#archived-game-design
1 messages · Page 19 of 1
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
Are video clips allowed to be sent here? I need advice on level design and need to show with game mechanics
Yes.
.mp4 embeds properly
I'm actually an odd duck out. I work on a ton of content and games, but I never really play anyone else's stuff unless they are an indie and I know them
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
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 ...
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.
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?
Haha i'm similar/different in some ways. I watch, research, check out game dev logs, n ask other players, and will do more player testing for mine again. That's why asking others for game reference and what they think about it is valuable for me
And then the other dev team does the playing games. I also ask them
The more eyes the better!
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"
Your getting feedback early, the game'll come out great 🙂
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
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
Did u have fun playing it?
This is like SOLDAT haha
What's next on ur roadmap from here?
Also an advice, when making a video showcase, let urself get hit more
I think i never saw u getting hit by the melee enemy, was wondering how that looks
What do you mean by "Did you have fun playing it? This is like SOLDAT"?
U asked if it looked fun, so i asked if u had fun playing it
To me it looks like this https://store.steampowered.com/app/638490/Soldat/
Which is fun for me to play
Does it look appealing to you? Does the different art work together in your opinion?
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.
I suggest that you ask yourself what would be the focus of your game.
I do
Would you want to have a more combat oriented games ? If so, maybe you should explore adding mechanics and different enemies then the standard.
Or, you could go a different direction have a more adventure games.
You could also attempt to look into how RPG element would integrate in your game.
If it is something you fancy.
You do what ?
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.
Maybe you would want to nail this as well first
The focus is getting different gears. These gears give you different powers, like powerups in Mario but you can select them after obtaining them.
It is not necessary a original idea but it could come to live in a interesting way. However, there is nothing in the current footage of the game that let's me believe it is the case.
Obviously, I am only working with what you presented.
I can show you the art I have for the gear's that I have in mind to use. Do you want to see them?
Not really.
Okay
As it won't change what I said
And I am not really an artist
I could not give you advice on the art itself.
No, you said that you were just going off of what I presented to you. I was going to show the art so that you could see what it might look like. Anyways, thanks for the feedback. I really appreciate it! 🫡
Yea u can show some of the relevant art for the project here
If u're looking for advice on art, then post everything necessary, including what ur plan forward a bit. Post reference if u want
I'm building a turn based rpg game (.ie final fantasy)
I've been told only an open world game would sell
Any opinions?
If I convert to it there is no going back
But turn based design is a must for what I'm doing too
I can share more in detail
Im bad at designing UI for widescreen
Whoever told you that is an idiot. In addition to that, increasing your scope as a solo developer will make an already near impossible task of completing a game even more impossible. Stick with what you know, keep the scope small.
But then am I right to turn away from players' demands? I am building for more then my pleasantries and growth in dev
Also would it be a more selling and appealing work
I would need at least 2 artists for proper level design too, in that you are right
"Players"? How many "Players" are making demands?
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.
Fnaf and other cool games: Nah we dont exist
Not really clients, but I am appealing an audience as I build, share and sell
Which is how big currently?
As in, how many people have told you "only an open world game would sell"?
Like 4
I hope you're seeing the ridiculousness of what it all so I don't have to spell it out.
Anyway, ultimately it's up to you to make a decision.
But it's usually people criticizing
I suppose I was right to begin with
But then again I don't want to be throwing away what I have
This will lead to quality work if successful too, but I haven't done any open world games yet
Anyways, thanks for the input 😁
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?
I would pin point definite props, you don't want extra detail in there
So all rooms are even
.ie skip small detail in all or keep every small one
I mean, that is obviously incorrect since turn based games do sell.
In fact, since there are so few of them coming out you can take advantage of the relative lack of competition rather than going head to head with all the big budget games.
hi guys what websites that can help me find a ground for a 2d platformer sidescrolling game
I did expect a bigger response on my current one too
Maybe if pixelprospector were back up
You'd love that material
Take their advice with a big piece of hymalian salt. What really matters is what your fans tell you when you give them samples to play.
Usually the more confident someone is the less likely they have meaningful experience - the answer should always be it depends.
I really feel like my product should focus on the lower maintenance side of the market
Which then means having an open world game would beat the purpose of having such a game
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
Yeah, I also find a lot of advice is based on what they played in the past and not necessarily reflective of tomorrow too
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
And not everyone wants to make money just creating another timer based micro transactional mobile clicking game 😄
You're right at that, when I think about that I lose sight of what to do
I've improved too much since my last game
It would show if I did all the open world stuff
The beauty of single player stories is you can control the whole narrative, and really tell it how you want.
I could literally turn this into a hack and slash game
I do have everything too, item generation, ability and upgrade systems
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.
With one of the samples always being the opposite direction. Just to sanity check my idea processes.
Do you get times when you do crazy decisions and it works much better?
People could literally love this game
All the time! It helps having a team to push you to try different things.
Man, you're getting me excited over this now 😛
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
does anyone know whats going on
is this fine? or is this gonna be an issue impacting the end product of what im doing?
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
if im not mistaken, that would mean its version Unity 2020.3.48
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.
Check if there are any errors in your console log
There were none
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
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
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.
I suggest you looking at Unity Gaming Services https://youtu.be/1KSKRaacdKE?si=3sKGe3AP1uB7IXQx
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Thanks
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
Yes, but no. You need to do everything at the sametime. In case of a team, you might have 1 person doing only game design, but as a team you are doing more.
Obviously, you have the pre-production and the a brainstorm phase, but it should only be a phase.
Which should be mostly proportionnal to the scope of your project.
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
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
What is your objective ? What you hope to do with your game ?
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 😦
I'm tryna remake my pygame project in unity to understand it
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?
Would it be checking the object's velocity and calculating it against it's weight somehow?
Gotta set the PPU setting for sprites
(pixel per unit, incase that didn't help you at all)
It's coming along - keep pushing 🙂
what where and how?
also is there a way to run the game in actual full screen?
Click the sprite asset. This will show the import settings.
By building it.
it's never full screen
Saw a script on google but there’s no way it’s that complicated
In the future, please don't crosspost.
dear,sir!
I send Friend Request to you
Please accept me.
Sorry my friend, I keep my DMs closed - but if you get stuck, share the problem on here and I'm sure someone will help
Also, given your bio, I'll post this as well
!collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
Okay thanks !
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)
It is a technical question which is usually answer in tandem with a programmer. It will leads to discussion about how to implement and if it is possible to do pretty quickly.
thats a fair point
does that look good for a tech related game?
No. Everyone in the world will see that it’s AI ^^
hmm okay ig i need plan b, any suggestions?
the name is not bad tho right?
is that better?
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?
Is it Digivese or Dgivrse ?
Because both those logos have standard AI typos
hmm okay ig ill have to 😅
The Digiverse, is the game good atleast?
Neither logo says that haha.
But how could I possibly say if it is a good game?
I keep saying is the game good and i meant is the name good
same typo 3 times ig
its a tech related game thats all i can explain it
Oh. I dunno. It is a bit common to use. It seems fine
okay thanks
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?
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.
Okay thanks !
In Unity, when painting using a tileset to make the world, is it possible to rotate one tile in particular, instead of having two tiles in two different rotations on the tileset?
You can rotate them with a hotkey that I forget what it is.
ok why have all my tiles went pink
i delted something i cant remember what it was but it caused it
but my tileset is still here
I can't come up with game ideas someone tips?
Pink means missing shader or mismatched shader with the current render pipeline.
If deleting something causes it, perhaps it was a material or something. This is not a design issue, you should ask more in #🖼️┃2d-tools since it relates to tiles
yea i fixed it and also alright
I haven't had that problem, but rubber ducking is one of the things AI does best
I could share my process but it'll only interest me. And how and why for ideas depends so much on your objectives etc.
Ideas for personal vs corporate is different, same as passion, interest and hobbies
You can make a #1180170818983051344 to share your game
this look like a fun game to play 🙂
that's a cool use of forums 
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?
I use Google trad to comunicate
Uploaded a demo #1236752833513263126 message
@tawdry sonnet pixelart style?
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
my last masterpiece 
ahm I see
why are u drawing on a little canvas tho?
u wanna keep the pixelart style?
vaguely i mean
it was 720x720 but i should have drawn it bigger that was not intended
XD
incredible sketch i know but i like the concept. hbu?
should i go for a bigger canvas? like 1080p?
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
ok wait lemme cook i like your thoughts
also, idk what kinda game genre u were going for, but I was imagining a platformer or like a 2d-seen-from profile game
dont know hades but do you know binding of isaac or cult of the lamb?
yea heared of them
yk wat i mean right?
yea... i guess
like you have player and dungeon and then pew-pew or with a sword kill bad guys. yea
how about this? i dont know about the tentacles but the main idea works ig @compact ingot
yea that was my thought
but i would remove the tentacles i think they dont fit that well
ooooh you mean like broken through the bottom?
but the bananapeels would be a great accessorie actually
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?
thanks for the main idea btw
haha true didnt thought about that one
no probs 👍
this one?
yea, its the tentacles one right?
never played amongus had it different in mind but i guess that is the one
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
i think thats okay
theoreticly could a under 18 yo dev make a 18+ game? thats a bit fucked up or not
XD
just saw a vid and there s not tentacles part
mandela effect
mandela effect is crazy frfr
imagine a 13yo kiddo working on a mortal kombat like game in the middle of da night XDDD
evil laughter hehe
lol
I search game idea for learning unity i have already make little project and want learn more about unity someone has some idea ?
Find a low effort hyper casual game off the mobile store and recreate it as practice.
Where can i find that like the bullshit game pub on tik tok x)
@compact ingot i think i still have a lot to learn 😅
Ok i find some shit game on the playstore
That dont look so bad ngl if you make all of your game in the same artstyle that can be good
Ydra is right tbh, you could potentially use that to make a pretty interesting and stylistic game.
yeah maybe but i think it will be thrown away like my last... 26 projects xD
Do people prefer class trees like the left one or the right one generally
I personally prefer the one to the left, so i can play the game a little before deciding what i want
I prefer your starting class splits into different options
Swordman -> Barbarian or Defender
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
Can i have a idea of horror game for my first project ?
Flappy Bird but the bird is a skeleton
Flappy bird needs génération of map ?
Tic tac toe with guns and zombies
online mmo
Its hard
nahhh
hi guys where to get character for my 2d game besides drawing it and pixel art and the aweful ai generated images
The Unity asset store would be a start. Otherwise, Google it? Itch.io for example as sprite packs.
i tried but didnt find what im looking for most of them are pixel art and i want a simple knight character
Then they don't exist, hire someone if you cant make it yourself.
like this is good but the proplem with it is that the arm is cutoff
i tried to fix it in photoshop but couldnt do this
Well, then hire someone
ok
left gives more options, but personally, I prefer classless so I can do all of the content
if you do have classes, then it should be easy to make multiple characters
feel like it would look alot better w the bannana being replaced by a tentacle
maybe the feet becoming boots
icl i prefer just having all my options at the start and a linear path 💀
are you rolling the map or just turning the camera and moving the player
nvm im stupid
I got more Posted in #1236752833513263126 btw
whenever i press CTRL + Z , the overwritten tilemap disappears
then i have to toggle it active and unactive for it to appear again
File a bug report? Not really a game design issue.
I prefer left one if I have to have a class tree I prefer open free builds like Elder Scrolls which I grew up playing or hard class picks like NetHack pretty much my childhood games I spent tons of time on lol.
will somebody beable to guide me and help me with a gorilla tag fan based game that i have a idea for pls
If you want someone to collaborate with, you can do so on the !collab forums. This isn't the place.
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
oh sorry ok:)
@normal cradle Don't cross-post, keep it in the #🕹️┃game-jams
Hello @spring ledge
I can help you.
dm me
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?
OK, clicking here fixed it, you don't need to reply, thank you anyway.
Raycast Target ✅ , positioning of buttuns the newst are arranged (on buttom to be front pointer, except 3d z-order)
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)
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.
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.
League of legends makes the lines for each segment thicker once u get to 10k health but returns to the gap size of 50
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
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
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
in this case, the abilities are meant to work in that sense of having a base number that they can multiply off.
eg.: (5 base number) so every dash is based of 5
Abilities can cost, 5, 10, 15, 20, 25...
Damage wise it's not THAT important as the objective is for people to quickly glance and think "can I waste 2 dashes?" without having to do math with numbers.
I'm not sure i fully understood this
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
sry im tired so im writing like shit 
I also wanted to explore the possibility of overheal/shields/etc...
so colors would be complicated
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.
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
sry for dogshit drawing im on a laptop with only track pad 
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
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 💀 )
but it's a good idea none the less
This is the game design channel. You can ask Unity questions in #💻┃unity-talk
But you need to provide more than a vague screenshot.
alr
Guys how do I make a simple cartoon muzzle flash
Pick your art programs, make the muzzle flash image.
if the dashes are arbitrary, I'd choose a number like 10,20,25. The reason why I'd want to go out of my way to have a dashed bar is if the bar represents some sort of resource that gets used in multiples of a discrete amount
think clash royale elixir (or whatever it's called)
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!
how do i act apply it to the particle system tho
i have a texture
but idk how to make it work on the particle system
Make a material for the particle system, apply the texture. You can look this up I'm sure.
You can also put a smaller bar underneath the main bar.
I think it's plenty readable -- you're indicating that each tick mark is worth 1,000, rather than 100.
I played Dota for a few years and it was grokkable
@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.
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
MB wont do it again
Looking fine to me
i want it to be more detailed
but i keep overdetailing it
i dont know how to exactly add more features to it
I see no need for it to be more detailed
Looking perfect to me
That's already the game design on its peak
it looks worse than undertale sprites 😭
modern pixel art games are much more detailed
Looks perfect 
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
by reading the documentation
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
pretty standard, and proven
Default thing, nothing special, dont see anything anything wrong with it
Is there a question there? What does "any ideas" mean?
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
its about a sludge world
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
Then start making random mechanics and put it together
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
think the game juice galaxy but 2d
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
im not asking you to make the whole game for me just a quick fun idea
thats what im asking
like an idea for a monster
like i said the game story is random
Hey guys I need first person view of guns sprites for my game , does anyone know where I can legally get them ?
unity store?
I feel kinda dumb right now
im really interested on dis
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 ?
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
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.
As pointed out, you need to describe the mechanics of your game.
Things like: "with heavy focus on", "in unlocking new items", "exploring the underground" speak way more. At the moment you did a story.
What could be a way to tutorialize the recoil jump mechanic ?
yellow paint everywhere with big red arrows
Cool concept, looks fun
I think having the tall cliff on both sides, one cliff having a pond underneath it while the other does not. Since most player run to the right by design, you can put the pond on the left. Might be a good way to tutorialize this.
I am working in a space shooting PVP game, and I was wondering if anyone has some ideas to pitch in.
It's all the way from scratch.
So far is like this:
https://vm.tiktok.com/ZGeCp4ukt/
Target on the ground, platform in the air
I use http to get response on server if player win or lose game. Should i send interval-based or event-based?
How's this related to game design?
Being that winning or losing is a single event, so event based seems reasonable.
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
This channel is for actual game design, as in ideas, mechanic discussions and non technical things.
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
Yeah #💻┃unity-talk is fine, or #archived-networking
ok
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.
You have to place the design above the matching UV shell of the trousers. You should have a look which UV shell there is the trousers of your model and place the image onto it.
If you are not familiar with UVs, you should watch a tutorial on YT 🙂
Alright thanks.
When you export your FBX, you should see an option for exporting the textures as well using the built in FBX Exporter.
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.
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 ?
Google how? Or find music such as on the asset store?
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
just have two background panels, and leap frog them as needed.
oh yeah i didnt think of that, thats a great idea! thanks ! ... for some reason my head had gotten stuck on instantiate and destroy game object every time i needed to get a new extension to the backround xD,
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
it looks good but dont u think it would be better from a top view? it depends what type of game ur making
No, we decided to settle in on this kind of art style. The reason being that our game will be kind of like hollow knight with a little bit of story telling. There i’ll be bosses, some exploration, and some story telling
i see well good luck
art style kind of reminds me of like the escapists or prison architect idk why
ohhhhhh that is kinda true. We can use those as references
gonna be monster difficult with that defailed of a style where errors/mistakes/fast work is extremely noticable, to produce something like hollow knight 
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.
hahaha, yea I understand. We have agreed that we can take years to make the game. To be exact, 3 years.
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
these are significantly more simple and also a completely different style to the image you posted before
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.
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
ohh that is a good idea
true, with two different artist, this task will be much more difficult. We need to find a way to keep the art style consistent.
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
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
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
what is GDD?
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
ohh ok. I am pretty sure we have one but we never refer to it and we have never really discussed on it either
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.
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
Can you show me a small part so I'll be able understand more clear
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
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?
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.
Oh I see
Hi everyone, would it be considered weird if you were to play the tutorial first then intro plays or intro first then tutorial?
Omg I was actually trying to implement the logic of tutorial first into our game
can do either it doesnt matter
I see that you focus on world building more
probably depends on tutorial length
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.
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
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
from the background art the other guy drew i got the impression of a top down
oh ic, yea we have a few ideas of those things but in your pov you thinnk worldbuilding is essential as in making first, before creating a game around it?
depends on the type of game you want to make
fantasy rpg without the fantasy or world is cardboard soup
Hello
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)?
top
top is really nice
really really nice
How I fixed it on my game. Add a mask radius around the character.
Both are good, but I like the top one a lot more
Use a spline
No, splines are not waypoints
They're lines that you sample
They don't have fixed points
Okay, you got this
you formula is uncorrect your whole series equal to same value
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
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.
This section is usually about game designs. You probably want #🖼️┃2d-tools
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
does anybody know of any free terrain and forest assets I could use?
Hey, could anyone give me a feedback about the player I've created? Also, please, tell me what should be improved.
There isn't enough context or info here to make any recommendations. It's very green and yellow.
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
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
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.
For sure, I knew it would be mostly animation based. But I was still hoping for some documents regarding it.
Finding an animation pack to start is going to be difficult.
I mostly wanted to figure all this out before the artist starts animating etc.
Realistically, you can't. If you have an artist in your team start with "blocking" animation.
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?
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.
Okay, I think that did it. Thank you
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
This is the head of the snake, I should draw its body with the same colors in a while. Does it provide you with the context? Also, you said it's very green and yellow. Is it too bad? Any recommendations on making it look better?
take some inspiration from real life images or other pixel art creations
I have tried to
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
yesss flapppy bird is excellent to stsrt with
i cant tell if youre being sarcastic 😭
Hello, me too !
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
is anyone here good with horror stories? I need to finish my game but I can't think of an ending.
(ghostwriters?)
just looking for someone to help, didnt wanna spam my games story 🤷♂️
!collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
just looking for ideas, would I still make a listing for that? not trying to collab
I guess not. Sounded like you were looking for collaboration.
Generally saying "is anyone good at x" is simply not looked at kindly here
i dont think anybody looks at anything kindly here
If you want to say what you have and what you want, you may get help
this server is toxic
Ok. Never seen that. Sorry you feel that way
Either way. If you want help, we need context
Good luck 👍
heres what i got so far
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."
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
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...
Without a but or therefore however, the story just will feel more stagnant and drag on. Not sure if that helps at all.
thanks, I'm going to ask her
first time designing a bossfight, i think some stuff are terribly wrong but i dont know the issue exactly, help
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
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.
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.
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.
Here's a playlist of his previous streams: https://www.youtube.com/playlist?list=PLUPKuAVC8PO7uIGiDCHUZGDNYAyRmW6NC
Do any of you happen to know anyone who's doing something similar?
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.
What would you guys say characterize a good boss attack?
If you wanna be more specific, you could say in a 2d setup, like a metroidvania
Bigger, better, meaner, zoomed out a bit more, locked view port range, would multi stages of defeat with unique intro/outro and vfx
That's pretty much what we did for our last 2D game. Came out really good
We also let the boss attacks change the environment. Which gives it a good boss feeling
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
I love my huion, but gold standard is usually wacom
im using an xppen artist 12
Oh I misread, I thought you were asking for purchasing advice.
I typically use aseprite, krita or gimp (photoshop alternative). You can take courses on udemy or watch tutorials on YouTube to get started
thanks!
im drawing some hand-drawn, not pixel art tho
kinda like cuphead or hollow knight
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)
is illustrator better?
There are other more specific tools if you get into animation etc.
photoshop can animate well though, im planning to use PS for everything
Not really no, it's good for vector art creation. I use it for marketing kits, not for drawing.
ah ic ic
Well, in that case, you can find tutorials on that too. It's not the best for drawing and inking, but you can use it for sure.
okay then i appreciate your help
@cedar zinc (continuing from the conversation in unity-talk) minecraft is a ripoff of infiniminer and see where that got him
?? rlly
geometry dash is also a ripoff of the imposible game
Celeste is technically a spin off of their own game jam game too
I know it’s not quite the same but still
yeah thats where the creator of minecraft got his idea from
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
and dont even get me started on candy crush
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
at thing point is pretty imposible to create a completly new genera of game
Well even with the match 3-5 genre
almost any of today's games can trace back to some other game including AAA
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.
technically candy crush is a spin off as well i think
Almost definitely
bejeweled came first
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
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
Even a specific subgenre, scp
i wouldnt consider it a subgenera, is more of a theme
Yeah true
Yeah
i love big bosses
but not like, false knight, mother brain kind of big bosses
I mean like dracula`s last phasem with screen scrolling and all
cool af
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).
Well, it depends. I would say if you want the minerals to be used for crafting/creating other ships I think you should stick to 1 material per rock. Filling your ship up with other materials you do not need would frustrate me as a player. Also I think actually having to search for minerals is a fun mechanic to have :D
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.
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
Will definitely have to look at astroneer.
The idea is to let the players design their ships 100% themselves. If they want a lot of storage that’s up to them. But it has the trade off of being slower and harder to maneuver. When I finally get to adding enemies finding a good balance will be half of the game.
There are several more way like drilling on surface or mining into the core or just place demoltion charges and explode it for minerals. Whatever suits you better.
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
why is this just not scary at all
There is no build up/ramp up.
can u elaborate pls i dont really get what u mean
You need to build tension. Kinda hard to explain though.
The jumpscare is also a completely normal man in a diner full of people
Thats like opening your kitchen drawer and getting frightened because theres a fork in there
hi all
i need one help.
I want to see through a certain part of an Ui image have tried different thing but it didn't worked
i think if anyone have done that. i can save some time.
Not the right channel but are you editing it with a program that supports transparency? Stuff like ms paint wont work
Hello!
People ask for help on this server constantly.
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
lol he/she didn't ask me for help, she/he asked for Unity Staffs help
and i don't work here
Also i replied to one section of her/him message
if you don't like what i say, you can block me
Unity staff does not help people here. She asked for help from the server in general.
No one that helps works here. That's not how the server works.
I'm just trying to explain to you how things work here. You're welcome.
But that is it, I am done. Please try to be courteous in the future.
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
lmao no one cares about you or your opinions
Stated no opinion. Just facts. Sorry if they hurt
kk
lmao you didn't hurt a fly, you are just a real only clown loser nerd here, spamming bullshit
🤣
so cringe mental ill weirdo kid
!warn 179298253462962176 Don't insult community members. Don't make unnecessary off-topic posts.
hamza_oo has been warned.
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
xD
look how you react to my message, you kiddo
@shell lily This is your third and last warning for off-topic.
That escalated quickly 
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
ScriptableObject should be immutable. Their function is mostly to represent non-changeable data such as the name/definition of an item. Save and Load function should be implemented by reading and writing in a file. There is other alternative, but PlayerPrefabs and ScriptableObject are not really suitable for the task.
Also, this is the wrong channel. Use #archived-code-general.
ah ok thought this was right channel as it would effect how i design my game.
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.
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.
Post in #🏃┃animation and provide information about source animation, how you have it setup, etc. Also it's often mistake with setup so you should be looking into not the problems but tutorial example doing it successfully.
how can i make this more scary
Make lights flicker.
Make the models a bit more polished
Add some fog
Add wind ambience or something like that (maybe rain)
thanks but what do you mean polished?
They are quite blocky
ye its supposed to be like ps1 game
Ah ok, fair enough I guess
thanks for tips though i will implement fog and wind ambience now
How does this axe tool look?
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.
nice maybe add a screw at the top but it looks a bit blocky
alr thank u so much
any tips how to make this even more scary, not feeling scared from it idk
Should your 90s wendy's training video be scary?
I mean I can't tell what kind of scary you are even going for...
Even I am not understanding what kind of scary.
bro just the jumpscare
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
thank u some advice but i dont know how i can build up tension in that scene
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.
oh there is but its in the other scenes \
You need to tell a story, not hope the player stumbles across some trigger.
i am telling story in the other scenes
That's not the point I'm making here and you know that.
i dont know that no i am just trying to get tips
If you're talking about this specific example, there is no story. That's why it's not scary.
so what if i show you guys the whole scene do u think it would be more scary
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.
ye but idk how to add that
like i watched videos
but i just dont see the way to add it
i added trees fog ambience but it is just not scary
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
so i shouldnt worry about this scene but the scenes building up to this scene
like when ur at ur house and stuff
Depends, are they leading up to this moment? These are super vague things you're asking and expecting a clear cut solution.
no so basically i have 3 scenes (sofar) the first one is u clean up ur house a bit the 2nd one is ur friend calls u asks u if ur still going to diner at 9 and then u walk there fade out into diner scene. but it is dayitme until the diner since it took so long to walk
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.
do u know fears to fathom
Nope
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.
ohh thats good
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.
quite scary game if you dont know what happens i recommend it
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
true maybe i should just scrap the whole going to the back idea
cause what else am i gonna grab some1 elses attention with while they are walking to the back
but they are also static
well not really
but u kind of get what i mean
would it be better if i made it so the player locks onto them also?
No, you shouldn't take control away from the player
@wraith crane You can share your asset in #1080140002849214464 when it's released
To me, it sounds as if you could use more sounds like footsteps.
good point
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 ? :(
Import settings as Sprite, set Wrap mode to Clamp
#💻┃unity-talk or #🔀┃art-asset-workflow are better channels for these issues
Game design is more asking "Does this look better if I stretch it?" type of questions
Asked in unity-talk and someone asked me to go here sorry
Yeah, sorry
thank you though 👍🏼
my first suggestion was actually #💻┃unity-talk 😛
(it was the channel we were in, i thought it was more accurate to go there -.-')
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
not a game design question. but make sure you have an event system in your scene
so where do i put it the video idk where
also u was right thanks im a bit dumb when it comes to ui
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
Every game is a copycat of another, in some way
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)
Slay the Spire invented card games
so this is my friend's screenshot but how can i make the resolution perfect like the second image?
This isn't a game design question. You have to scale your #📲┃ui-ux and stretch the background to fit.
but if i scale it and build it and open it on my phone it will come like this
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.
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
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 ?
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
Make the game look good. 🤷♂️
Given that you've shown/explained nothing, there's nothing to suggest other than that.
Hey I am looking at Unity to possibly make interactive, cross platform, Character Sheets (for TTRPGs) and vehicle sheets (For TT Miniature Games) like Flech Sheets for Battletech (https://flechs.net/landing-content/videos/flechs-sheets-intro.mp4)
Just wondering if anyone has done anything like this before and could point me in the right direction?
No idea if "someone" has done it, but unity is a 3D realtime engine, if you do not expect to have to render 3D things or realtime behavior, then you might be better off with other technology. Probably something closer to what is used in Web.
@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.
It sure can, but if you are not going to use it to make a game then there is better alternative.
What you showed me was not realtime, it was more akin to a survey or spreadsheet.
you also here
@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.
this is a job for a native mobile app or a hybrid webapp
as others said
definitely not a game engine
you could just read documentation instead of watching youtube videos as well
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.
I was thinking a game with guns where you can toss it up shoot the bullet at the other gun and gain collateral damage
It’s a rogue like
@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.
I'd consider it too. Unity also has some pretty unfavourable pricing if you start going outside of direct game development.
Plus, open source, good community, more lightweight package sizes, and all that. Definitely worth looking at.
Yeah, I just read about the whole "Unity Tax" thing
That is not what they are talking about. The runtime fee only applies when you make a million in revenue in a year, and it is capped at 2.5% (compared to the 5% in unreal)
Industry (non-game) stuff has it's own issues though
looks good like that ngl, but understand the struggle
https://www.reddit.com/r/gaming/comments/1d23nda/hyperfantasy_mimesis_announcement_trailer/
Do you think it is a unity game?
@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
https://www.reddit.com/r/gamedesign/comments/1d29w5q/puzzle_game_difficulty_scaling_and_limitations/
Had typed this question up here and then realized it'd probably be easier to read if I posted it on reddit and linked here instead. A question on puzzle game difficulty scaling and limitation due to mobile screen space.
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
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.
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
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)
I've heard that there's a website where game designers post their ideas. Does anyone know one?
🤷♂️
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
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?
How about you focus on actually finishing the project instead? You can worry about publishing when it's a realistic possibility
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
Correct
Publishing a game is a whole can of worms that you really shouldn't tackle on your first go around
I just didn’t want to set my goals too high for what is an entry level game
people publish garbage all the time
There isn't a bar
Set your own goals and meet them if you can
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
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 🙂
What kinda game?
The best I can offer is watching a video, I'm not someone with a lot of free time though
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
Wait so you mean to spend an hour designing something and only 24 hours making it? Would each of those be separate games or versions of one you hope they can build up to?
Yeah, and the 1s are just a target / maximum. It's been a fascinatingly beneficial technique. It's about micro concepts and ripping away all the fluff before you know if the core loops are even interesting to people
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
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?
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?
Tower Defense
Tower defense, but you mix up potions and bombs and acids and other alchemy to throw at the waves of enemies
did you cheat?
thats fucking close to what it is ^^
I mean, there isn't really anything else that makes sense with a name like that. Alchemists mix potions and chemicals.
neat concept
thats good to hear. I was not sure if the name tells enough about the genre
Thank you 🙂
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
what a load of crap. If I had endless money I'd fight it
yeah.. its like if someone would register MMORPG or First-Person-Shooter as a Trademark 😄
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
Anyone have a good name for a game that starts in a spaceship but then goes into a war typed shooter?
space mayhem
Airlock?
Space wars
https://i.imgur.com/KGPFQ3U.png
Outlines or not? Can't really smooth them because alpha cutting
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
https://i.imgur.com/XuQyvq2.png
Trees a little higher res and they do look aight I guess
I dont like the outlines
Second rock from first image looks best imo
I think its cause outlined are significantly thicker than a pixel when other lines inside the image arent drawn that way
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
Is this a dont starve esque game?
Kinda. One day cycle of get enough materials + items to build a defense to survive the night
So fortnite
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
You can post for collaborations on !collab
But typically, if you want to build a showocase of audio, you can just take existing games or shows and reimagine them with your own content. Lots of sound engineers do this.
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
where is the best spot for a health bar in games should i put it top left bottom left top right or bottom right
make unique and make the hp bar float around where it wants
@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
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"
feedback on my character designs? :)
this is my first time drawing a character
lmk if i did good
Looks solid to me!
thanks ❤️
looks neat
the second one looks like a doctor who has mutated into a spider lol
overall keep up the good work
its basically supposed to be a nerd who has pencils for limbs lol
thanks for checking out my work
yeah bro at all time
I am looking for a resource for a game menu in unity.please help
#📲┃ui-ux has pinned resources
Music
Love the art style, but yeah I do agree the outline a lil too thicc, maybe only show that outline while hovering over the obj o.o
should i put ALL of my animations (e.g walk, jump, attack) for a player in ONE spritesheet or do i make seperate ones
I have a question i want a cartoony game should i make a shader in blender or should i make it in unity
bcause if i make it blender it is not all the same prob XD
anything that goes beyond a simple lit shader made in blender will not likely be compatible with unity's pipelines
oh i made this in unity XD
so this is not going to work
( it is a crate) XD
only way to find out is to try
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
yeah i know but i say the export of the model doesnt work
how can i improve this walking animation? it has only 2 frames but idk what more frames to add
cant tell if this is a joke
I don't know how is the style of your game but you can do one leg to be in the background and the next time in the front (like the image of my character). This way you can recycle your sprites an upgrade from 2 frames to 4 frames animation
thats a nice idea, thanks!
i just realized my perspective is kinda wrong
What would you guys add to this logo
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
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)
Depens on the setting. Maybe a flashlight attached to the shouldr or head head
Maybe some magic floating light
forgot to mention it's in a medieval fantasy setting
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
yeah... I think I want to have the light be persistent though
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
lol blocking a message for not being a complete sentence is so silly
could work too
the light was always there inside you xD
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
maybe I could just put it on a stick over the shoulder or smth
that might work
could have it swinging around there
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.
if you have magic i'm a believer in a floating fairy or floating light spell or floating lamp
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
That sounds a lot of fun
It’s actually a pc game, but thanks for advice
I want to make a plataformer but I don't wanna copy Mario , what can I do
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
Would it be possible to create a real world map with provinces, cities and such in a 3d globe? If so, how difficult?
If performance is an issue, yes you should do that. However, if it is not an issue, focus on making the gameplay of your game before. Your game might change, and performance issue that you solve might become irrelevant down the line.
Yes. Not particularly hard, but might need a considerable amount of tweaking and adjustment. Simply apply a texture to a sphere with different level of detail.
And could I then go and highlight the country, make it clickable
I want to build a RTS
Yes, you could.
How would i achieve that?
Shader
And then I can also handle the clicks via a script?
Yes.
Thanks a lot
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?
Pen and eraser works fine.
Classic 🙂
We've used Figma at work for staging assets, but for brainstorming and visually laying out information/flow, we use Miro.
Looks good to me. Then again I'm not an artist.
I have a client that does. But I avoid them because they like to drown people in Agile paperwork and processes. I use Krita and a design template.
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
How would I get a high res earth image onto a sphere in Unity? It's 43200 x 21600
you wont
dont worry i got it
i downloaded a 10k texture and changed the texture max size limit
now it works
well, 10k is far less what you asked for ^^
whats the file size? ^^
11,2 MB; 10800 x 5400
sounds good
now i just need a solar system skybox
- 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.
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.
ah i see. ill change it then, thank you!
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.
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
I thought of importing the shapefile into blender and then adding that into my game. Is that possible?
Like this
but how would I wrap it around the globe
If you can do the mesh work in blender then I would suggest. How you would do that would be up to research, and/or the blender community.
ah I see, thank you
I was able to do it!
Which one of these UI backgrounds looks the best? If you like the wood background, are there any other images that may look good?
does my game look better
I like left more i thinku should move text lower btw i love that main text its looks so cool and i think that these axes under buttons doesnt fit
I dont like either of those uis
Buttons being axes make them annoying to read
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
The thing is the Axe is the main point of the game
It'd be nice for there to be icons for the pieces
Those marbles look really nice though.
I totally agree, That’s probably the the area that needs the most polish. I appreciate that you noticed the marbles, had to upgrade to HDRP to get them looking that way.
Oh yeah, that makes sense, I haven't touched hdrp much. I was gonna say the distortion when looking through them was a nice touch.
Yea this was my first project using hdrp. it was a little hard to switch over to using a mask map. I did learn about using shader graph for making procedural materials and that helps a lot too.
I’m trying to get that cozy building vibe and I’m not quite there yet. Not sure what it needs…
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.
I think the environment definitely helps. A couple things that could push it further for that:
Maybe play with the lighting, some extra yellow or even red (very mildly) tint
Some more furniture around the room, especially for the beginning shot where it looks around the area.
I like the location though. Doing it on a coffee table is nice
I am a newbie. Is there some type of „Folder“ to organize my workspace?
What do you mean workspace? You can certainly make folders in the assets. If you mean the hierarchy, then you can use empty gameobjects. Make sure they are at 0,0,0 and have a scale of 1,1,1 though
And this belongs in #💻┃unity-talk
My bad 🙏🙏 But thank you!
Yea definitely will continue to add to the room, just making models is so time consuming. 😂 post processing is also a must come later.
Miro has been a huge boost to my productivity especially for working with dialogue trees and nodes. Thanks again, thought I'd let you know it's working really well for me. I'll have to pass this on.
Awesome 😄
Has anyone integrated a AI token system similar to Doom's? If so, how did it go for you?
anyone know some good, free tilemaps i can use for my game? non-commercial, just a fun little project
Itch has free assets
@visual glacier You can create a #1180170818983051344 to share your work 🙏
does anybody know if there is a way to make a config file
that scripts can call variables from
like config for the whole game
Yes there is
File reading is pretty standard
Tysm
I can’t actually code well rn tho cuz my laptop can’t find my dotnet sdk
And I can’t find anyway way to point it towards it so
Idk
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.
I just sculpt the terrain directly in unity
anyone know the mobile game “Survivor.io”?
me
yes