

Are you looking for ideas, or someone to actually make your game for you?

split gyro
#

Im looking for someone to guide me through the process of how to get started making the game

sudden pendant
#

Unity has a whole !learn series. Start there.

desert martenBOT
#

:teacher: Unity Learn โ†—

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

split gyro
#

and i already have a rough idea of what kind of game I want to make, so thats not necessary

#

alright

summer flicker
#

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

tiny marsh
#

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?

sudden pendant
#

This is very clearly inspired by Thronefall, so continue to take inspiration from there?

weary thicket
lost merlin
#

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

tiny marsh
#

it looks like godot kekw_dog
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

narrow kelp
#

which one do yall think is the best?

tiny marsh
#

best for what

frozen hare
#

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. Iโ€™m looking at GIMP to get my point across but itโ€™s really hard to use. am I doing too much? Advice? Itโ€™s okay if the advice is โ€œlearn GIMPโ€ lol

sharp robin
#

I'd probably do a quick prototype test first before that though

tiny marsh
#

i'm a png gamer

lofty owl
#

Do you think nintendo will sue me if i make a game "INSPIRED" by mario wonder with my own characters

tiny marsh
#

depends how "inspired" it is
but no youll probably not get to the point where a mario inspired game is worth sueing

lofty owl
tiny marsh
#

i think nintendo will descend from the sky and blow a hole through your wall

narrow kelp
#

it doesn't have to be dark

#

this is what i ended up with tho

tiny marsh
#

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

narrow kelp
tiny marsh
#

this gonna be a wandering in the woods type horror game or a fnaf monitering stuff game i wonder ๐Ÿค”

narrow kelp
narrow kelp
#

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

tiny marsh
#

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

narrow kelp
#

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

charred warren
#

I'm not sure if it's just my imagination or not, but are dodge curves for games usually linear or parabolic?

sudden pendant
torpid onyx
#

oh okok thanks

frozen hare
summer kite
#

Search on Google?

sharp zinc
frozen hare
#

Oh okay that makes sense. Iโ€™ve never heard of that before but Iโ€™m familiar with product roadmaps and deliverables so Iโ€™m sure I can figure out how to get that going. Ty ๐Ÿ˜Š

sharp zinc
#

You won't have date and deliverables in a GDD.

frozen hare
#

Okay I see what youโ€™re saying now. I found some templates ๐ŸŽ‰ tyty

sick blaze
#

ignore animations and background they are not complete and are placeholders

tiny marsh
#

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

tiny marsh
sick blaze
#

im after any type of feed back be as harsh as you like you wont offend me

sharp zinc
#

Otherwise the game looks pretty solid for a prototype

sick blaze
sharp zinc
sick blaze
#

this one?

sharp zinc
#

From what I understand, they do have overlay for transition that are too jarring.

https://youtu.be/XZEkg_r5PDw?t=507

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โ–ถ Play video
#

But yeah, this game is a real mess so just take what works.

#

@sick blaze

sick blaze
#

thank you

tiny marsh
#

i think the most jarring thing here is how every text object is different

sick blaze
#

Do you mean in persona?

waxen barn
tiny marsh
#

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 ๐Ÿค”

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)

sharp zinc
tiny marsh
#

Whys that?

sharp zinc
# tiny marsh 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.

tiny marsh
#

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

obtuse latch
#

hi does anyone have code for an enimy 3d im really confused and i can only find 2 year old toutorials

snow nacelle
#

why would a 2 year old tutorial not work?

obtuse latch
#

its out dated or somthing

#

it gives an index out of bounds errot

#

error

snow nacelle
#

that would be due to your code being incorrect

obtuse latch
snow nacelle
desert martenBOT
obtuse latch
#

oh thx

#

ur a life saver

chrome jetty
#

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 #๐Ÿ’ปโ”ƒcode-beginner makes more sense

sick blaze
sharp zinc
gloomy crystal
#

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)

gloomy crystal
chrome jetty
gloomy crystal
gloomy crystal
#

The component?

chrome jetty
#

Oh, also, things lower are rendered last (on top)
So you have UI rendering on top

chrome jetty
gloomy crystal
gloomy crystal
chrome jetty
# gloomy crystal

Show the renderer of the background. Also, look in the game view instead of scene view

#

Because sorting layers affect the camera only

sudden pendant
chrome jetty
#

Also, what is up with the wildly huge scale?

chrome jetty
#

Ah yeah, forgot what channel we were in, sorry

dire estuary
#

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?

median pewter
#

Any way to make this UI better? Also got idea to make a while panel button to give description more space

lost merlin
#

text a little hard to read, but seems fine otherwise

sick blaze
#

horizontal align center

#

so the padding at the top is same as bottom

limber scroll
median pewter
median pewter
sharp zinc
#

I would also reduce the description of each individual to pretty much one liner if you have this little space.

median pewter
#

oh, thanks for advice

rare lily
#

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.

lost merlin
#

flabby birb meets subway surfer

rare lily
sick blaze
#

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

rare lily
rare lily
rare lily
#

Your animation should be able to do this.

trail hearth
#

Is it realistic to want make make a VR RPG MMO as a beginner game creator?

trail hearth
#

Itโ€™s not?

chrome jetty
#

It is actually a meme

#

Wanting to make an mmo as a beginner

chrome jetty
#

Make brickbreaker and roll-a-ball first

#

Then work your way up

trail hearth
#

So I should take small steps and develop the skill before doing something as ambitious as that?

chrome jetty
sick blaze
rare lily
sick blaze
#

yh, sorry i read it another way

weary thicket
pastel pawn
#

My level selection for a speedrunning game. A bit too much to include checkpoint splits? It looks kinda congested.

weary thicket
#

That way they can be ugly but peeps will still turn them on

golden horizon
#

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?

trail hearth
#

Yeah I was told

waxen barn
golden horizon
#

hmm meta quest better?

#

i have meta quest 3 too i can do on

trail hearth
waxen barn
# trail hearth Yeah I was told

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

waxen barn
waxen barn
trail hearth
#

Yeah

golden horizon
#

do u know any tutorials or videos i can watch to go in that direction im kinda lost

waxen barn
# trail hearth Yeah

We have a beginnder gamedev section on our discord if you like. Its in my Profile

trail hearth
#

I feel like weโ€™re all waiting for the day we get a good VR ROGMMO game, the type weโ€™ve all fantasized about. Like to ones we would find in movies and anime cartoons. Donโ€™t you agree?

waxen barn
waxen barn
waxen barn
trail hearth
#

Yeah, no big companies are really willing to make a game like that in VR. Instead we get bite sized mobile games.

trail hearth
#

But Iโ€™ve 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.

steady crest
#

any good books ya guys recommend for game design?
Have problems giving my survivors like game some depth

tiny marsh
#

do most people learn game design with books?
kinda hard to give ideas with how vague the second part of your question is

lost merlin
#

I learn by not procrasinating and playing games myself to learn

dawn pike
#

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.

native cypress
#

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 itโ€™s supposed to load the capture UI! This problem now occurs because of the game build the problem did not happen before

dire estuary
lost merlin
#

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

tiny marsh
#

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

lost merlin
#

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

tiny marsh
#

ah right
i looked at it for % cause thats how i do it lol

lost merlin
#

I got flat armor, % additive, more %, and final % (elemental weak chart)

tiny marsh
#

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?

lost merlin
#

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

tiny marsh
#

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

lost merlin
#

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

tiny marsh
#

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

lost merlin
#

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

coral geyser
burnt plover
#

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!

lost merlin
#

single stats eh, isn't that just poker

sharp robin
chrome jetty
sharp robin
burnt plover
sharp robin
#

I find godot and unreal slow me down more than I'd like, but the difference in output can definitely be worth it

sharp zinc
coral geyser
#

HYPERFANTASY.VISION (@HyperfantasyV) on ...

hardy briar
#

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?

desert martenBOT
#

:teacher: Unity Learn โ†—

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

summer flicker
#

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!

chrome jetty
#

So I guess I'll vote 1, since you asked specifically about the tooltip

summer flicker
#

yeah, all icons and UI are all place holders and part of different old projects, so don't acknowledge them lmao

twin crater
#

is there a GUI Kit like this game?

strange sable
#

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? ๐Ÿ˜…

tiny marsh
#

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

strange sable
burnt plover
sharp robin
pastel heron
#

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

tiny marsh
#

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

pastel heron
#

oh ok thank you ill try to figure it out

idle flare
#

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

lost merlin
#

wat

tiny marsh
#

anyone got a 3d model of the fabric of time i can borrow real quick

sudden pendant
#

How does one actually borrow art "real quick". ๐Ÿคทโ€โ™‚๏ธ

sharp robin
#

And what is the fabric of time?

#

That sounds more like a particle experiment to me

spice ivy
#

i can do it so quick

weary thicket
sudden pendant
#

It must be returned, considering the limited quantity available for distribution

cold onyx
#

hi

#

can someone teach me how to make the gtag rig work all the tuts dont work for me

cold onyx
#

im stupid and dont understand it

thorny citrus
maiden moat
#

Do games typically make things like projectiles increase speed over time or are most of them linear in velocity?

maiden moat
#

I made a mistake, I meant constant speed not linear

lost merlin
#

Constant speed id say

maiden moat
#

thanks

lost merlin
#

Military shooters a mix of both

maiden moat
#

what about boomer shooters?

lost merlin
#

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

chrome jetty
late vapor
#

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

chrome jetty
#

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

regal elbow
#

what other abilitys should i add to shop

sudden pendant
#

Given nobody has any idea what your game is, how can anyone give suggestions? Also, your transparent PNG makes it hard to read.

proven bluff
#

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!

lost merlin
fathom cypress
#

physics based stuff in reality that i have context for.. and then try my hand at replicating

wraith pollen
#

What sounds better as a currency for FPS shooter. Uranium crystal or platinum potato?

sick grail
#

platinum potato i think

wraith pollen
sick grail
#

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

wraith pollen
sick grail
#

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?

wraith pollen
sharp zinc
sick grail
#

i don't think it makes a huge change

#

if you already made and designed one

#

but its your choice

wraith pollen
sick grail
#

yeah

#

and if its a thing in your game already

wraith pollen
#

But it's true that platinum potato is much more memorable

sick grail
#

yeah i'd go for platinum potato

wraith pollen
tiny marsh
#

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

sharp robin
tiny marsh
#

Top down singleplayer rpg sort of thing
Exploring and figting focus

Bestiary is not core to the plot or game

echo swift
tiny marsh
#

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

normal dagger
mighty geyser
#

is a game design/writing degree worth it?

sudden pendant
#

Realistically, no

mighty geyser
#

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

sudden pendant
#

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.

mighty geyser
sudden pendant
#

Look at the credits of any game and see what people are paid to do?

mighty geyser
#

ok

#

mb

vapid nacelle
#

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

hard fog
#

@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

deft patio
#

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

sharp zinc
sharp robin
#

Yup! Plus this is what user testing is for. Do your best work, try it on people, then do better. ๐Ÿ™‚

#

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.

deft patio
#

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