#archived-game-design

1 messages · Page 19 of 1

deft patio
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Yes that's what i'm doing now. I have a playable for people to test. Just asking here what experience as a player when playing these games. Feel free to suggest a game to check

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Actually i should correct myself about this part:
I'm not trying to cater to casual and hardcore control scheme. Only casual, and comfortable for both PC and mobile

strange sable
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Are video clips allowed to be sent here? I need advice on level design and need to show with game mechanics

sharp robin
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Well, rather, I play a lot of games or course - and I'm sure I take inspiration from them on some level. But I never look at them when assessing my own stuff. I make what I like and I'm happy that way

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Like, once you start saying point and click - for sure if there is a sample I can give feedback. But listing games as examples, I most likely don't know what they are and am not really interested in how they do something. I know it sounds isolating but ...

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What I will say, is I build my controls touch & context based in mind. If you plan to go mobile - don't be adding the WASD keys you mentioned. Or at least not as the only input. Think through what you want as a player on mobile, on PC, on web, work backwards from there. Then get user testing done and write down their experience in detail.

strange sable
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Hey! [This Game is a Prototype] Outside of some visual bugs, I want to know your opinion on the game mechanics with the terrain. Does it work well? What do you like about it? What do you not like about it?
What about the art? Does it work together? Does it visually appeal to you?
Do you like the game idea? Does it look fun?

deft patio
sharp robin
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The more eyes the better!

deft patio
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I don't play games anymore much personally, but my most played games in the past and what i wanna try combine is Ragnarok, Dota, Guild wars (LMB based point click, RMB based point click, and WASD directional TPS). So i've made all the components, and now just starting to reduce the features slowly, test, and looking for that point where I can come up with a "oh lets try solve this problem in a unique way"

sharp robin
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Your getting feedback early, the game'll come out great 🙂

deft patio
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Yea. I'm asking now for a new game for a game jam tho. Deadline on 17th
For this i'm just gonna have a point click navigation only for cutscene sequence/npc purpose. It'll mostly be controlled by WASD, collecting items n exploration mini game

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Point click (or the more basic element of it: navigation) is mostly useful for easy brainless movement when the objective is just plot driven (go to an npc/item and do something to it)
So probably that's also all it needs for the scope for the casual side of the spectrum

deft patio
deft patio
strange sable
deft patio
strange sable
sharp zinc
# strange sable Hey! [This Game is a Prototype] Outside of some visual bugs, I want to know your...

I do not really want to sound disrespectful, but there is nothing there that I find particulary attractive.
The first thing that is really jarring would be the difference in the resolution of each individual assets. (Background, enemies and terrain)
Then, the combat is as simple as it can be. It can work in some case, but usually you have other mechanics around it.

The main issues I have with those type of game is that there is a considerable amount of them already in the market. It really is hard to find something in the metroidvania genre that would be "good" without comparing it to others game. Usually, the game that succeed have a really, really strong visual which you definitely do not have here.

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I suggest that you ask yourself what would be the focus of your game.

sharp zinc
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Would you want to have a more combat oriented games ? If so, maybe you should explore adding mechanics and different enemies then the standard.

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Or, you could go a different direction have a more adventure games.

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You could also attempt to look into how RPG element would integrate in your game.

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If it is something you fancy.

sharp zinc
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Also, I note that I am unable to find the theme of your game. You have monster, humans and gun which usually do not fit that well together.

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Maybe you would want to nail this as well first

strange sable
# sharp zinc You do what ?

The focus is getting different gears. These gears give you different powers, like powerups in Mario but you can select them after obtaining them.

sharp zinc
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Obviously, I am only working with what you presented.

strange sable
strange sable
sharp zinc
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As it won't change what I said

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And I am not really an artist

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I could not give you advice on the art itself.

strange sable
deft patio
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Yea u can show some of the relevant art for the project here

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If u're looking for advice on art, then post everything necessary, including what ur plan forward a bit. Post reference if u want

real prairie
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I'm building a turn based rpg game (.ie final fantasy)

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I've been told only an open world game would sell

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Any opinions?

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If I convert to it there is no going back

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But turn based design is a must for what I'm doing too

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I can share more in detail

median pewter
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Im bad at designing UI for widescreen

sudden pendant
real prairie
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Also would it be a more selling and appealing work

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I would need at least 2 artists for proper level design too, in that you are right

sudden pendant
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"Players"? How many "Players" are making demands?

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Are they paying you to make this game? Are they your client? Otherwise, do what makes you happy and don't stress about appeasing some random people.

median pewter
real prairie
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Not really clients, but I am appealing an audience as I build, share and sell

sudden pendant
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Which is how big currently?

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As in, how many people have told you "only an open world game would sell"?

real prairie
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Like 4

sudden pendant
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I hope you're seeing the ridiculousness of what it all so I don't have to spell it out.

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Anyway, ultimately it's up to you to make a decision.

real prairie
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But it's usually people criticizing

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I suppose I was right to begin with

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But then again I don't want to be throwing away what I have

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This will lead to quality work if successful too, but I haven't done any open world games yet

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Anyways, thanks for the input 😁

sour wren
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Hi, i just started build my first game, 2D topdown. I started create a room in a house, i used Tilemap for build the walls and the floor, how should i do the interiors like chair, table, bed etc. With tilemaps too, or with separate objects with sprite renderer?

real prairie
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I would pin point definite props, you don't want extra detail in there

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So all rooms are even

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.ie skip small detail in all or keep every small one

weary thicket
novel creek
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hi guys what websites that can help me find a ground for a 2d platformer sidescrolling game

real prairie
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I did expect a bigger response on my current one too

real prairie
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You'd love that material

sharp robin
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Usually the more confident someone is the less likely they have meaningful experience - the answer should always be it depends.

real prairie
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I really feel like my product should focus on the lower maintenance side of the market

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Which then means having an open world game would beat the purpose of having such a game

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I would love to go all out on a game, have all the gorgeous moments I can share and so forth, but that's kind of out of my reach

sharp robin
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Yeah, I also find a lot of advice is based on what they played in the past and not necessarily reflective of tomorrow too

real prairie
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One thing I'm not sure is how it would differ from having to play in a static point in world in comparison to having real world roamed around

sharp robin
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And not everyone wants to make money just creating another timer based micro transactional mobile clicking game 😄

real prairie
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You're right at that, when I think about that I lose sight of what to do

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I've improved too much since my last game

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It would show if I did all the open world stuff

sharp robin
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The beauty of single player stories is you can control the whole narrative, and really tell it how you want.

real prairie
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I could literally turn this into a hack and slash game

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I do have everything too, item generation, ability and upgrade systems

sharp robin
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What I'm trying to do more often is more smaller samples to a bigger audience. So it can pivot a lot more early on.

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With one of the samples always being the opposite direction. Just to sanity check my idea processes.

real prairie
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Do you get times when you do crazy decisions and it works much better?

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People could literally love this game

sharp robin
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All the time! It helps having a team to push you to try different things.

real prairie
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Man, you're getting me excited over this now 😛

rapid wagon
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so i'm designing a 3-D game shooter for an online course in a google program called coursera, I'm setting up the ui menus but i cant enter play mode for some reason, I tried consulting google and it wasn't very helpful. the video lectures periodically enter play mode to check if things are working properly, i've taken extra care to closely follow along exactly what their doing but i can't enter play mode. I checked for possible errors in the console and theres nothing. I click the enter play mode and it just makes a sound and the only thing that changes is my coursor disappearing

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does anyone know whats going on

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is this fine? or is this gonna be an issue impacting the end product of what im doing?

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also important note, for whatever reason, the lectures haven't been updated and reuploaded so they are going based off the most recent version of unity 2020.3.x, i dont fucking know why but whatever. this is the version im currently working on, as i've said before, im trying to follow along as closely as possible

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if im not mistaken, that would mean its version Unity 2020.3.48

reef crow
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How does this for a really old retro game, I'm trying to go for garry's mods feel. This is also without any decor.

sharp robin
rapid wagon
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There were none

radiant birch
# reef crow

was this done with probuilder ? I think it could use more rounds and diagonal pieces and breaking up the blocky feel of walls with like I understand old school but that was a BSP limitation back in quake 2 time . Using cladding and so on. Doing that would put it at quake 3 retro look level

novel creek
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hi guys is it really impossible to animate a slash for this character in unity like chat gpt says like i have the bones seprated but i dont know what should be the prepration phase before the swing

tired narwhal
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Hello everyone, I have a question. I'm almost done with my game, but can I find the game registration, login and settings parts in Unity Asset or should I prepare it myself? If there is an asset you know and it is good, that would be great. I would finish the game at least 2-3 days early.

round plover
# tired narwhal Hello everyone, I have a question. I'm almost done with my game, but can I find ...

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steady crest
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I m wondering is it just me or is it normal to spent a huge time amount of developing a game on game design, like I had days where I straight up have to think for multiple hours how to design something and come up with solutions, I feel like I m wasting way too much time thinking

sharp zinc
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Obviously, you have the pre-production and the a brainstorm phase, but it should only be a phase.

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Which should be mostly proportionnal to the scope of your project.

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If you find yourself always brainstorming, your project might be too big.

steady crest
# sharp zinc If you find yourself always brainstorming, your project might be too big.

I m a solo dev currently. the problem is more that I m searching for a fun core loop that is small but still good enough. Most time I spend is thinking how a game idea would play out what the goal would be, the unique selling point, and how the mechanics would be scalable and work well together.
But there are just so many different possible ideas and I dont want to pick the wrong one.

Like at the beginning I planned on making a first person vampire survivors game but the problem was that in first person the player cant have many different auto firing weapons and skills so I was thinking how to get around that but I couldnt find a solution so I moved onto another idea

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where the player uses a first person turret tower to fend of waves of enemies but I couldnt find any refrences to games doing this and didnt know if it will provide enough fun and how to have meaningful progression with visual upgrades since in first person u dont see much of the tower turret anyways so visual changes are kind of useless

I dont know if I moved on too fast and should have solved the game design problems but I didnt know how to solve them and after spending 50 hours thinking I decided to move to the next idea and so on

sharp zinc
reef crow
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Making this fun retro quick horror game, how does it look so far?

hardy briar
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Ion understand the sizing of unity. I made a game with pygame and all the images didn't need to be resized but when I work in unity, they're either too tiny or too big 😦

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I'm tryna remake my pygame project in unity to understand it

olive dove
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if you were making a party arena game akin to Stick Fight and wanted to have a system that detects whether an object should "crush" the player or damage them what's the best way to approach that?

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Would it be checking the object's velocity and calculating it against it's weight somehow?

chrome jetty
prime grotto
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(pixel per unit, incase that didn't help you at all)

sharp robin
hardy briar
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also is there a way to run the game in actual full screen?

chrome jetty
chrome jetty
hardy briar
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Saw a script on google but there’s no way it’s that complicated

sudden pendant
blissful talon
blissful talon
sharp robin
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Also, given your bio, I'll post this as well

!collab

desert martenBOT
sharp zinc
graceful shard
olive dove
# sharp zinc <#763495187787677697>

thats a game design question no? im not asking about the code, im asking how it would make sense to calculate it (mechanics + math/physics)

sharp zinc
hardy idol
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does that look good for a tech related game?

waxen barn
sudden pendant
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You're not going to fool people into thinking it's not AI. No need to keep trying. Find a style you like and make it properly?

chrome jetty
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Is it Digivese or Dgivrse ?
Because both those logos have standard AI typos

hardy idol
chrome jetty
hardy idol
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I keep saying is the game good and i meant is the name good

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same typo 3 times ig

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its a tech related game thats all i can explain it

chrome jetty
hardy idol
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okay thanks

graceful shard
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Does anyone have a basic tilemap template so we can use it by drawing on it in pixel art to make our own tilemap with all the necessary tiles please?

sudden pendant
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Nobody knows what you consider as being necessary. There are plenty of tilesets online, look at them and write down any that are necessary to you.

graceful shard
sudden pendant
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You can rotate them with a hotkey that I forget what it is.

pallid bobcat
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ok why have all my tiles went pink

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i delted something i cant remember what it was but it caused it

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but my tileset is still here

arctic sigil
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I can't come up with game ideas someone tips?

chrome jetty
pallid bobcat
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yea i fixed it and also alright

sharp robin
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I could share my process but it'll only interest me. And how and why for ideas depends so much on your objectives etc.

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Ideas for personal vs corporate is different, same as passion, interest and hobbies

marble juniper
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Decided to give the Monkey Ball Mechanics a try

marble juniper
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some interactions with other physics objects

sudden pendant
bright magnet
marble juniper
formal apex
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I'm creating a horror game in the style of the granny game, it's in a castle and you have to flee a monster. It doesn't sound like that, do you have any idea of ​​the entity that's going to hunt me down?

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I use Google trad to comunicate

compact ingot
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@tawdry sonnet pixelart style?

tawdry sonnet
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actually im going for a different style cause all my games had the same (bad) pixel style. tryin to go for like a hollow knight or cult of the lamb style @compact ingot

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my last masterpiece angerjoy

compact ingot
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ahm I see

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why are u drawing on a little canvas tho?

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u wanna keep the pixelart style?

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vaguely i mean

tawdry sonnet
compact ingot
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XD

tawdry sonnet
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incredible sketch i know but i like the concept. hbu?

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should i go for a bigger canvas? like 1080p?

compact ingot
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mhhh I was thinking about two things:

  • a trash can with no legs, no eyes, no facial expressions that just moved by bouncing up and down to walk
  • someone or something inside the trashcan that uses its legs or tentacles to move and has the eyes popping from the lid
tawdry sonnet
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ok wait lemme cook i like your thoughts

compact ingot
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also, idk what kinda game genre u were going for, but I was imagining a platformer or like a 2d-seen-from profile game

tawdry sonnet
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roguelike

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should be a 2d topdown scene

compact ingot
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oh I see

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like hades right?

tawdry sonnet
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dont know hades but do you know binding of isaac or cult of the lamb?

compact ingot
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yea heared of them

tawdry sonnet
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yk wat i mean right?

compact ingot
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yea... i guess

tawdry sonnet
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like you have player and dungeon and then pew-pew or with a sword kill bad guys. yea

tawdry sonnet
compact ingot
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yea that was my thought

tawdry sonnet
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but i would remove the tentacles i think they dont fit that well

compact ingot
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oh I thought the ones coming out were banana peels

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and i mean tentacles as feet

tawdry sonnet
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ooooh you mean like broken through the bottom?

tawdry sonnet
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i want to sit with the idea of the trash can eating the deafeated souls or so. maybe some tentacles grabbing the enemies and sucking them into the can?

compact ingot
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yea that would work

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like the among us death animation

tawdry sonnet
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thanks for the main idea btw

tawdry sonnet
compact ingot
tawdry sonnet
compact ingot
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yea, its the tentacles one right?

tawdry sonnet
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never played amongus had it different in mind but i guess that is the one

compact ingot
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u could just take the tentacles part, idk how gorey ur game is but u could make the enemy squeeze to death like a ketchup thingy

tawdry sonnet
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i think thats okay

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theoreticly could a under 18 yo dev make a 18+ game? thats a bit fucked up or not

compact ingot
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mandela effect

tawdry sonnet
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mandela effect is crazy frfr

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imagine a 13yo kiddo working on a mortal kombat like game in the middle of da night XDDD

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evil laughter hehe

compact ingot
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lol

dire oak
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I search game idea for learning unity i have already make little project and want learn more about unity someone has some idea ?

sudden pendant
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Find a low effort hyper casual game off the mobile store and recreate it as practice.

dire oak
tawdry sonnet
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@compact ingot i think i still have a lot to learn 😅

dire oak
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Ok i find some shit game on the playstore

dire oak
marble juniper
tawdry sonnet
tiny marsh
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Do people prefer class trees like the left one or the right one generally

noble sparrow
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I personally prefer the one to the left, so i can play the game a little before deciding what i want

lost merlin
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I prefer your starting class splits into different options

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Swordman -> Barbarian or Defender

vapid stream
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If it was a skill tree, i'd like the second one, so i can "steal" skills from different archetypes, but use them for my main archetype

formal apex
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Can i have a idea of horror game for my first project ?

night shoal
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Flappy Bird but the bird is a skeleton

formal apex
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Flappy bird needs génération of map ?

sharp robin
formal apex
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But no horror

noble sparrow
formal apex
noble sparrow
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nahhh

novel creek
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hi guys where to get character for my 2d game besides drawing it and pixel art and the aweful ai generated images

sudden pendant
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The Unity asset store would be a start. Otherwise, Google it? Itch.io for example as sprite packs.

novel creek
sudden pendant
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Then they don't exist, hire someone if you cant make it yourself.

novel creek
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i tried to fix it in photoshop but couldnt do this

sudden pendant
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Well, then hire someone

novel creek
cold onyx
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if you do have classes, then it should be easy to make multiple characters

languid wharf
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maybe the feet becoming boots

languid wharf
languid wharf
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nvm im stupid

cedar estuary
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whenever i press CTRL + Z , the overwritten tilemap disappears

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then i have to toggle it active and unactive for it to appear again

weary thicket
low turret
spring ledge
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will somebody beable to guide me and help me with a gorilla tag fan based game that i have a idea for pls

sudden pendant
desert martenBOT
spring ledge
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oh sorry ok:)

hard fog
blissful talon
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I can help you.

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dm me

tired narwhal
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Good evening everyone. I have a problem. I have a PNG image and it has circular spaces in it and I moved the buttons behind it and I can't click it. Even though I ignored raycast the layer of the image, it did not improve. How do I click these buttons? Or is my only chance to bring the buttons to the front?

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OK, clicking here fixed it, you don't need to reply, thank you anyway.

mortal mountain
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Raycast Target ✅ , positioning of buttuns the newst are arranged (on buttom to be front pointer, except 3d z-order)

tiny marsh
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Hmm... thats the melee class tree i ended up with but...
i'm not sure how i feel about knight being the offensive melee option name

the 3 tank classes i have in mind are these 2, as well as a subtype of priest (paladin/crusader/guardian sort of thing), as well as a subtype of melee mage (monk thing)

rain epoch
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Knight definitely doest sound offensive.

Ideas:

  • Replace Fighter with Warrior as the class name and and use Fighter for offensive.

  • Replace knight with Warrior.

  • Some games are using Slayer as a top level class ... replace Knight with Slayer and Slayer with Barbarian.

pine hemlock
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I have a question for y'all. What would be your best solution for "dashed" hp bars?
So, the way I've been thinking about it was to have each dash represent 10 HP for example and increment based off that, but eventually it could potentially become too much hp for it to become recognisable.

In the image example, I feel like after 150 you cannot recognise the bars any longer. What would be a potential solution for this?
I know I could just try and make sure that HP would never be above 150, but i'd like to explore other solutions for this problem.

tiny marsh
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League of legends makes the lines for each segment thicker once u get to 10k health but returns to the gap size of 50

pine hemlock
# tiny marsh League of legends makes the lines for each segment thicker once u get to 10k hea...

While I do think that league's often a good example, I'm not sure if this would be the case as when you get to that point, it get's hard to quickly understand how much hp you got based off the bar alone.

One of the reasons why i do want dashed bars is for the possibility of stuff like "Health cost abilities" where a ability that costs 20HP would be easly calculated by thinking "I will loose 2 blocks and still have 3"

Same would go for MP

tiny marsh
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wouldnt this not work unless abilities are all specifically in multiples of 10, or all attack from enemies specifically do damage to the player in multiples of 10

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i feel like the best approach to health bars is to have the bar and the beams seperately
display the different beam numbers based on the max health, but have the actual health bar underneath display the full correct value

that way players can visually know around about how much something is going to cost
while ur not restricted to having to do very specific costs and damage amounts

pine hemlock
pine hemlock
tiny marsh
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once u get down to a smal size like 150 you could try extending the hp bar for each extra 10 of hp but i dont really like that
could also experiment with colors to
so once 150 or 100 is filled up, the bars become blue representing an additional 10 health on top, and then green or whatever
that way u can store multiples

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sry im tired so im writing like shit kekw_dog

pine hemlock
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I also wanted to explore the possibility of overheal/shields/etc...

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so colors would be complicated

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to be more specific the idea would be that "tank support classes" would be able to apply overheal to allies nearby

While a "vampiric" class can sacrifice and use their own red hp to cast abilities so sacrificing and stealing health to keep themselves alive.

tiny marsh
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could separate them like this
thats the only way i can think of to support both having the space between bars readable
while also having shield and supporting any health value while not covering the screen

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sry for dogshit drawing im on a laptop with only track pad kekw_dog

pine hemlock
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I've seen 1 solution this done in another game which was using the outer bar to define shields/overheal. But this resulted in the issue of overheal always going over the max hp so being unreadable past that or not allowing for 2 different types of overheal

pine hemlock
# tiny marsh could separate them like this thats the only way i can think of to support both ...

I've thought of that, but then I feel like that would be too much, specially if people have a shot at not getting extra hp at all.
Like, if you play without a character that can overheal, it would be an extra ui element. If I just make it show up whenever they get the overheal, people will get a bit confused and think it's a buff or something or not be exactly sure where it comes from ( speaking from past experience 💀 )

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but it's a good idea none the less

cedar zinc
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how do i make this better

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its supposed to be a stupid ass fish but with a weird head

sudden pendant
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But you need to provide more than a vague screenshot.

tranquil patio
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alr

lament pewter
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Guys how do I make a simple cartoon muzzle flash

sudden pendant
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Pick your art programs, make the muzzle flash image.

late vapor
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think clash royale elixir (or whatever it's called)

austere trail
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I'm trying to create a game where the player is flying through an infinitely long tunnel and they can control the path of the tunnel in real-time. I'm using Blender + Unity. I've tried like 3 different methods already, but I haven't been able to create the desired mechanics yet. I posted about this on gamedev stackexchange asking for advice on what to try next: https://gamedev.stackexchange.com/questions/210884/how-to-create-an-infinitely-long-tunnel-that-a-player-is-flying-inside-of-while
And I figured some people here might be able to provide some advice as well!

lament pewter
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i have a texture

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but idk how to make it work on the particle system

sudden pendant
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Make a material for the particle system, apply the texture. You can look this up I'm sure.

prime pagoda
prime pagoda
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I played Dota for a few years and it was grokkable

sudden pendant
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@robust cosmos !collab posts belong on the forums. And with the number of people who constantly ask about making this gtag game fangame, I'm sure you'll have no problem finding someone.

desert martenBOT
rare lily
cedar zinc
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but i keep overdetailing it

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i dont know how to exactly add more features to it

rare lily
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Looking perfect to me

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That's already the game design on its peak

cedar zinc
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modern pixel art games are much more detailed

rare lily
wary drift
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Hey how would I go about making zombie waves be server sided so anyone can join at anytime and have the wave and everything else appear the same? using photon pun 2

lost merlin
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by reading the documentation

tiny marsh
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thoughts on how i'm handling dodge/block in my game pls (Note both block and dodge are passive effects)

Block- 0.5s cooldown. When you block a source of damage, you reduce that damage by your block effect.

Block effect- Reduces the damage you take when blocking. By default, its a stat determined by your weapon and shield. (a sword has high-ish block effect, while a dagger has relatively low)

Block overwhelm- Treats enemy block effect as being lower. Larger weapons like hammers have a higher overwhelm value. Certain skills or classes can raise this value, to.

Dodge- 4 second cooldown. Completely negates the hit- however certain skills are marked as undodgable (slams etc). Cooldown cannot be scaled. (Caps at 100%). More useful for ranged or mobile characters due to the cooldown; and being reliant on less stats means u can get more slots for damage

late vapor
#

pretty standard, and proven

feral mountain
#

Default thing, nothing special, dont see anything anything wrong with it

spark prism
#

any ideas

#

all this shit is ai generated bro

#

☠️

#

the monsters i mean

chrome jetty
spark prism
#

like ideas for the game

#

i mean

chrome jetty
#

Based on some random images?
Generally you come up with the game idea before the images.
Generally the game idea is something you come up with on your own too. Ideas are usually the easiest part

You would first have to say what genre you are thinking of

spark prism
#

so i made sludge monsters

#

i want it to be a really random game

#

so im not thinking about it much

#

im gonna do an intro screen

#

to begin

chrome jetty
spark prism
#

not random in the mechanics aspect

#

the story

chrome jetty
#

Sounds like something you need to come up with on your own 🤷‍♂️
Best of luck

Edit: #1180170818983051344 may be the best place for this btw

spark prism
#

think the game juice galaxy but 2d

silent hull
#

Since you yourself have barely any idea what's the game about, how do you expect us to give you any ideas?

#

Usually you'd expect a prototype or at least a detailed description alongside some mechanics so that we could give you ideas on what to add or what to change in what there already is.

#

Give it some thought first, if you can't figure anything out by yourself at the very beginning then don't expect others to do it for you

spark prism
#

thats what im asking

#

like an idea for a monster

#

like i said the game story is random

spark prism
#

cool.

#

spoog

steep plume
#

Hey guys I need first person view of guns sprites for my game , does anyone know where I can legally get them ?

steep plume
#

I feel kinda dumb right now

rotund shell
still cedar
#

I'm thinking about hiding under the bed function . One way I could think of is that when player gets close to the bed, I'd just hide the player from the scene and would activate the camera under the bed which will feel like playe is under the bed. The camera would be free look around but not movable or anything . And when the UI button is pressed again the player armature will be active again . Does it sound like a good workaround ?

lilac charm
#

i want to make a game so heres the summary: In the year 2154, the once-thriving metropolis of New Eden was on the brink of collapse. The streets were eerily silent, the only sound being the distant hum of the city's dying life support systems. The few remaining survivors huddled together in the underground vault, waiting for a glimmer of hope. As the years passed, the group began to lose hope, their existence reduced to mere survival. But then, a small group of brave individuals decided to take matters into their own hands. Led by a determined young woman named Maya, they set out to scout the surface, determined to find out if humanity could reclaim their lost world. After months of careful exploration, they finally emerged from the vault, blinking in the bright sunlight. And to their amazement, they found that the surface was not only habitable, but teeming with life. With newfound hope and determination, they set out to rebuild their world, and bring new life to the barren streets of New Eden.

#

it does sound like fallout ngl

tiny marsh
#

i think you should rewrite your initial game description in a most straightforward way so people can actually comment on it.

Right now the only thing you told us is that its about people emerging from a vault to explore an overgrown(?) world

#

like the type of game it is, main summary of world in 1-2 lines, main gameplay etc. this might be fine as a steam cover or whatever but if ur in development, describe it as straightforward as you can.

#

Here's a summary of my game for example, i think it tells a lot more in a much shorter amount-

2d, story based top down singleplayer game in an rpg, level-based style.
Set in my own unique fantasy world with heavy focus on demons and ancient history, you play as an explorer who sets foot into an abandoned continent and its underground in search of power and truth. Gameplay focuses on unlocking new items, exploring the underground and its ruins, filling out the bestiary with the unique creature designs, bargaining with demons, fighting mobs and bosses, and gearing out your character in cool combinations of items.

sharp zinc
tranquil ferry
lost merlin
#

yellow paint everywhere with big red arrows

cold onyx
cold onyx
unique oracle
weary thicket
pine comet
#

I use http to get response on server if player win or lose game. Should i send interval-based or event-based?

sudden pendant
#

How's this related to game design?

#

Being that winning or losing is a single event, so event based seems reasonable.

pine comet
#

ok thank

#

it related to game design because winning or losing the game i want to optimize that, and sometime player dont always get result immediately after submitting score

sudden pendant
#

This channel is for actual game design, as in ideas, mechanic discussions and non technical things.

pine comet
#

ok; it seem unity talk? i dont include any code, just talking about events on client

#

that why i didnt ask in any code channel

sudden pendant
pine comet
#

ok

winter shale
#

Hey so like

#

Trying to work on a Ninjago game for a project, I used MecaBricks to get myself my models with textures designed and inputted them into blender.

#

Problem is, whenever trying to import them into Unity they don't have textures, from my understanding I have to get the textures and import them into Unity as materials?

#

Anyone knows a way of getting those textures from Blender to Unity?

#

Closest thing to viewing the textures I found was Texture Painting

#

And then I still myself am not too certain how to do it.

waxen barn
#

If you are not familiar with UVs, you should watch a tutorial on YT 🙂

winter shale
#

Alright thanks.

sharp robin
#

Then Unity side, you can create a new material, drag that image into the diffuse or top image slot. And then drag that material onto the character

#

But yeah id look for an exporting textures from blender to unity tutorial if you get stuck.

steep plume
#

Hey guys , so I wanna make my game but I also wanna add a sound track , I then remembered I don't know how to make music digitally, what should I do ?

sudden pendant
#

Google how? Or find music such as on the asset store?

warm pewter
#

Heya guys, I just have a question and i dunno if im posting in this the right place so pardon me if this is wrong chanel.
Im just looking for some information and help to look up and find things.

Imagine a top down classic rougelike. (2D)
I am trying to acomplish a continous backround, regardless of how far i walk in one direction, i will never "run out" of the "map"

The only way i can think of to solve this is by having a large sprite, and then when i reach the end just spawn in one more large sprite (there will be no obstacles, only backround)

Is there any other ways i can accomplish the same, something that might even be a bit easier? Is there any terminology i can look up to find out more about these sort of things and investigate other concepts to accomplish the same thing ?
Maybe theres a function within unity allowing me to just "repeat" the image to infinity ? been trying to look up things like this but i cant rly find much and i figure i probably just dont know what to google

supple sable
warm pewter
sour needle
#

Hi guys. My and my friends have been trying to make a game and we are having some issues for picking an art style. Our game will be a pixel game. I have drawn my first background image (well kinda) and we settled in to making a game that would have the same complexity and look as this background picture. The problem is that we have no idea how we could draw the player character (which is a task that has been given to my friend) that can match my background image. Can anyone help me with this?

#

We tried to find references, and none of them seems to match the way we see that game. Although, if you have a suggestion, don't hesitate and just send me what you think

cold onyx
sour needle
cold onyx
#

art style kind of reminds me of like the escapists or prison architect idk why

sour needle
tiny marsh
#

gonna be monster difficult with that defailed of a style where errors/mistakes/fast work is extremely noticable, to produce something like hollow knight monkaS

sour needle
#

the characters in the story are all going to be humans. As for the artist, it is his first time drawing in pixel art. So we are not sure of his capabilities. I can show you what he tried to draw if you would like to see.

sour needle
#

We are trying our hardest to have a good communication between each other. I did not think that there are limits to an artist… How can I know what the artist limit is? oh and also here is what the artist tried to draw. He seems to favour this kind of art style

#

two of the pictures are t ye main player and one of them is the enemy

tiny marsh
#

these are significantly more simple and also a completely different style to the image you posted before

sour needle
#

yea… If we revert to a simplistic style like this one, I wouldn’t be able to draw an art style like that one. I am not an artist at all. Actually this is my first time doing a project like this one that involves art.

tiny marsh
#

depends what the actual style/gameplay/theme of the game is going to be, but you could try something with just black and white sillhouettes for the characters, maybe with colored eyes or some identifiers on important characters

#

would be significantly easier to draw/animate, and would fit with the visual style of the previous img you made

sour needle
#

true, with two different artist, this task will be much more difficult. We need to find a way to keep the art style consistent.

tropic grove
#

is there a way to prevent the "game" to wonder off to the side in the "engine field"?
or does the side scrolling games don't care about that?
i have keeping the player at 0, 0 and let the rest of the map move but it makes other things more complicated

tiny marsh
#

would heavily recommend drawing up an example scene for yourself, as well as grabbing a few examples from other games for the style and sending it to the artist(s)

in fact GDD is probably the first thing you should set up before anything else

lofty walrus
#

Hey, I'd love some help with my gameplay loop. I have a maze game where the player spawns in a maze and kills enemies/does quests, and then needs to find a key (and then the door) to exit.

So my current loop is:
Enter maze -> do stuff -> exit maze alive

But i feel like there's something missing.
Enter maze -> do stuff -> exit maze alive -> ??????

More details:
So the player has a spawn area, call it a base, and from that base, they can enter mazes (proced gen), and unlock boss arenas and stuff, then they are sent back to their base with loot. I'm thinking of implementing a building mechanic so players can make their base look cooler, but ultimately, if someone has a better idea of what to do in between completing mazes, then that'd be sick to hear

tiny marsh
#

game design document

basically you summarise what you're going to be doing in a way thats easy to understand for your team, so everyones on the same page. You can start small with 1-3 pages, some go up to 100 pages being super comprehensive of all the mechanics.

pretty impossible to work on things as a group if you dont have one

sour needle
#

ohh ok. I am pretty sure we have one but we never refer to it and we have never really discussed on it either

sudden pendant
#

Traditional GDDs are an outdated way to convey designs. Smaller documents and other tools like Miro are much easier to actually explain things.

They're also impossible to maintain and keep up to date, that beyond initial writing and for submissions for things like grants, people rarely go back to review them.

It's important to keep things documented in some way, but the simpler and more visual (ie, concepts and sketches), the better.

tiny marsh
#

i personally use 1 primary excel spreadsheet which summarizes things as succinctly and simply as possible, with links to other spreadsheets that go into stuff in more detail but arent needed to immediently understand (world lore, mechanics, character info etc)

but yeah make it as easy to read/understand/access as possible

fresh pelican
#

Oh yea I'm the artist @sour needle was referring to

#

I have made a GDD but we don't usually reffer to it

#

And alot I mean ALOT of changes have been made which aren't necessarily in the gdd

lofty walrus
#

So, i have a game where you complete mazes. Only problem is, since computer screens are rectangle, it gives the player an advantage in the X axis.

I've countered this by making the inventory UI and stats UI take up the extra space to leave only a square for the player to play. However, I'd like to get some thoughts on this.

Any better ideas?
Any feedback on this idea?

tiny marsh
#

Only problem is, since computer screens are rectangle, it gives the player an advantage in the X axis. What does this mean
that you can see the maze from above?

#

oh that you can see further to the left and right? i dont see why thats a problem you need to remedy

#

@fresh pelican This is what mine looks like, though its a bit different because i'm putting more focus on the world than the game itself rn because i want to get multiple projects out of it- though you'd do it in a similar way i think.

You can make your doc as simple or expansive as you want, my way isnt the best (there are definitely better programs than excel), but- the important thing is that its easy to get the information you're looking for.

fresh pelican
#

Oh I see

primal stone
#

Hi everyone, would it be considered weird if you were to play the tutorial first then intro plays or intro first then tutorial?

fresh pelican
tiny marsh
#

can do either it doesnt matter

fresh pelican
tiny marsh
#

probably depends on tutorial length

primal stone
#

It'd be a very short tutorial but it plays a part in the story which is why I can't decide to do intro or tutorial. It'd depend on me to connect the two.

tiny marsh
#

I have other files for mechanics but i'm purposely not locking things down until i figure out exactly the type of game i'm making for the world. I know its top down story single player RPG but i'm not sure if 3d or 2d + some other stuff i gotta consider
mostly making mechanics and things that can transfer over

#

so no point writing up a full doc bigger than like 3 pages

fresh pelican
#

Now I don't know if I want to make it a 2d platformer or top-down game because I feel like top down would be better because the player can see more and it's more clear as to what's happening

tiny marsh
#

from the background art the other guy drew i got the impression of a top down

fresh pelican
#

Oh fr??

#

Maybe there was a huge blank space below the fence type shi?

fresh pelican
tiny marsh
#

depends on the type of game you want to make

#

fantasy rpg without the fantasy or world is cardboard soup

fresh pelican
#

something like a robot apocalypse ?

#

so sci-fi i guess

limpid bison
#

Hello

dusk igloo
#

hey y'all

#

I've been working on sprites lately and I need some opinions.

#

Which Mina sprites do y'guys prefer? Version 1 (the bottom sprites) or Version 2 (the top sprites)?

misty prairie
#

top is really nice

#

really really nice

left grotto
silent hull
sudden pendant
#

Use a spline

sudden pendant
#

No, splines are not waypoints

#

They're lines that you sample

#

They don't have fixed points

#

Okay, you got this

indigo sentinel
#

you formula is uncorrect your whole series equal to same value

minor wren
#

is there any way to use apply root motion for 2d sprite renderers? I have an animation that makes 2 dashes but i dont know how to make the player to stay where the animation ends

sharp robin
#

Generally you don't want fixed points, you want variable points. Otherwise you can't use it on moving objects etc.

It's probably better for you to use something like the spline package. Not sure you need to rewrite all the math unless you have some free time for it.

#

If you do, be cautious about the sample package. It includes shadergraph shaders that add about 100k shader variants and will slow your build down if the demo assets included anywhere.

sharp robin
austere trail
#

Do you guys know of any resources for learning how to design satisfying music games?

I'm making a game where the player is flying in a tunnel and they can create turns in sync with the music (e.g pressing D will make the tunnel turn to the right). I have a poc implemented, but as I come from a programming background (not art), I don't know how to actually design the game and turn it into something that is as satisfying as a game like beat saber.

Will a normal game design book teach me valuable stuff? I'm wondering if reading a multi-hundred page book on game design is the most efficient way to go about this

stoic hornet
#

does anybody know of any free terrain and forest assets I could use?

rare lily
#

Hey, could anyone give me a feedback about the player I've created? Also, please, tell me what should be improved.

sharp robin
gloomy holly
#

I’m making a TD game, and want to be able to easily generate new levels, so I currently have it making the stage from just the paths.
Currently made of a bunch of cubes forming the grid, but I want to have the landscape be less repetitive when using materials.
Should I throw away the grid of nodes and just texture a plane? Or are there other common ideas? Thanks

cold onyx
#

Anyone have any videos/tutorials/gdc talks about third person controllers? Specifically related to modern action combat (Akin to FFVII, Tales of Series, even Genshin etc.) It's something that I've never really looked into programming and wanted to take the time to learn.

If this isn't the direct location to ask, feel free to ponnt me to the direction

sharp zinc
# cold onyx Anyone have any videos/tutorials/gdc talks about third person controllers? Speci...

A large portion of "Modern Action Combat Controller" are things related to animation. You will need to have a bunch of animation at hand to test things out.

We are mostly looking at things such as:

  • Inverse Kinematic
  • Animation Blending
  • Root Motion

There is nothing really fancy from my experience, just a lot of iteration and a shit ton of animation. Every games handle the logic of the controller differently, I did not see any uniform or documented way of implementing controller logic.

cold onyx
sharp zinc
main spruce
#

Does anyone have some experience with rendering errors when first uploading avatars into Unity?

#

I've imported two avatar files - a .fbx file and a .glb file into Unity. The .fbx file loads out with a sphere for the lower half of the avatar. Does anyone know how to fix this?

sudden pendant
#

This isn't a game design question. If there's a mesh on your avatar, it's in the model. You can just turn off that object when you add it to your scene. Alternatively, you'll need to just remove it in Blender or something so it doesn't exist at all.

main spruce
#

Okay, I think that did it. Thank you

sharp robin
#

Because if it's moving, then the point isn't fixed.

#

Basically I'm agreeing with osteels interpretation but agreeing it's a good solution and encouraging using something offvthe shelf

rare lily
cedar zinc
cedar zinc
#

hey guys; any starting points on game design? im trying to tackle my dream project but idk where to start. its an open world rpg

lost merlin
#

start with flabby birb

#

baby steps

fresh pelican
#

yesss flapppy bird is excellent to stsrt with

cedar zinc
fresh pelican
#

nah bro im serious

#

i did thst as my first too

cold onyx
fresh pelican
#

LESGOO

#

then i made pong

#

then i went to like old retro grams

#

pac man is a work in progress but still fun to make

fallen radish
#

is anyone here good with horror stories? I need to finish my game but I can't think of an ending.

fallen radish
#

(ghostwriters?)

#

just looking for someone to help, didnt wanna spam my games story 🤷‍♂️

desert martenBOT
fallen radish
#

just looking for ideas, would I still make a listing for that? not trying to collab

chrome jetty
fallen radish
#

i dont think anybody looks at anything kindly here

chrome jetty
#

If you want to say what you have and what you want, you may get help

fallen radish
#

this server is toxic

chrome jetty
#

Either way. If you want help, we need context

Good luck 👍

fallen radish
#

heres what i got so far

#

i dont know what else to do after you get to the phonebooth and call 911

sharp robin
# fallen radish i dont know what else to do after you get to the phonebooth and call 911

I cant really tell you where to go with the story, as it really depends on what you want to do. But I thought this was a great approach to pushing a story along

https://www.youtube.com/watch?v=j9jEg9uiLOU&ab_channel=HeatherHale

South Park creators Matt Stone and Trey Parker share their iconic “But...” and “Therefore...” plotting (writing) advice @ NYU on MTVU's "Stand In."

▶ Play video
#

The take away in this case, is that the the 911 should be followed with 'but this happened' or 'therefore it caused this to happen'

#

Its also probably helpful to mention that you can't control the users dieection. So a jumpscare in a window is great, but the elevator is the intended destination, not necessarily where they will go. So the story becomes a branching system more so than a linear story telling

#

I dont usually document my idea into this level of detail, as I'd rather just prototype it out. But if I do, I'll use something more canvas flow that let's me break up the scene. I want players to always have 3 options to move forward rather than one, so the story can be different each time

rugged plume
#

Idk where i can make question for a mobile app that I'm making, so, someone can help me to make a scrollable screen with the scrollview? Since last week I'm trying to do this, and I can't find tutorials in my language...

sharp robin
#

Without a but or therefore however, the story just will feel more stagnant and drag on. Not sure if that helps at all.

sharp robin
rugged plume
#

thanks, I'm going to ask her

sick grail
#

first time designing a bossfight, i think some stuff are terribly wrong but i dont know the issue exactly, help

tiny marsh
#

the hit indicators like the sword slash line stay after the attack has been performed which is unusual
its also weird that only some of the attacks have hit indicators
pacing is very fast with like no reaction time
and the fire ground effect is a completely different style to the rest

sharp zinc
# sick grail first time designing a bossfight, i think some stuff are terribly wrong but i do...

The theme seem out of place.
It feels tunes for a player that has attempted it 100+ times.
It is pretty short for a boss battle.
There is no variation in intensity.
There is no potential "emotional" connection with the boss.

However, it really depends on the overall design pillar of the game, hence it can be hard to make an assessment. I imagine you are attempting to make a fast pace "goofy" game which does not seem to blend well together. You might want to focus one or the other aspect.

real stratus
#

Anyone around who has released a "successful" game and could take a (quick) look at the game I'm making and tell me what it would take to make the game a success? Not looking for details, just major features my game would need to succeed for the type of game I'm making.
I'm working on Infinite Forest Idle, an idle game made specifically to play (on a second screen) while doing something else. Mostly aimed at people waiting in queue while playing League of Legends and similar games. The game will be 100% free to play, no pay-to-win, no ads. I plan to only sell in-game cosmetics.
Feel free to PM me or reply in the thread here.

soft dagger
#

Hey everyone!
I didn't know where to ask my question but I'll post it here anyways.

#

Is there anyone who remembers Clark Tank streams of the indie game developer Ryan? he was part of Brace Yourself Games and used to go through top games in the steam store and review them from a marketing point of view.

#

Do any of you happen to know anyone who's doing something similar?

sudden pendant
#

Not a game design question, you can ask general Unity questions in #💻┃unity-talk or programming ones in one of the coding chsnnels.

It is efficient, and if you know the max number of things you want to check for, you can use the NonAlloc variant.

rich maple
#

What would you guys say characterize a good boss attack?

rich maple
#

If you wanna be more specific, you could say in a 2d setup, like a metroidvania

sharp robin
#

We also let the boss attacks change the environment. Which gives it a good boss feeling

cedar zinc
#

hey guys so i just invested a lot of money into a pen display drawing tablet and im not sure where to start because i bought photoshop and i wanna draw some game art

sharp robin
#

I love my huion, but gold standard is usually wacom

cedar zinc
sharp robin
#

Oh I misread, I thought you were asking for purchasing advice.

sharp robin
cedar zinc
#

im drawing some hand-drawn, not pixel art tho

#

kinda like cuphead or hollow knight

sharp robin
# cedar zinc im drawing some hand-drawn, not pixel art tho

Yup that's fine, I use the same 3 tools for drawing pretty much regardless of the art style. Krita (free and opensource) is probably the best to use. Photoshop can be used but it's not the best at drawing (slower and cumbersome with a workflow based on image editing)

sharp robin
#

There are other more specific tools if you get into animation etc.

cedar zinc
sharp robin
sharp robin
cedar zinc
regal patrol
#

@cedar zinc (continuing from the conversation in unity-talk) minecraft is a ripoff of infiniminer and see where that got him

covert ridge
#

geometry dash is also a ripoff of the imposible game

thorn socket
#

Celeste is technically a spin off of their own game jam game too

#

I know it’s not quite the same but still

regal patrol
thorn socket
#

I mean how many legitimate variants of Tetris are out there by now? Everyone who ends up with the rights to it makes a new copy

#

That’s not counting all the spin offs

covert ridge
thorn socket
#

Making something unique is good, but that doesn’t have to mean entirely different

#

Just not a blatant reskin of something else is usually enough to start with

covert ridge
#

at thing point is pretty imposible to create a completly new genera of game

thorn socket
#

Well even with the match 3-5 genre

covert ridge
#

almost any of today's games can trace back to some other game including AAA

thorn socket
#

On one side you have candy crush, on another you have all the 3rd party spin offs, and then you have something like Peggle which in its core is the same concept but a different way of having to match things. Which of course also has a bunch of spinoffs.

covert ridge
#

technically candy crush is a spin off as well i think

thorn socket
#

Almost definitely

covert ridge
#

bejeweled came first

thorn socket
#

I mean it’s like calling the club penguin card game a unique game. It’s just rock paper scissors but it doesn’t feel like it

covert ridge
#

look also at the amount of backrooms/liminal space games

#

they are all basically the same concept but all of them have an unique twist

thorn socket
#

Even a specific subgenre, scp

covert ridge
#

i wouldnt consider it a subgenera, is more of a theme

thorn socket
#

Yeah true

covert ridge
#

games based of creepypastas

#

slenderman, scp and backrooms are the big ones

thorn socket
#

Yeah

rich maple
#

but not like, false knight, mother brain kind of big bosses

#

I mean like dracula`s last phasem with screen scrolling and all

brave sparrow
#

Hey guys I'm working on a space game that will let you build ships and one of the features I am wanting is the ability to mine asteroids.

Do you think it'd be more fun to:

  • Go down a avorion/starbase style where the asteroids are made up of very distinct materials (Rocky outer shell and a very obvious different interior material)
  • Or have it to where visually the asteroid is the same all the way through and you get various amounts of different materials from mining the "rocky" portion of the asteroid?

In both modes I am planning to add a scanner module that makes it to where you can scan an asteroid to determine it's makeup before actually mining.

This section of the game design is going to basically be part of building factory ships where you have to mine the material and to be efficient include refining machinery on the ship to save on storage space (So in both scenarios above you'd end up with an unrefined material that needs refined).

lone trellis
brave sparrow
#

Yea that makes a lot of sense. I definitely am trying to avoid adding in those tedious mechanics

#

My goal is for most things to be automated to some extent just requiring you to design your ship well enough to handle things. Right now I'm really wanting to add in programming into it to where modules in the ship itself can be programmed. Can't get the idea of creating and launching fully autonomous drones to go out and mine out of my head.

tiny marsh
# brave sparrow Hey guys I'm working on a space game that will let you build ships and one of th...

Astroneer does the former, would likley be a good game to look at for examples

For item storage i think having lots of distinct materials is much more fun, especially if theres a storage console / area where u can physically see the stored materials. As long as the materials arent stored as physical objects in the same was as lethal company i doubt players will get annoyed by it

Id also recommend avoid storage limits if you can, and using a system similar to how minecrafts technic modpacks or hypixel skyblock handles condensing materials

brave sparrow
fading arrow
chrome jetty
#

!collab

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Dang bot.

Well, I see you crossposted and had the bot linked there already

desert martenBOT
cold onyx
sharp zinc
cold onyx
sharp zinc
tiny marsh
#

The jumpscare is also a completely normal man in a diner full of people

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Thats like opening your kitchen drawer and getting frightened because theres a fork in there

river root
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hi all

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i need one help.

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I want to see through a certain part of an Ui image have tried different thing but it didn't worked

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i think if anyone have done that. i can save some time.

tiny marsh
#

Not the right channel but are you editing it with a program that supports transparency? Stuff like ms paint wont work

shell lily
chrome jetty
#

No need to keep doing that. If you want to help, then help 🤷‍♂️

shell lily
#

no one asked for help

weary thicket
#

People ask for help on this server constantly.

chrome jetty
# shell lily no one asked for help

Literally the line after the one you replied to is "I need one help." And then they described what they need help with.

And just replying hi to people just contributes to the noise, degrading the signal. Just common courtesy not to do that

shell lily
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and i don't work here

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Also i replied to one section of her/him message

#

if you don't like what i say, you can block me

chrome jetty
fathom cypress
#

he's not wrong tho..
if i had a dollar for every time I seen unity staff reply i'd have almost 5 dollars..
one step above that is the mod's... they pop in when they have time.. or when summoned (or the server is going off track)
then are all the regular folks.. that's the main bread and butter of the service here.. (over 14 thousand of us online atm)
we're just volunteers/ enthusiasts.. when we're not working we're standing by to see when we can directly help or share our experiences to help others

shell lily
chrome jetty
shell lily
#

kk

shell lily
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🤣

#

so cringe mental ill weirdo kid

hard fog
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!warn 179298253462962176 Don't insult community members. Don't make unnecessary off-topic posts.

desert martenBOT
#

dynoSuccess hamza_oo has been warned.

chrome jetty
# shell lily he harassing me here

I'm sorry you feel that way. I just informed you of how things work here. You seemed to get wildly angry over that for no reason and started insulting me. As I said, I am done talking to you, but you kept pinging me to insult me. I never once was rude to you at all

Again, sorry if the information hurt. It was all just honest facts

I will block so I don't see the pings anymore. Don't worry

shell lily
#

xD

shell lily
hard fog
#

@shell lily This is your third and last warning for off-topic.

waxen barn
#

That escalated quickly phunkEnton

merry prairie
#

which is better, having prefabs that hold scriptable game object to store its information and having the game load that to the enviroment or having a scriptable game object that loads the game objects and store inventory data. just trying to figure out what method would be best to use for when i implement a save and load function

sharp zinc
merry prairie
errant shard
#

Hi all, I was wondering if people could answer a very simple 'poll' on Top Down Twin Stick Shooter control schemes please?

Basically do people prefer, character travels in the direction that the character is pointing (ie, character pointing towards the right of the screen, press forward and the character travels right.

or

Character moves in 'world space' for lack of a better term. For example, regardless of the direction that the character is pointing, press 'forward' and the character moves towards the top of the screen.

I think that makes sense. lol.

inner reef
#

Hey everyone, new here, I have a question about a 3D model on play mode issue and was wondering if anyone could help me, looked online but all of the problems were different from mine.

So it's simple but annoying, My 3D humanoid model is fine before applying an animator to it, but after I apply an animator it just... floats? with his knees and hands tucked in instead of playing the default animation.

hard fog
cold onyx
chrome jetty
#

Make lights flicker.
Make the models a bit more polished
Add some fog
Add wind ambience or something like that (maybe rain)

cold onyx
#

thanks but what do you mean polished?

chrome jetty
cold onyx
#

ye its supposed to be like ps1 game

chrome jetty
#

Ah ok, fair enough I guess

cold onyx
#

thanks for tips though i will implement fog and wind ambience now

reef crow
#

How does this axe tool look?

cold onyx
reef crow
# cold onyx still dont feel scary idk

I got jumpscared so it's working. Also, I think I've heard that music before, makes it a little less scary. The font could also maybe use changing too.

cold onyx
cold onyx
weary thicket
weary thicket
#

I mean I can't tell what kind of scary you are even going for...

prisma fable
#

Even I am not understanding what kind of scary.

cold onyx
#

bro just the jumpscare

snow nacelle
#

there is literally no tension or any sort of build up to the jump scare. horror is all about the atmosphere and the tension that is built from the atmosphere and what happens. a random jump scare isn't going to evoke the same scared feeling from the player without that tension beforehand

cold onyx
#

thank u some advice but i dont know how i can build up tension in that scene

sudden pendant
#

The scene itself isn't scary, but there's also no context, no lead up the player even being there. It's just some isolated moment in time that has no meaning.

cold onyx
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oh there is but its in the other scenes \

sudden pendant
#

You need to tell a story, not hope the player stumbles across some trigger.

cold onyx
#

i am telling story in the other scenes

sudden pendant
#

That's not the point I'm making here and you know that.

cold onyx
#

i dont know that no i am just trying to get tips

sudden pendant
#

If you're talking about this specific example, there is no story. That's why it's not scary.

cold onyx
#

so what if i show you guys the whole scene do u think it would be more scary

sudden pendant
#

The player doesn't feel trapped, nervous. There's no tension in the music or context. Nothing unsettling about your world that makes them uncertain about turning a corner.

cold onyx
#

ye but idk how to add that

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like i watched videos

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but i just dont see the way to add it

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i added trees fog ambience but it is just not scary

chrome jetty
#

Almost all the scariness is the story, so it's hard to help with just a scene and no story.
"Add fog, make it darker, add some noises" stuff like that is fluff. Don't worry about any one scene in isolation so much, be concerned with the tone of the story, then think if the environment matches that tone

cold onyx
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so i shouldnt worry about this scene but the scenes building up to this scene

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like when ur at ur house and stuff

sudden pendant
#

Depends, are they leading up to this moment? These are super vague things you're asking and expecting a clear cut solution.

cold onyx
sudden pendant
#

Also I don't think it's helping to have people sitting around, it feels too safe. Especially at the end.

But also, your characters and jump scare are very static. It's obvious you've just toggled an object on.

cold onyx
#

do u know fears to fathom

sudden pendant
#

Nope

cold onyx
#

oh idk how to reference it

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wait let me send u a clip of the jumpscare maybe

sudden pendant
#

One thing is also to distract the player from the expectation that there will be a jump scare. Maybe your friend calls you while you're walking, and the player then is too focused on the call that the sudden appearance will have a better effect.

cold onyx
#

ohh thats good

sudden pendant
#

Maybe your friend is dead this whole time and the call is from beyond the grave, and it's your friend that suddenly appears, shrieking through the very same phone call they're having with you.

#

They also need to look much spookier than some well dressed static model.

cold onyx
#

quite scary game if you dont know what happens i recommend it

sudden pendant
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Yeah look at this environment, I don't know this game and I already feel like I'm in the middle of nowhere, this building is probably in some backwater country.

Entering, I feel safe because it's light inside and dark outside. My focus is on the PC that I'm going to go interact with, or at least try to, so my attention is stolen.

Then this dude steps out, giving me a quick jolt

cold onyx
#

true maybe i should just scrap the whole going to the back idea

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cause what else am i gonna grab some1 elses attention with while they are walking to the back

#

but they are also static

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well not really

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but u kind of get what i mean

#

would it be better if i made it so the player locks onto them also?

sudden pendant
#

No, you shouldn't take control away from the player

sudden pendant
brazen turtle
full yoke
#

Hello ! I had an issue with pixel-art rendering, i don't know which aspect i should use with sprites and they all crop or stretch the sprite when i apply them, is there any solution ? :(

lost merlin
#

Game design is more asking "Does this look better if I stretch it?" type of questions

full yoke
#

Asked in unity-talk and someone asked me to go here sorry

full yoke
#

thank you though 👍🏼

fathom cypress
full yoke
fathom cypress
#

no worries 😄 just trying to get u the most chances of getting a response, and wasn't sure if the question was generic or you were having some kind of design working in a 2-D environment

snow nacelle
#

not a game design question. but make sure you have an event system in your scene

cold onyx
#

so where do i put it the video idk where

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also u was right thanks im a bit dumb when it comes to ui

true river
#

If I'm making a Balatro-like deckbuilder that isn't poker themed but based off of something else, would it be okay to use something like their scoring system (score x multiplier)? I think it fits perfectly with the game im doing but dont wanna look like a copycat or something

sudden pendant
#

Every game is a copycat of another, in some way

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The fact you're calling your game a "balatro-like" proves that. So take whatever aspect you want, really, as long as you're not infringing on anything (like copying the art and content)

lost merlin
#

Slay the Spire invented card games

opaque latch
#

so this is my friend's screenshot but how can i make the resolution perfect like the second image?

sudden pendant
#

This isn't a game design question. You have to scale your #📲┃ui-ux and stretch the background to fit.

opaque latch
#

but if i scale it and build it and open it on my phone it will come like this

sudden pendant
#

Becuase you need to set a reference resolution on your screenspace canvas, make the art for that scale and anchor it correctly.

#

Right now you likely have everything center anchored, and without the canvas scaling.

dense lava
#

Hey, sorry for the dumb question. But for some reason, my in-game videos haven't been playing when I change to different scenes. They work fine when I run the scene from the start, but when I enter the scene from another one, they just show up as black screens. I also get the following warning:

"Unexpected timestamp values detected. This can occur in H.264 videos not encoded with the baseline profile. Timestamps will be skewed to correct the playback for [file path]"

Does anyone know why this is? Is this something that can be fixed with Unity, or is it a problem with my video file?

#

This also happens both in editor mode and my build version

steep plume
#

So I have plans to make my first game , I want to make a retro fps like doom , but I'm not sure if it's a good idea to make that my first game , should I make a plataformer or maybe a run and gun game instead of a retro fps game as my first game ?

stoic gorge
#

i have a begginer a question i am a programmer and i mostly code even if the controll is good the game looks bad i have a design in mind but still the game looks bad any design tips

sudden pendant
#

Make the game look good. 🤷‍♂️

#

Given that you've shown/explained nothing, there's nothing to suggest other than that.

modest locust
sharp zinc
modest locust
#

@sharp zinc I thought Unity also did 2D, because their main competition (Unreal) will ONLY do 3D, and they wanted to be able to do 2D.

sharp zinc
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What you showed me was not realtime, it was more akin to a survey or spreadsheet.

bitter kindle
#

you also here

modest locust
#

@sharp zinc Agreed, but there is no actual character sheet / vehicle sheet app. And spreadsheets don't exactly have graphics design in mind. So I was looking at various game engines to see if they would hit the sweet spot balance.

I would consider going the way of the "Electron" framework... But, all thorough (several hours long) tutorials and classes for Electron woefully outdated.

crude pecan
#

this is a job for a native mobile app or a hybrid webapp

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as others said

#

definitely not a game engine

#

you could just read documentation instead of watching youtube videos as well

sharp robin
# modest locust Hey I am looking at Unity to possibly make interactive, cross platform, Characte...

I'd start by looking at some of the Unity UI tools and systems, specifically, Unity UI and UI Toolkit. Although the toolkit has some limitations for device access.

Most of the work would be pretty straight forward, keeping in mind that Unity UI isn't a lot of fun to learn.

One of the advantages you'll get is the full 3D rendering pipeline. So being able to spin around your mech and move stuff around is very much doable

#

You'll also probably want to dig into shaders a bit later to get the mech look you want from 3D.

It could also be done with web frameworks, but it doesn't have to be. You can definitely use Unity for it. If you want a 3D/2D hybrid game engine though I'd also consider looking at godot.

prisma shore
#

I was thinking a game with guns where you can toss it up shoot the bullet at the other gun and gain collateral damage

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It’s a rogue like

modest locust
#

@sharp robin Yeah I had forgoton all about Gadot, until late last night. I had not even thought about Gadot since its 3.x days. I do like what they did with 4.x
I am probably going to use Gadot over Unity.

sharp robin
#

Plus, open source, good community, more lightweight package sizes, and all that. Definitely worth looking at.

modest locust
#

Yeah, I just read about the whole "Unity Tax" thing

chrome jetty
#

Industry (non-game) stuff has it's own issues though

viscid flower
coral geyser
sudden pendant
#

@coral geyser this isn't the first time you're posting this. Is this some attempt at marketing? This isn't the place for it.

#

If you're genuinely curious, ask the developer. There's zero point speculating here

mellow atlas
late vapor
#

most games will just resize the puzzle so that, in your case, a 8x8 puzzle will take the same screen space as a 4x4 one

mellow atlas
#

That's what I've done (unless I've misunderstood), but the individual nodes end up being smaller and as a result it's harder to press things.

sharp robin
# mellow atlas <https://www.reddit.com/r/gamedesign/comments/1d29w5q/puzzle_game_difficulty_sca...

Take this with a grain of salt, because A) I hate puzzle games and B) love strategy games. But not all games need difficulty necessarily, just progress and growth.

With that in mind, It's not uncommon to have a map view - board view. Where you can move around faster but not see everything at once. In strategy games that can also add good 'am I about to be attacked' stress. That said, I also like things in threes. So having three game loops makes sense. Intractables maybe. Craftables to make intractables. And levels to find craftables.

It's, to me, important to have the 'but then' or 'therefore' in loops, not 'and then'. It's a story concept, but it basically means each game loop should directly connect with other game loops and not just exist to exist.

Difficulty is usually in the oppression of strategy, risk of collections, or things like that. So some kind of enemies you need to overcome in time by using the gears, for example, would be a good example of therefore. You collect items. Therefore you can build gears. Therefore you can fight enemies. But then you'll hit a boss before reaching the end wave.

#

At least, that's my take. I'm not sure if that helps, and it's just the opinion of one anti puzzle guy

mellow atlas
#

I like the idea of a map view. immediate thought is command and conquer. I could imagine having a small map which shows a more simplistic view. Maybe colored lines representing the chains already created in the level. something like this screenshot, but we can imagine that the level is able to be zoomed in while the map view will always show the full level. I do feel its important to keep the full map in view at the very least, because in this game it's important to visualize where certain colors need to eventually meet up.

My takeaway from "difficulty is usually in the oppression of strategy" is that some external force (or rule) should force the players to come up with a different way of solving future puzzles. I don't have an example off the top of my head, but i think puzzle games can accomplish this by only "partially" introducing a rule about the game and then introducing a new mechanic that requires the player to expand upon their incomplete knowledge.

I had set the following limitation for myself in this game: All rules for the puzzle game must be true for every single puzzle in the game. Maybe this limitation is part of why scaling the difficulty feels like an issue. If I remove that limitation, maybe the "but then" could be, "well this time this rule is not present and you have this new rule instead".

currently the aesthetic of "cogwheels" and "chainlinks" exist just to exist (or more honestly, it felt intuitive to refer to mechanics in the game as links and chains, so I went very literal with it, and then the gears/cogwheels i don't have a reason for)

devout sequoia
#

I've heard that there's a website where game designers post their ideas. Does anyone know one?

sudden pendant
#

🤷‍♂️

topaz talon
#

I know that the idea of making your dream game is bad, but when I try to break it down into smaller ideas, I end up liking those ideas just as much and don’t want to then make those first either X/

#

And if I break it down even further to something really simple, I’m not sure how much I really need for something to be considered worth publishing.

I don’t want something complex, but if I’m going for a 3D stealth game type thing, how much would be expected for a first proper game launch? As I want to challenge myself but not be overwhelmed

severe swallow
#

I am getting errors just starting to use mirror and the steamfizzy application i found in this video (I am using SteamFizzy version 5.1) plus this is the video i am following I am struggling and do not know what I can do?

sleek phoenix
topaz talon
#

Well if I don’t know an end point I don’t know what would be considered finished. Unless you mean I should just set my own goals and forget about what is considered enough

sleek phoenix
#

Correct

#

Publishing a game is a whole can of worms that you really shouldn't tackle on your first go around

topaz talon
#

I just didn’t want to set my goals too high for what is an entry level game

sleek phoenix
#

people publish garbage all the time

#

There isn't a bar

#

Set your own goals and meet them if you can

topaz talon
#

And I suppose if an idea I like goes better than expected I can always just update and expand it

#

But I’ll more than likely want to restructure it

#

As silly as it sounds it’s just that I know I’ll be trying to get out as many as possible but my first few ideas are ones I’m really keen on and don’t just want to be throwaways, but I also want what I’m working on to be something I’m interested in

#

I’ll see if I can break them down even further then just make something

neat inlet
#

Hi, I am in a project together with a programmer and we are about to publish a game on Steam. We already have a demo and the Wishlist fulfills our expectations. Nevertheless, we are somehow not quite satisfied with the gameplay and are now a little blind to it. Does anyone want to help us and test the game and give us critique on the gameplay? Pls DM me 🙂

weary thicket
#

What kinda game?

sharp robin
sharp robin
# topaz talon And I suppose if an idea I like goes better than expected I can always just upda...

Yeah, I've been using the anchor boat / youtube suggest approach more lately. And my rule of 1s. So it means I need to out concept games in 1 day, design in 1 hour.

The idea is to punch out small game loops and give them to players. See if they like it, don't like it, and then iterate. Periodically trying a completely different direction.

It's helpful for me for sure to really understand what's fun and to make some pretty sweeping changes early before the games too far into production

topaz talon
sharp robin
#

Keep in mind I've built templates for the team, so things like multiplayer are essentially drag and drop, data saving, UI systems etc with sample scenes containing a lot of mechanics.

Right now I'm working on arena game. Concept one is just punching each other using static models.

Not much fun, so next iteration will be a remix. Try some variations with other attack methods (maybe make you throw small buildings at them, just anything different). Is it more fun or less fun?

Meanwhile test deeper mechanics. Removing limbs and using them as a weapon is testing really well for example.

And suddenly 1 or 2 weeks in you have some really well vetted and validated core mechanics. And putting some art into it is now very much reasonable

#

How long and what you test and why is all individual of course. But the goal is to not spend 3 months building something no one has played

topaz talon
#

I see

#

I’m just not sure how you can make mechanics and do all the art and publish it to be played in only 1 day

#

Unless I’m misunderstanding

#

I thought you mean that in one day you create a full game, with a new name, custom art, everything to ship fully. But that doesn’t sound feasible. So is it actually that you have one project, but just spend that time working on a mechanic to send an updated test of that one project rather than making it a completely separate thing?

waxen barn
#

Hello friends, I've been working on a game for some time now and I need to find a new name as the old one has a trademark issue that I've become aware of.
The new name I came up with in the last few days is "Tower Alchemist: Defend Khaldoria".
Now I'm curious if this name gives you an idea of the game's genre. What do you think?

sudden pendant
#

Tower Defense

acoustic pulsar
#

Tower defense, but you mix up potions and bombs and acids and other alchemy to throw at the waves of enemies

waxen barn
#

thats fucking close to what it is ^^

chrome jetty
#

I mean, there isn't really anything else that makes sense with a name like that. Alchemists mix potions and chemicals.

lost merlin
#

neat concept

waxen barn
waxen barn
#

i had to realize, that "tower defense" is a registered trademark.. LOL.. some korean mobile game studio registered it in 2008...
And i didnt want to take the risk

lost merlin
#

what a load of crap. If I had endless money I'd fight it

waxen barn
acoustic pulsar
#

Like as if someone made a game called "First Person to ever Shoot" and someone tried to fight it because they claim to own the rights to First Person Shooter as a term.

#

Tim Langdell and his edge claims come to mind

civic lagoon
#

Anyone have a good name for a game that starts in a spaceship but then goes into a war typed shooter?

silk prawn
#

Airlock?

sharp robin
#

Space wars

lost merlin
#

PP outline shader actually kinda looks nice but having troubles with it

#

would like some non-rigid outlines but im not sure ive many options if I don't alpha blend

#

I guess it's more of an issue that they're not the highest res sprites

lost merlin
tiny marsh
#

I think its cause outlined are significantly thicker than a pixel when other lines inside the image arent drawn that way

lost merlin
#

I still have a voxel tool Im making for the ground, so it may match it better

#

with pixel textures

#

the problem with these assets are they have a lot of softer edges due to alpha blending, but it kinda gets shaved away unfortunately

tiny marsh
#

Is this a dont starve esque game?

lost merlin
weary thicket
#

So fortnite

worldly grove
#

Hi there is anyone working on a game right now they have footage of? I'm looking to build up a portfolio as composer and wish to do this as a job, if anyone could help that would be wonderful

sudden pendant
desert martenBOT
blazing bone
#

where is the best spot for a health bar in games should i put it top left bottom left top right or bottom right

lost merlin
#

make unique and make the hp bar float around where it wants

worldly grove
#

@sudden pendant I thought that collecting footage of other games and putting my own music might be a copyright issue because the footage belongs to sofware companies/developers

sudden pendant
#

If it's for personal use for your portfolio, it's fine.

#

You just watermark the footage with clear labeling that it is a "redesign"

cedar zinc
#

feedback on my character designs? :)

#

this is my first time drawing a character

#

lmk if i did good

random cloud
cedar zinc
copper stag
cedar zinc
#

thanks for checking out my work

copper stag
#

yeah bro at all time

fathom creek
#

I am looking for a resource for a game menu in unity.please help

sharp robin
#

Music

signal marten
cedar zinc
#

should i put ALL of my animations (e.g walk, jump, attack) for a player in ONE spritesheet or do i make seperate ones

arctic sigil
#

bcause if i make it blender it is not all the same prob XD

lost merlin
arctic sigil
#

so this is not going to work

#

( it is a crate) XD

lost merlin
#

only way to find out is to try

arctic sigil
#

Fax

#

XD

#

🔥

#

oh then i need to make probably a shader in unity

arctic sigil
#

but it works not XD

late vapor
#

literally all you have to do is give the outlines a different material from the box in blender and assign flat color materials in unity

arctic sigil
#

yeah i know but i say the export of the model doesnt work

cedar zinc
#

how can i improve this walking animation? it has only 2 frames but idk what more frames to add

tiny marsh
#

cant tell if this is a joke

cedar zinc
#

its not i really suck at animating

#

its my first time

#

💀

wind zinc
cedar zinc
#

i just realized my perspective is kinda wrong

south glade
#

What would you guys add to this logo

tiny marsh
#

hmm, i think its fmostly fine but maybe could be improved with some extra subtle colors near the corners? or shine or something?

can already imagine it being used on a mobile game as it is tho
but yeah probably shine in a few spots could make it less flat

topaz ginkgo
#

anyone have any ideas for how to implement a lantern/player light while still allowing both hands to be used for weapons? (for a first person game)

golden flame
#

Maybe some magic floating light

topaz ginkgo
#

forgot to mention it's in a medieval fantasy setting

golden flame
#

or attache the light to the waepon

#

or you need to have the torch equipped, some games have that

#

could be used as a weapon aswell

topaz ginkgo
#

yeah... I think I want to have the light be persistent though

golden flame
#

maybe make the weapons glow, like a light spell or something that makes them glow

#

or just use videogame logic and the light is just there

topaz ginkgo
#

lol blocking a message for not being a complete sentence is so silly

topaz ginkgo
golden flame
#

the light was always there inside you xD

topaz ginkgo
#

but I do like the look of having a lantern or smth

#

ignore the scuffed UI lol

golden flame
#

So if you want realism, you would need to carry the torch. But maybe you could throw it on the ground for combat

#

or if its like a lantern it could be attached to your belt or something

topaz ginkgo
#

maybe I could just put it on a stick over the shoulder or smth

#

that might work

#

could have it swinging around there

sharp robin
# topaz ginkgo maybe I could just put it on a stick over the shoulder or smth

Personally, I'd put the light on a friendly character (i.e. pet) that you can guide around a bit.

It gives you some new dynamics, if the pet could be scared away or not enter a certain dungeon part.

And eventually let them switch out some items on the pet so they can play in darkness but with a damage buff they can choose to use in maybe an outdoor area etc.

tiny marsh
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if you have magic i'm a believer in a floating fairy or floating light spell or floating lamp

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thats kinda cool actually imagine a world where you can buy a posessed lantern item that tries to fly away so you have to chain it to you to make it behave

sharp robin
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That sounds a lot of fun

south glade
steep plume
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I want to make a plataformer but I don't wanna copy Mario , what can I do

toxic lion
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the most hardcore level i ever made for a race game

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this shape name is chaos

cloud shadow
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not sure where to ask this but I recently read that if you have items/objects in your Canvas that update frequently they should get their own canvas, because unity has a canvas batching system .

so if i hold too many things in one canvas and update a ScreenSpace enemy health bar for example it would have to rebatch the rest of the thing that arent related?

I currently have a setup where I have the main canvas, ScreenSpace elements that move/positioned via code, and a world canvas but it got me thinking I update my players health and score quite frequently and the settings menu is on the same canvas just disabled most the time so was wondering if I should start seperating things a bit more

craggy obsidian
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Would it be possible to create a real world map with provinces, cities and such in a 3d globe? If so, how difficult?

sharp zinc
sharp zinc
craggy obsidian
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I want to build a RTS

sharp zinc
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Yes, you could.

craggy obsidian
sharp zinc
craggy obsidian
plush orbit
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Anyone here use Figma for their design prototyping? And if not, what other software do you prefer to use to create overviews of gameplay loops and that sort of thing?

plush orbit
sudden pendant
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We've used Figma at work for staging assets, but for brainstorming and visually laying out information/flow, we use Miro.

clear field
sharp robin
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Sometimes I'll just wireframe a canvas in Unity. PowerPoint. We have our own penpot server. Used to use Adobexd from time to time.

But in practice, for most stuff, it's just overkill and redundant design and just easier to mock it in Unity with layout groups

craggy obsidian
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How would I get a high res earth image onto a sphere in Unity? It's 43200 x 21600

craggy obsidian
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i downloaded a 10k texture and changed the texture max size limit

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now it works

waxen barn
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well, 10k is far less what you asked for ^^

waxen barn
craggy obsidian
waxen barn
craggy obsidian
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now i just need a solar system skybox

sharp zinc
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  • Focus one type of audience (Children, Teenager or Adult).
  • Correctly define the mood you are aiming for. Deep storytelling and comedy are not easy to mix.
  • Do not aim for "early access" monetization model.
  • Define the scope (How many level ? What is the targeted play time ?)
  • Potentially reduce the scope or increase the time you are giving your team. A 20$ product in 6 month for a team of 2-4 does not seem realist. (A beta should include everything the game has to offer*. You might consider an Alpha, where you still have placeholder instead.)
  • Rename your document to Pitch instead of GDD, because it is not a Game Design Document, but a pitch document.

From what I see at the moment, I do not understand how the project would be realizable. It seem to me that you should be aiming for a price point of 1.99$-3.99$ in a PC market or a free game with ad for a mobile market.

cedar zinc
sharp zinc
# cedar zinc whats the difference between a pitch and a gdd?

A pitch is mostly what you have done.

  • Planning
  • Monetization
  • High overview

A GDD is what you use to make your game. It contains specific about the mechanics, map, progression system, etc. Usually, if it is not in the GDD, it is not in the game.

cedar zinc
sharp zinc
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If you are doing a pitch document, you will need to add screenshot of your reference, 3-4 screenshot of what you are aiming for Art style/mood is pretty much essential.

craggy obsidian
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Can someone help me with mesh generation? I have a set of geojson data for country borders. Now I want to make a mesh out of those points to be able to make it interactable. How would I do that? I find no help on generating triangles from vertices

lost merlin
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have fun

craggy obsidian
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Like this

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but how would I wrap it around the globe

lost merlin
reef crow
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Which one of these UI backgrounds looks the best? If you like the wood background, are there any other images that may look good?

thick herald
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does my game look better

little helm
reef crow
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It does for the game

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Do you like the wood or should it be something else.

tiny marsh
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I dont like either of those uis
Buttons being axes make them annoying to read

chrome jetty
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Having the axe BELOW the text would be ok. Or make the axe big enough for the text to be completely inside the handle, so that the border doesn't make it awful to read
But right now, it is grating on me

reef crow
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The thing is the Axe is the main point of the game

sharp dock
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Hi there, just wanted to show my current project. I’d love any feedback. Thanks!

chrome jetty
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Those marbles look really nice though.

sharp dock
chrome jetty
sharp dock
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I’m trying to get that cozy building vibe and I’m not quite there yet. Not sure what it needs…

real stratus
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I'm using UGS Cloud Save with a Cloud Code Module as server.
Client is Unity
The server pre-calculates my combat to prevent cheating.
Now I want to add say 50-100 attack types to my game.
Where and how do I store these?
The server needs access to them for the damage numbers. The client needs to know which attack is used for graphics.
Also need to allow client to choose the attacks, so they need to be able to see the numbers too.

chrome jetty
craggy obsidian
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I am a newbie. Is there some type of „Folder“ to organize my workspace?

chrome jetty
craggy obsidian
sharp dock
plush orbit
sudden pendant
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Awesome 😄

maiden moat
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Has anyone integrated a AI token system similar to Doom's? If so, how did it go for you?

cedar zinc
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anyone know some good, free tilemaps i can use for my game? non-commercial, just a fun little project

sudden pendant
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Itch has free assets

sudden pendant
vernal abyss
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does anybody know if there is a way to make a config file

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that scripts can call variables from

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like config for the whole game

chrome jetty
vernal abyss
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Tysm

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I can’t actually code well rn tho cuz my laptop can’t find my dotnet sdk

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And I can’t find anyway way to point it towards it so

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Idk

primal stone
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Hi everyone,

I don't think there's a simpler answer and it depends on the project but which is the more preferred option these days? Use Blender and create the terrain to import into Unity, or use an addon like Gaia to generate terrain.

covert ridge
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I just sculpt the terrain directly in unity

reef relic
nova folio
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me

reef relic
#

notice how that game and “Zombie.Io” basically the same thing?

nova folio
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yes