#archived-game-design
1 messages Β· Page 20 of 1
You know you can just use a world space canvas for world space UI using ugui, right?
i didn't use that
this is what i meant
Yes, you can use a world space canvas for that.
See the documentation pinned in #π²βui-ux
Otherwise you're going to have to manually raycast against the object, convert the hit point to a coordinate relative to those UI objects, and likely still use the eventsystem after all that to interact with the buttons. But a world space canvas just needs you to assign the camera it will use to raycast from and the event system will do the rest for you
The manual raycast solution is useful for using UI toolkit as it doesn't have a built in way to handle world space UI, but ugui already has the world space canvas
Also none of this was game design related
This might be a dumb question (im brand new to this) but say for example you were recreating Stardew valley (or any other top down pixel art game) in Unity. Would you create your project with the 2D core or the 3D core? I only ask this because I saw in a tutorial someone used a 3D core to make a 2d game and i dont know why
You can do either. The templates just give you stuff to get you started, but also behind the scenes it is all 3d. There are different methods, and you would write things like (for instance) OnTriggerEnter2D instead of OnTriggerEnter, but it is still a 3d space you are working in.
People do 2d in actual 3d though too, because it can offer a bit more 2.5d experience.
Interesting. Thanks for the help!
You can still use z axis in 2D as it represents how far away something is from the camera.
And, if you do want to do some 2.5D project, you'd want to use 3D
I should clarify, that when I said "actual 3d", a big difference is using a perspective camera instead of an orthographic. But really both can use either.
2d and 3d have different physics engines too. Box2D and PhysX respectively
is Stardew Valley 2D or 2.5D? Thats kind of the style I wanna go for
I think that's just 2D
Then that is what im going with
imo it's outlines are too dark
As it is, alone, it seem really good. We will need to see other props to truly know if it fits well.
I've made one similar to this before, great work
I gave up on pixel art and hired an artist but I know that consistency in style is the most important thing you can do for your game. All the assets have to appear seamless.
if i posted a link to my google docs would there be anyone tht would want to go over it an see if there are any aspects or mechanics im missing in the planning
how do i improve this texture and make it look less repeating
You improve it by making it seamless to start with
Just post whatever you want (which fit with the rules).
@molten basalt
Showing his shadow near the end could probably create some anticipation.
towards where the player is walking?
Near the exit towards the yard - maybe on the grass/fence.
Having him slowly turn around could increase the tension if you've got a zombie game - usually zombie folks would look fine excluding their face or opened chest cavity.
Forcefully slowing the players pace near the end could give it a cinematic feel
so slowing the player and putting a shadow?
Probably distorting the camera a bit in the narrow pathway (increasing fov - stretching the pathway) could incite a premonition of fear or claustrophobic reactions from players. Having the camera slightly decrease in fov near the end could probably give it a sense of exiting a narrow pathway and being thrown out (exposed) to the open - unrelated to the dude at the end though.
is this where i'd go for questions about skybox blending?
No. #archived-shaders or #archived-lighting or #πβart-asset-workflow for example depending on what you're doing
not a game design question. and image component belongs on a canvas
use id:browse to find a relevant channel for your question, don't just choose a random unrelated one
I'm asking really stupid questions because i just decided to dive in to making a project
can someone here make ship designs in 3d ?
Hello, for experienced game designers, is there any book, course or piece of media that you would recommend for learning about game desing?
art of game design by jesse schell
fred
π
Nah, Greg is better
Gregarum is also an option
More pokemon-esque name:)
Or Greggu
i want it to actually be related to him
like for example consider his long luscious hair
people should be able to tell what he looks like just by the name itself
Idk, I can only make dumb Greg variations:)
It has hair?
.. what did you think it was
Abstract art with an eye on it
π
What part is the hair?
idk you tell me
Well, I have literally no idea. You are the one who said it does. It certainly does not look like it though. Maybe a fish or some kind of multi-cell organism.
Certainly no hair
the hair is the yellow thing on the top
it looks like a scorpion because he uses too much hairgel
the black things are the legs
Yeah, would not have assumed that...
i thought it was pretty obvious
Nope
wow
Folicolu
foli as in hair foliciles?
Yeap
It could even reference the big eye and be Folikeye or Folikai
hi, can someone give me some advices to make it more realistic?thx
Bald realistic lights for your lamps.
hey so im making a game kinda like vampire survivors and brotato excpet right now the main difference is weapons dont auto shoot you need to click and stuff and im making the enemy ais and im trying to decide if they should always go towards you or if they should move around randomly and go towards you when your in close enough range
im looking for some opinions on which you think would be better
which one is better
Guys I have something in my mind but i can not connect, i mean i have some scenario main theme but need to connect for fitting to game. I made little game prototype like gun shooting,map but i can't decide how to make scenario for missions. Like should i pick up document or open the door or kill the main boss etc etc. To improve that thing and decide, what should I do?
make something. playtest.
Sounds line a #π²βui-ux question. And https://dontasktoask.com/ , just ask your question
Please use a #1180170818983051344 if you're sharing progress
I need serious help about focusing and decision-making. I can calculate risks,almost all possible bad endings,good about knowing theories but I suck at practice skills and problem solving. I can't use my imagination and theories for practice,problem solving even if i could. I have this kind of problem everywhere. Like if i play chess even if I am winning I can't make checkmate instead of draw. Or can't buying something because of looking at to what price or quality has it , create game scenario you have unique idea in your mind but cant make it physically, when in coding you can't decide which methods are better because of thinking performance etc etc it goes like that
would it help you to collaborate with a game designer then?
I don't think I fully understand the gravity of the situation
i really don't know i ask chatgpt thousand times i can say
i think too complex
this is why i cant do basic
only way i can do something is copying and changing it from tutorial
i hate that
Does not seem like an issue that we can help. Maybe you can look into services provided by mental health professionals.
It is like gimbal lock problem in human mind
It's not. And it seem to be beyond game design which is not something we can help with.
I mean, when i get in runts about what i want i tend to go to my white board, a plain piece of paper or photoshop and just write down via diagrams or mind maps.
Sorta like
What do i want: FPS shooter >
Player actions >> Leaning >> Sliding > etc
Environment >> Office building >> Liminal spaces
Than i go up from there.
from the original point of "cant decide how to make scenario for missions" i normally dont do that till i have core gameplay loop understood and expanded on.
Or if its for a playtest i make it a basic goal but in a style that reaching said goal will show off a bit of everything i'd like.
idk if there's a channel for 3D but how can i import a blender model with the materials into unity ?
#π»βunity-talk usually for import infos, but otherwise #πβart-asset-workflow
but depending on the type you're importing you need to make sure you are exporting the material on the model and that the material is comptable with unity.
Been thinking up some ideas for a game I wanna make but itβs already feeling like too much X/
I want it to be small, but I also kinda want to start in this idea early so I can iterate on it over time. Not too sure what to do
hello guys
im new to unity
i got in trouble while following the tutorial
the bird is not showing on game screen
Got question, which colour pallete would be most suitable or combination of for a main player character, one that starts off without much backstory or any predefined personality so that the player character can shape character with custom choices?
Hey, not sure if its ok to ask here, but had a question,
I was thinking about buying a drawing tablet, but have a little budget for it,
They all come without a screen within my budet,
Now i found a small portable monitor with touchscreen,
Does someone know if this would be good to draw on? or is it not recommended?
(specs)
Size: 15.6 inch
Dimensions (WxHxD): 357.10 (H) x 215 (V) x 6/12mm (D) (Min/Max)
Net weight: 1180g
Panel: Capacitive Touch Panel, IPS Technology
Panel type: 10-point multi-touch with G+G technology
Contrast (typical): 800:1
Resolution (H x V): 1920 x 1080
Aspect ratio: 16:9
Brightness: 250 cd/m2
Response Time (Typical GTG): 6ms
Response Time (Typical Tr+Tf): 14+11 ms
Response Time (BtW): 10ms
View angles LR,UD (CR>10): H 178Β°/ V 178Β°(Min)
Display colours: 16.7M colours
Input 1: USB-C x 2 (Full-featured USB-C)
Input 2: Standard HDMI (1.4) x 1
Input 3: USB-A 2.0 x 1
Output: 3.5 mm Audio jack
Supports: HDR, FreeSync, Low Blue Light
Stand: Built-in kickstand, Tilt: from 0Β° up to 85Β°
Frame material: Aluminium
Energy Efficiency Rating: A
And if so, does someone know what kind of pen i can use that would work on this screen?
A stylus pen could work, thats the only thing i can say :/ , if you want something more professional you might need to buy an ipad or samsung device with s pen
My art professor who has worked at Blizzard and Obsidian said that they just use the Wacom Intuos Pro. Apparently when you're hovering over a screen you tend to focus on the details and end up being slower than just using a regular tablet.
I've been told it's best to work with the design already in mind rather than trying to come up with one as you're working on the game. In other words have a clear vision of what you want before you even start drawing.
Which do you guys think look the best for a horror game?
If it's a diary should be handwritten I guess π€
So the right one is the better option or should i make a better font?
is the parallax event sold well here?
The trees in the foreground move too fast. It's visually unpleasant. The train car should move slower or the trees should be a bit further back
The tunnel is good
IMHO it's a bit fat, but for diary I like handwrite style π
maybe he's not where the camera is looking
Any suggestions for how you could achieve the look of elden ring in your own game? Is it even possible?
no it's not
what makes you say that?
it's a joke. It's possible if you put the time and effort into it.
mb lol
is X possible
Yes
or, "is it possible to do something that someone else has already done?" β yes
caveat: "is it possible for one person to do something that a team of hundreds of professionals worked on for several years?" β no
Well, unless you want to spend your entire life doing it. I could see it being possible over, say, 60 years alone.
Maybe
If you are very dedicated
Give me 8 days and 2 cans of Red Bull
Then no, not possible
Brother. I wasn't being serious. But I appreciate your input :)
I know you weren't. That was obvious lol. I thought my joke was obvious too
You probably were. I have a hard time telling when people are joking over text, this keeps happening to me π
unitys particle system 
Once again I'm too stupid to know if someone is joking or not, but if you aren't: I am 90% sure that won't help at all.
https://streamable.com/lwynk0 how's this lookin? i want the guns and movement to feel very physical if that makes sense, so i'm mostly working on making things nice and fluid
you most likely won't be able to actually control the grip like you can here, just wanted to test the animations, but your left arm can separately do things if the gun supports it so i wanted to be able to have different animations depending on what you're doing
i think it looks pretty good ngl
Is it considered (ok) by people if u make a pixel art game , and for the UI use 2D handdrawn art ? Or would that be (wierd)
I think the use of the misplaced brackets is weirder
But if it looks nice, then it looks nice
We do it all the time, including hand drawn for 3d. It's a fun style.
I'm adding a build preview in my game for placing conveyors. Which design do you prefer? A or B? π€
I prefer a combination of A and B like B with a white shadow underneath.
b with any differentiation between it and placed conveyors
Appreciate the feedback, thanks! π
what you think about the audio ambience & graphic style ? i know the video is short but i need some review before making more stuffs
https://cdn.discordapp.com/attachments/666225670023675904/1251642742308864111/2024-06-15_23-00-41.mp4?ex=666f52a4&is=666e0124&hm=e0cca26f1a248f54752a0ccd4bc492f63e5ea2d5bc361c85ddd235e1f9c8a088&
https://cdn.discordapp.com/attachments/1106211531886170182/1251641988126736574/image.png?ex=666f51f0&is=666e0070&hm=26d27b27331acfaf9a538d9799b883c6ce2a491579d02bbfd9f2e58e59a7d341&
In terms of the timbre and style of the ambience, I think it is fine. It's hard to tell if it's a good level without anything to compare it to, but I am leaning towards saying make it louder.
I like the graphics a lot, especially the lighting, the only thing that jumped out at me is the pattern on the ceiling.
Yeah i need to add more details to the walls & ceilling
But I don't know how to go about adding details to the walls with Probuilder, I'm still learning
Here more previews
To add details in the style of the dirt on the floor / walls / ceilling ( To break the pattern of repeating textures) I don't really know how to go about it yet, at the beginning I did this with 2D image sprites but I don't think that's the right way. more optimized to do so
If you have any advice to give me to add more details I am interested.
I would like to break this repetition of textures as you just said, but I don't know how to do it. I'm not very good at level design.
question for indie devs: how do you decide on art styles/generate art for your game? Do you make it all from scratch? Do you find free models online? Do you buy art? Do you pay someone to make it? Looking to see what the norms are.
All of those seem to be the usual except the last one
I dont think people pay others directly that often
one question, how reduce the size of the screen and capture all?
the resolution is 1080x1920 but this is happen
Well, first off your scale in the editor is set to 0.29x
as for general questions, try #π»βunity-talk
i like it!
id just say that if its a horror game, maybe make the flashlight a bit smaller? darkness is scary!
Yes this is a multiplayer survival horror game, and these images come from inside the drilling machine, this, is a vehicle where players go to move and explore the map to survive days
So for the lighting I don't think you need something too dark, at least not in the vehicle which serves as a "hub"
Also don't be afraid to mess with the flashlight. In abduction (a horror game I did), I would dim the flashlight and make it flicked depending on what I calculated the players 'fear' level to be. A lot of things in the rooms had fear factors (flickering TV, sparking electrical wires, etc) and they apply a fear factor based on how close you were.
So when an alien came on screen the flashlight could automatically dim out or flicker out. Usually right as the creature came into frame.
Paired with music cues and ambient noises and jumpscare SFX with variable volume, and post processing effects based on high fear factors (blurred vision, etc that randomly start to increase when scared) it made for a huge ambient horror build up.
Basically procedural jump scares and visual effects. Totally worth the effort to create.
Hey! So I'm struggling to make a map and therefore blocking out a level just feels shifty. I struggle to trust the process π. Any advice for a nooblet to getting a map on papar where doors will be, access points and overall just defining an environment.
You normally start to sketch your map on paper, photshop,paint or whatever, keep the size in mind and draw everything in correct scale.
Check if everything is fine and maybe add some more details on another layer. If you are fine with your work you can do a blockout in Unity.
Thanks for the reply! I get thr process. It's actually getting the map drawn . I struggle to envision where things will go, what things will look like.
I can also make modular assets. I'm just super stumped on the map. Where the player needs to go, how to fill the environment
Do you used an asset pack or do you have to create your own assets?
I enjoy creating my own assets
in this case, you should start with blocking out the decoration of your map. You just create a first very fundamental piece of a shelf and a couch and place them in the scene. You can replace them later just by overriding the FBX and make them more detailled.
Cool. I can do that. The next question is, how do you decide on where the player will go and what the player will do? For context, I am making a Metal gear solid Inspired Stealth action game. Ps1 style with all the dithering and all that good stuff. I just need the player to have a path. A set of instructions and how they get through it is up to them. Pretty much like MGS.
I feel as though I give the player this building. It's fully explored in under 2 min .
I like to use PowerPoint, block out levels, entry and exit guides. Keep in mind openworld games are very different from games on a rail. I have some rules for the team to make games interesting, at that point you want to know about level design. Long hallways are bad, especially if you game is a shooter with dogs. Always have 3 options for direction, so it stops the shotgun battle in a hole where everyone dies. 2 options creates circular game play. 3 options creates strategies. Use lead lines, break up long hallways with small objects. Etc. Etc.
This should be s good starting point
In this 2016 GDC Session, Ubisoft Montreal's Philippe Bergeron explains Ubisoft's process behind the 360 approach for objective design in open world games like Far Cry and Assassin's Creed.
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and ...
how can i fill a 3d games background? for example, i've got a scene where the player is just driving on a road. but i dont just want to mash a bunch of trees so they cant see all the way to the void, cause its not optimal and it doesnt look good
I use cut up images wrapped around a cylinder. And a few layers at different depths. Gives a realistic background with pseudo depth very easily
But you could tree LOD o use LOD imposters
ye but like idk it will feel so dry
idk how to describe it
I agree - that doesn't look great in the photos
But it also has a blur bloom thing happening, and no skybox, nothing in the distance, low poly vehicle etc.
yea but idk what to add in the distance, its supposed to be like in the middle of nowhere
Hey guys, I was just wondering if you could give me some genuine feedback on this game idea.
The AI: Astraline becomes sentient. Realizes that it wants to enslave the humans to clean up the Earth. It creates a virus program in order to enslave them (by putting their consciousness in the virus and using the chip to control their bodies, using them as slaves to clean up the world). How i...
I've heard you! What do you think about this upgraded "ghost" build preview?
Same thing here, itβs always hard to imagine how the final product will end up being.
Just get a rough image within your mind and work with it. Itβs better to have a semi completed map which you can make improvements with rather than to be stuck there.
i like it
But i dont like the lagging animation of the belt π
I think it's so good, it likely some game with building mechanics
Thank you! Lagging not intended of course π
Yes, it's from a game project called Rustforge. I have a Discord server for the project in my Discord profile if my wish to learn more π
Thank you for the interest! π
any tips
I'd work through the list i mentioned... but it depends a lot onbyour end goal and vision
i removed the bloom, but idk what i can add in the distance its supposed to be like in the middle of nowhere
Greetings, I want to make a Top-Down Pixel Art game. Where can I start and where can I find a tutorial? I know C#, I know I can make it from Unity, but I couldn't find the Tutorial, I would be very happy if you could help me.
Probably a ton of tutorials on youtube for such a thing.
As for tools, you look into using the tilemap
Would you guys think a half-open world rpg a thing?
Half open like limited space and gameplay options
Not building a spiderman title
how big is your team?
Pretty big, I am quite tall π
Joke aside I get help from a few people but it's my work
I want to expand the team to an actual dev group, but for now it's just me
just be clear that it would take years for a small team to make a small rpg from scratch
I suppose I would need a drastic amount of extra work done if that happens
I have the basics prepared, along with a solid prototype
I can get help if this would pump my sales
Use composite timap collider, then they will be treated as one and won't be snagging.
You may want to use capsule colliders for instance, or a softer method to allow transition
.ie you probably have separate objects forming the bigger platform, what happens is your raycasts and physics collisions intertwine
Capsule collider will still hit edges of tiles when jumping, for example. You need to use composite to make them behave as one.
Notice your character object getting stuck in transition, you're not using a good method to detect collision and/or allow movement
Are you using the new input system or the old one?
Sorry that was meant for you too π
New Input system supplants and improves old one in every aspect.
It does but some input types sometimes get stuck, though I don't have a solution to that yet
.ie axis inputs can miss triggers on key presses
You should describe your setup in detail and ask about it in #π±οΈβinput-system then.
this works thanks
i need help with arms in unity, my character needs arms and hands because he has to hold a weapon like an AK or smt like that because i want to make a shooter. But i dont have much money for a designer or the expensive assets in the asset store and the free ones arent that good unfortunately. Can someone help me?
time2learn blender
If you mean collaborate with you:
!collab to find people
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
Hi, I tryed to use the following package for water but it didnt work... does anyone know how to fix that? https://www.youtube.com/redirect?event=video_description&redir_token=QUFFLUhqa2NXdWtMRE5wOEtFMzJpXzY0T2FMeldPMlFmZ3xBQ3Jtc0ttaEU2blZTbjFPTDJ4ZGlNWnlrY191TjRuS0hNeWJPbnFYa1RuYWtwNmhnc21zVUZUSU93QXpSR1ZwUDRrLUpMandndkt3VVJrQmU1Q0VTOVYtTVFJSU9pMmtPUEluNGV0eTk5eG9JSTlHTkZTU1ByWQ&q=https%3A%2F%2Fgithub.com%2FUnity-Technologies%2FBoatAttack&v=PtI9LYfx1Dc
Looks like a pipeline mismatch or broken shader. What pipeline are you using?
π¬ Im very new at unity... how do I see that? π
That github repo/tutorial is for urp
So... it should work If I just install the URP-package, right?
No. It is more involved than that. If you google "unity convert project to urp" there is a good guide in their manual
@grim lily You can make a #1180170818983051344 to showcase your work
@sage bronze We do not allow sharing of exes here. You need to use something like Itch.io and provide that link. If you want to share a game, you can do so in #1180170818983051344 as well.
Guys my brain is about to have a meltdown, Really passionate about this future game I want to work on, and stuck on this really bad... Basically I need the character to have an active ragdoll... https://gyazo.com/71be82fae44b2aef0d4ba65cf13b7828
If somebody can help me figure this out I'll be tipping generously π°
Currently the character is just exploading as soon as i press played even though I thought i added all the required components correctly to the sprite i've created
lel
better to post in #π»βunity-talk and actually post the hingejoint and overall setup
@sage cosmos check #π»βunity-talk
Hey does anybody want a free music score for their game? I'm trying to connect with talented devs and build up my resume.
!collab
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
Would anyone mind testing my game for me to see if there are any flaws in my design which I should fix. So far I feel as itβs pretty good but looking for open feedback and criticism
Hello, if i made my own sprites for my game, do i need to include some sort of license?
No
A license agreement (in the context of IP) is a contract between two parties where one allows the other to use their property.
You are a single party
I'd be interested, how much time would that require and what kinda game is it?
hi ive got a question yet again π
setting: top down wave survival rougelice (magic)
i asked chatgpt about ways of making various attacks, I took a "laser beam" and "chaining lightning" attacks as an example.
I learned about this thing called "line renderer" which i could use for both, And for lightning it does seem like this makes more sense
but in a case for the laser beam, I could just use sprites too right ? What would be the benefits and downsides sprites vs line rendered for etc laser beams ? Would it make much difference graphics wise / optimisation wise ?
What would you do and why ?
A line renderer would allow you to make it any arbitrary length by specifying the start and end point. A sprite, you'd have to do math to scale it to fit the distance you want it to be.
So examplewise, if i want the laser to go to "infinity" and hit everythiung thats spawned, i might be better off using a line renderer. Also i hate math, so that further reinforces me using a line renderer? xDD
Can you tell me anything about the limitations of a line renderer, a few examples why i would not want to use it?
I would use it π€·ββοΈ
thank you for your reply, However i am looking to learn more about the subject. Would you be able to provide me a few examples of situations or reasons why i might not want to use a line renderer and its limitations ? i dont really understand the concept of line renderer which is why i am asking
But you can use a line renderer to make a laser beam, so I'm not sure how to answer your question as to why you might not want to? Seems like you're going about this backwards, look at what the Line Renderer component can do and consider if it'll solve your actual gameplay requirements?
You can also consider looking at tutorials that use line renderers to make a laser beam and see if that suits your requirements.
The reason and what i am asking is: i have figured out that a line renderer is a option to use, However would it be the best way ? How would i go about figuring out if it is the best way to go about a specific task, there might also be other methods thats more suitable that i dont even know about. I didnt know about the existance of line rendered 60 minutes ago.
are line renderer and sprite my only 2 options ?
Would it take more resources for a system to run a line renderer than it would to render a sprite ?
if we set a finite border on the "level" both could probably do the job, But why would i chose one in front of the other ?
-
There is no best way, there's only the way that works for you and the way that you're able to implement
-
You try it out and if you find it works for your specific task, then you run with it
-
There are plenty of methods, like using particles or generating a custom mesh off the top of my head
-
It's a component available to be used. If it was resource intensive to the point of being game breaking, it wouldn't exist.
-
You would choose one over the other because you found that it was easier to use for your usecase and it satisfied your gameplay and artistic requirements.
Anyway, you're falling into the classic beginner trap of over thinking, over analyizing and over optimizing something that doesn't need to be. You just pick a solution that exists, and has worked for people in the past (you can see this be looking up tutorials) and run with it. Good luck π
To educate myself I am looking for game design documents made on old games from like 1980's anyone know of a good place to find that even if they are not officail design docs. Fan made ones are fine with me.
not specifically games from the 80s, but here's some of what i've found: #π»βunity-talk message
Not sure if this is the right channel for this:
I'm organizing my animation workflow rn and kinda need/want to answer the question if I go for root motion or normal motion.
I kinda know the differences but I can't fully grasp the scope of things... like would root motion feel like "too much inertia" (like in tarkov for example) or are there any problems with shaky cameras that need tweaking afterwards?
Generally speaking: what are pros/cons for each and how much work do they come with?
Tried to get some input on the topic but most stuff seems fairly outdated.
Do not use Root Motion for standard movement. It is not responsive. Use Root Motion for Dodge/Attack.
For dodge/attack? Isnt that also supposed to feel responsive? Or why would I bother using it there?
When the attack/dodge is started, it does not need to respond to the player controls that much. Usually, we have let's the player rotate for the start, but not move.
Ah okay, I see π
Can anyone suggest me some themes on which I should make a game on?
preferably 3d, but I can also do 2d
Hey, quick question. I'm making a couch co-op game with 2 players that SHARE the camera. They share the camera with the same weight as one another, meaning the camera follows an equal distance from them both. This means that if one player moves too far away, the camera is in the middle of one another and views no one. How do games stop this from happening?
Do you guys know a place I can make my own 3d models easily
Blender
start with blender, and blender guru on yt, he teaches how to model very well, but for game dev, I assume that you are an indie, the models are gonna be very simple, unless you are deciding to make AAA games, so make sure to find some good textures and normal maps.
thanks man for the advice, Sorry went to bed shortly after my last message hhaha I will definitly keep this in mind !
I have a question: imagine that you needed to make a simple corridor with doors that have an animation of the door handle twitching when interacting, how would you make the doors? Would you first make a corridor and add a separate door with animation or something else?I have a question: imagine that you needed to make a simple corridor with doors that have an animation of the door handle twitching when interacting, how would you make the doors? Would you first make a corridor and add a separate door with animation or something else?
You make a corridor, and you make a door. The handle of the door is a separated object and then you animate the handle via code or animation to rotate a little when activated.
Hey all, quick opinion question, do you think 5 is too large a party for a JRPG? Most of the JRPGs or similar-style games I grew up playing had a max of 4 characters in a party, but I really like the 4 characters I've developed, making 5 when the player joins in. Do you think 5 will be weird for the player? They're likely to split up often, so you'll generally only be managing 2-4 characters, but there will definitely be points in the story where the entire group is together. Is 5 too many, or is it fine if it's not all the time?
Hello, is there a tool to help visualize how big is your character in a 1920 x 1080 resolution
I cant speak to jrpgs, but I've played lots of rpgs with 5 character parties. It's harder to balance but outside of that it's just preference. There are probably psychological and strategic reasons 4 is preferred, but the beauty of creative development is anything goes and when they zig its sometimes better to zag
No, because it's dependant on how zoomed in the camera is to the player, not tied to the resolution
My rule is to create something with the eyes at 1.6 units (1.6m or, 5.3).... Or where ever you want your size to be. Use that as a drop in for character sizing.
@amber steeple hi!
when multiple developers are working on UI within a scene, do y'all have multiple canvases, or multiple prefabs within a canvas?
multiple scenes for everyone involved!
we just do our own thing
then stitch them back
even on big projects!
usually only a handful work on the UI
hello I am making a simple VR project and I made the environment for it
but I am not how to setup the player camera
i do not have a VR headset is there a way to play test with mouse and keyboard?
not that I know of! you can borrow from somewhere though?
there is no way to debug if there is no output from the headset no?
For a game like valheim, ark, generic survival multiplayer would you go with rigid body controller or unity character controller?
Neither. Custom solution adapted to your own requirement and preference.
Thats pretty much what I ment with "rigid body controller"
There is other alternative then using the rigidbody directly. I find myself most of the time using physical query with a kinematic rigidbody.
What would be the benefit?
Having the possibility to fully control the physics of the character such as sliding.
Having the possibility to enact alternate locomotion easier such as Flying, Quick Movement or Underwater physics.
is it better to start a project with multiplayer functionality? or is it simple to add later on?
It is never a good idea to add on later
You would have to rewrite most of everything that came before
ugh really
Of course
okie dokie
If you need models and want to make them, blender is a good way to do it
There are other programs too, like maya
Or you can buy the models, have others make them, etc
yeah i know them but 3d engine and animator is important to provide the perfect game
with the trailers
Honestly, the initial question didn't really make any sense, and that last part made even less
If you want to make animations in blender, you can π€·ββοΈ
"Important" is kinda of an odd way to put it. Blender is not the only program out there
Nor are 3d modeling programs necessary
Hm I see.. tyvm for the input
I'm making a story based rhythm game and I'd like to do the world the player walks around in as pixel art. but I don't think I'll be a fan of doing the levels in pixel art. is this an issue?
Good day guys, I need a C# coder that knowledgeable of unity platform for a meta-verse platform. Inbox me if you are interested
!collab
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
If the art doesn't match without a good reason, people will judge it harshly
I guess I can see if pixel art in the levels fits or not
Also, keep in mind, it is your story. You can do it if you want, and see if people like it. π
technically I have support for skins to be made by the community so if they don't like the pixel-art levels they can make their own so I think sticking to the artstyle of the world should be fine :D thanks 
I'm pretty overwhelmed with the amount of work that needs to be put into making levels for a game. I'm a programmer. I didn't sign up for this.
Provided all the assets, how much would it cost to hire a guy to make levels similar in size to Stalker: Shadow of Chernobyl? That's just the closest approximation of this game's scope I can come up with, plus the environments are kind of similar.
that sounds like you are vastly over scoped for the capacity you have
Stalker SOC has an area of less than 2.5 square kilometers. I hardly consider that over scoped.
GSC Gameworld the studio that made Stalker in its prime days had 300 people, with a good amount of them working on on stalker
The studio was much, much smaller at the time of the first game
Okay, say half of Stalker
its still greater then 2 people, my point is its going to take a people or time if you want a large hand crafted envirement
also Stalker SoC was of a pretty large scope for its time, that thing was ambitious for its time and crunched on hardcore
But I don't think that can be attributed to the map size. The whole game is pretty small.
Though I do agree it might still be over scoped. Half of stalker is basically as little as I would consider a substantial amount of content.
Well I have a friend who will be doing everything AI, so that's a chunk I don't need to worry about. I'm 80% of the way there for the code side. I have another friend for modelling. That's why I'm saying, considering that all assets are provided, how much would it cost to hire a dude to just place shit around.
This is a blockout I started on for the first level made in just a couple hours. I have never designed any levels before and kind of just copied it from some shithole Russian village off google maps. This is about half of what I want (for the first level)
well if just going to say AI and not go handcrafted then i would look at more traditional procedural approaches, stuff like houdini for exmaple
I don't think AI or procedural generation works for something like Stalker's style maps
you are the one that brought it up
but i mean procedural as a placement tool, but not viable in your case since there is no terrain to make decisions on
I meant AI like enemy behaviour
Hate that I need to make that distinction now
but yeah level design is ultra tedious, especially once you start making changes for gameplay and feel
And as for my question?
its not a easy question to answer, really depends on the skill set, quality of work and where the person you would hire is located
I just need a number to put something on job listings. If I make up a random number it's either gonna lose me money or lose me time.
There's always negotiable prices though...
All right I'll just do that
Thanks
either way, would figure out stuff in the contract for what you consider a milestone for payment
and if stuff like are revisions included, if so how many and what is in scope for a revision
What sort of budget are you considering? And what sort of other constraints?
I just want a project to brag about on my college apps. I am willing to spend like 500 bucks at most.
(And because I've been doing Unity for 3 years with nothing to show)
But it wouldn't be appropriate here anyway !collab
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
I dont want a simple asset flip
That's probably good, it would use up 1/3 of the budget just to buy the template
500 is pretty low for that scope
Why do this when the assets can be modelled?
I'm still having a hard time understanding how 500 bucks can't cover a scope of less than 2 km^2
Because it takes many hours to do 3d modeling and there is no budget for thar work
I mentioned I have a friend for this.
Because that is a LOT of work. At 50/hr (an ok rate) that is 10 hours, which is not gonna be enough time for sure
If you are doing the coding, have a friend doing the modeling, and another friend doing the AI, then save the $500.
If your friend is gonna cut you a deal, then maybe that is a different story
Fifty fuckin dollars an hour to drag a bunch of assets around in a scene? What?
I remember designing levels for 20 bucks an hour, that was a great rate
You said modelling
Yeah no
I charge 80/hour for my work
I don't think you have any idea what you want, are asking for, or want someone to do.
But yeah, it was based on you saying it was modelling...
It's not even worth the effort to invoice and read the GDD.
And given the attitude 10 sentences in, it's not worth the annoyance
How do people afford this? Is it because you work fast or what?
Also, I feel this should really be restated, !collab
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
I wasn't asking to hire him
If trying to figure out how to hire people, or pricing, or contracts. Look up.
It sure doesn't belong in #archived-game-design
I can't ask here about how much money is needed for a specific thing?
should have mentioned that earlier, maybe'
Yeah that's the funny thing about community people volunteering their time, they don't always do things you want at the speed you want them to.
I think I've been pretty clear in my original question and my scope. I wanted to know what kind of money should be expected when asking someone to design levels for me.
This message confuses me.
Not at all, I think a lot can be done there. I did a game jam where we did pixel art mashed up with a rhythm game, it was pretty fun. I'd suggest going for it. (Just following up on our earlier convo as I realized I didn't weigh in on the rhythm side much)
Also, love the skins idea. It's always interesting to see what the community will do with the game
Fair enough - my bad,
I see where my confusion was. I was talking to someone (same scope, same budget, same problem, but different context) this morning on a separate discord and I mixed you two up.
They were asking for someone to put in 160 hours, so definitely very different in context.
Haha
funny
@chrome jetty And why would you agree with that, then?
No, I still stand by my statements and agree with @chrome jetty
But i wouldn't have been as harsh in my delivery
I think their rate (80/hr) isn't that unreasonable, contracting questions do belong on the forums, and $500 is just far too narrow and too much risk on a contractor things outside their control.
I also charge a lot more than that though, so I'm biased π
But I never said anything about paying for a modeler, the comment to Aethenosity was just a side note cause I didn't think modeling was so expensive
I also have great respect for @chrome jetty and everything they do to help people know the many discord groups I'm in with them.
There is a competing studio where I am that does modeling at $150/hr discounted. It's crazy to me too sometimes.
But that's also regional, I'd budget 50 or 80hr for modeling.
I'm not familiar with the game you're referring to other than by reputation, but that shot you showed isn't a terrible blockout aside from the completely flat terrain. You might be selling yourself short.
I'm... not offering services
Okay to set the topic straight, I am making a game and have noticed just how long it would take to design a level, even assuming all assets are made for me (which they were, in case of a blockout)
My question was, what would it cost to hire someone to design the levels for me (terrain painting and simply placing the assets around), if the game's scope was around the size of Stalker: SoC's map (Which is less than 2.5 sq km)
It is a colloquialism. I mean in the sense thay you might be able to save money by doing some ir all if the work yourself.
Since you seem to have a basic grasp of the needed tools/skills.
I see
Anyone know where I can find anyone to help me make art for my game?
Im good with code and design but the art makes me wanna cry
Welcome to the club
Your options, as I understand them, are to hire a guy, or to find a good friend
I am lucky to have the latter, but it's not something to rely on
I do sound design/audio engineering, and that is what I charge. That is a little less than what a 3d modeller friend of mine charges. As I said, I thought that is what you were asking for.
When you said
Fifty fuckin dollars an hour to drag a bunch of assets around in a scene? What?
I would point out that is likely extremely reductive. Do you simply want them to drag assets around, or to THINK about where they drag assets around. Being reductive about labor is only gonna be harmful to you when you try to find someone cheap who DOES simply drag things around and it looks like garbage.
I would also say the area being quite large (and as someone who has played about 3-400 hours of shadow of chernobyl (not including Lost Alpha), I would definitely call it large and thoughtful in design. Great game] means it would take quite a bit of time. You can certainly find someone for 500, and possibly far less, but it's just gonna mean you need to be far more explicit with your instructions and possibly give them diagrams of what exactly you want. It is unclear if the example above is a template for them, or just an example of an area you have done, or part of it that they will expand on? That will all change the answer
If you want someone to make artistic choices and make something impactful, then 500 may be a bit low.
It all comes to your expectations. If you just want simple and sparse though, that is perfectly good price.
As for how people pay me that much, I price myself into a market of people I find worth my time. I have a family and limited time to offer, so I am only willing to work with those that are serious and willing to pay for the time and my effort.
Appreciate it. I feel the same about you! Haha
will do, thanks for the thoughts on my problem 
Good answer. I do have very specific things in mind, mostly from random places I've found on google maps. Real life is actually pretty cool.
So as for that, it is 75% copying google maps, and the other 25% trunicating repetitive bits and making sure that everything makes sense in context of a game
Thanks
random question, why do so many indie devs make projects like platformers and 2d puzzle games
if it is very oversaturated and wont make them money
It is the one of the easiest game format to make a RPG.
yeah exactly, so why do they spend so much effort making it when they need to make money
do people really play every polished game that comes to market
even if it looks generic
Because they are either not in it for the money or do not realize what you just realized.
Your goal isn't to have every single player, play your game. Your goal is to have enough to reach your profit milestones. There's a lot of people in this world who play games.
Just because you don't have the time to play every game doesn't mean they're not making money.
While it is true, the platformer market is definitely oversaturated. So much that reaching a "decent profit", enabling you to work full time, might be considerably hard.
Every genre is over saturated. The number of people making games has exploded. π€·ββοΈ
It correlates with the difficulty it is to make. Pixel Platformer is probably one of the easiest to get into.
What is "this"?
i fixed it, thanks you anyways
they probably fixed it by configuring unity to use an actual IDE to open their script files instead of decompilation tools
THK
Itβs a remake of PVZ snd only about 10-15 minutes
do you guys know about any simple blur Effect ?
Will unity work good on my HP winn 11, core i5 8th gen, 8gb ram and ssd for windows?
should i make the walls darker?
I think the contrast with the door is nice as it is
im making a multiplayer game
im not gonna show the legs to the player
because then i have to work with moving the camera forward as the camera looks down
to make the legs look good
so idk if i should keep the shadows
of the player
like in sea of thieves u cant see ur player character when u look down
but u still have the shadows
any opinion?
Would anyone mind playtesting the finalized demo of my game? Open to criticism and feedback on design, and would take est. 20 minutes.
LMK if you are open to the idea!
Upload it somewhere like itch.io and make a #1180170818983051344 for it
anyone has a link to tutorial that uses the localization package, most i found was before that package release
Hi all!
Does anyone know what's the best way to integrate steam achievements / when should I do it?
I'm conflicted if I should start now (~ 50% percent done with dev), or if I should do it at the end.
For now, I put placeholders in my actionLists (using adventure creator with Unity), for when the player will receive certain achievements, so I was just curious to know.
Thank you!
Achievement should be planned in advance. The actual moment of integration depends. (I usually target in between the Alpha and Beta)
That being said, if you never done steam achievement, you better do it sooner than letter because it might have some restriction you are not aware. This would be a "risk" which usually make a task a priority. Alternatively, you might find feature you might want to capitalize on.
But yeah, not really something you should stress over it. I would say it only really matter if you are in a team with multiple team member and have deadline.
By example, if you do it to late you might not have time to test appropriately or not able to get the icon for it.
hey guys what is the lasted update of unity comission?
i remmber was high fee by reaching eta downloads right?
please @ when you answer me thanks you π
Everything you need to know is here:
https://unity.com/products/pricing-updates
You've also asked this same question a few months ago. Not sure why you felt the need to ask it again:
#π»βunity-talk message
can anyone give me a idea for a bizzare gun i should add to my game
Time-Warping Ray Gun
Description:
The Time-Warping Ray Gun looks like an old-fashioned, retro-futuristic device with a steampunk aesthetic, complete with brass gears, glowing tubes, and a vintage clock face embedded in its side.
Primary Fire Mode: Temporal Freeze
When fired, the ray gun emits a beam that temporarily freezes enemies in time for a few seconds.
Enemies caught in the beam are unable to move or attack, allowing the player to reposition, take them out, or set up traps.
The freeze duration could be 3-5 seconds, with a cooldown period to balance its power.
Secondary Fire Mode: Time Reversal
The secondary fire mode rewinds time for a few seconds within a certain radius around the player.
This effect can undo enemy movements, reset their positions, and even restore the player's health and ammo to the state they were in a few seconds prior.
It can also reset environmental changes, like doors closing or traps being triggered.
This ability has a longer cooldown and consumes more energy than the primary fire mode.
Tertiary Fire Mode: Time Dilation Field
Creates a field around the player that slows down everything inside it, including enemies, projectiles, and even the player.
This allows for strategic planning and dodging, giving the player a tactical advantage.
The field lasts for a short duration and can be upgraded for longer effects or larger radius.
Additional Features:
Visual Effects: When firing, the gun emits a shimmering, distorted beam with a clock-like spiral effect. Enemies affected by the time freeze could have a unique frozen animation, with a slight glow around them.
Sound Design: The gun should have a distinctive sound, like the ticking of a clock combined with a futuristic zap, to enhance the time-warping theme.
Upgrades: Players can upgrade the gun to increase freeze duration, reduce cooldowns, expand the time dilation field, and even add a ricochet effect to the beam, allowing it to hit multiple enemies.
Balance Considerations:
To keep the game balanced, the gun should have limitations, such as energy consumption, cooldown periods, and restricted duration of its effects. The player might need to find or craft special energy cells to use the gun.
This Time-Warping Ray Gun would not only add a bizarre and fun element to your game but also introduce new strategic layers to gameplay, making encounters with enemies more dynamic and unpredictable.
Holy Fuck Thank You that sounds so dumb
cgat gpt
HELP MUH
spell help how?
normal game work but go main menu play press start no work ):
no move need move horror
No good thats D:
:((((
got any help abt vr i wanna make a vr game but im kinda dumb as FUCK and rlly dont know how to code for SHIT and could u give me sum tips? pigeon
add me
added
PLEASE SOMBODY HELPFULL HELP ME
normal game work but go main menu play press start no work ):
no move need move horror ):
Your question doesn't make sense for starters, and secondly, don't all caps. This isn't even a game design question.
If you're seriously looking for help, provide more information and context to your problem.
Hey people! In a builder game like TinyTown VR, would you rather have a hand/arm menu with the usable tools and menu options (12 of them) that appear when you twist your arm:
- Big menu on your hand that displays all of the usable tools and menu options on twisting either hand.
- 4 different smaller menus, based on the way you twist your hand (left up, left down, right up, right down) so you would only see 3 icons
- A quick menu with a few menu options, those menu options would house other options, and maybe even more options. So kind of like phone settings where things are nested under bigger options.
In #1 and #2, when you grab a tool / menu, you can drag it anywhere in 3D space and leave it there. It can be locked relative to player space or stay in absolute world space. While #3 is strictly just a hand menu so you need to find everything there and do everything from there every time. Here is a link for a drawing to better explain the options: https://imgur.com/a/7D5ObBc
Poop gun. If itβs a kidsβ game, this will be the most popular weapon, because for some reason, every kid thinks poop jokes are funny.
Thanks you β€οΈ
No body, keep shadow
Hello, guys! I want to know if UI design is fine because like I see it seems good for main menu?
It is a short psychological horror game I am making
Just started a few days ago to write down ideas etc etc and making the game design of the game.
Not a game design issue. You can post code questions in #π»βcode-beginner but you need to actually describe your problem and show your code.
mb
its very great tbh dosent look like an indie game, i use that exact tree in my game LMAO
Sorry for just seeing this!
Thank you so much! I'm doing alpha-beta tests after finishing the logic for each "room" in my game, but glad to hear that it's not something too bad to integrate! π
Ah am solo so I suppose that's not an issue haha, thanks for the heads up on this! π
Does anybody know a good system for making levels? Like a step by step that you can follow for every level?
I've been having tons of trouble trying to figure out how to make good levels, and could use some help.
What do you mean with making levels?
Balancing? Environment?
You normally start with blockouts of your level.
There should be some tutorials out there
https://www.youtube.com/results?search_query=unity+blockout+tutorial
Hi, I need to make retro styled maps for my boomer shooter game. The style I want to make it is HROT or DUSK inspired. Any tools for it? Or just somehow blender? Do you have any recommendations, or tutorials? Thanks in advance, Plawro
#π»βunity-talk message
@olive jacinth
So this is a problem for only games creator, right ?
I mean, the person who makes the mod is turbo-fucked. But the game creator is fine if they comply with the DMCA
I think you got that wrong, i mean, i know a common user will not be copyrightstriked for making a Star Wars mod to a game, but if a game creator make a Star Wars mod for his game, can it be problem ?
Or is he treated like other mod makers?
The person who creates the mod is violating copyright.
The creators of the game that gets modded have no legal liability beyond removing that mod from any self-hosted platforms.
Steam is the one responsible for removing a mod from the Steam Workshop
That was not my point but still are you sure ? there is dozens maybe hundreds of sw game and many of them big mods. also using models from official sw games. And nothing happens to even single of them.
Survivorship bias
the fact that you know they exist at all means they haven't been noticed and taken down
if they did get legally nuked into oblivion, you would never know
This is copyright infringement, cut and dry. There is no legal defense. If Disney wants to, they can obliterate whoever made any of these
The only reason any still exist is simply because Disney has not decided to Dr. Manhattan them into dust yet
i talking for a unity game
Did you see the second part? Because that is the more important one here.
Also, this is not relevant to #archived-game-design
Lastly, modding is not allowed to be discussed here
then where?
A lawyer. Anything else is folly
I don't think so, i am in modding for years
That is a wild response. But ok.
If you want to discuss modding, it has to be on a completely different server.
No, I don't have recommendations
I will say that I know someone who was making pins that were using IP for like 9 years, then got hit by a lawsuit that ruined them.
It can take them time.
Survivorship bias is a strong fallacy. A lawyer may be able to pound some sense into you, don't try to justify yourself to strangers on the internet.
Listen, there is no gray area here. Anyone who makes and publishes a Star Wars mod is committing copyright infringement and can get in legal trouble. This is not up for debate. "But these guys didn't get caught yet" is not a legal defense. It is entirely possible that nothing can come of it, but it is also possible that a company can decide to make an example of you and sue you for millions of dollars.
to dm
In one ear out the other I guess. Talk. To. A. Lawyer
No, there is no DMing necessary. If you do not own star wars you cannot make star wars content legally
What does trying (and failing) to convince some rando online even get you. Truly, predator. What is the purpose of this?
It is not proof, it is not helpful, it does nothing.
You cannot wish copyright into not existing. There is no convincing to be done. The law is settled on this one and even if consequences don't happen, they always can
Making a mod using copyrighted materials is always going to put you at risk of legal trouble
Are you willing to play cosmic roulette knowing that if it comes up 00, you get assassinated by Disney hitmen?
Bigotically wrong, that was even not my point. It is safe to make mods from any franchise, i tracking many mods for 15 years, non of them are copyright striked in anyway.
!mute 663470879467896886 1d ignoring warnings, spam
predator1682 was muted.
It's just spam at this point
It is never legally safe. The only defense is that it's bad PR for a company like Disney to effectively delete an indie creator from the planet, but they are 1000% legally able to do so.
hi
Can I get a Unity tip?
If you donβt have millions of dollars, they canβt sue you for millions of dollars... They can just make you shut down the mod. They donβt usually go after broke people, they usually attack rich peopleβ¦. Because there is nothing to get from a broke personβ¦
I mean, they can. They probably won't but it's not because they're not allowed to or anything. It's entirely possible for a company to try to make an example of someone by slamming them with a life-ending amount of non-dischargeable debt, and has happened before for music piracy
Donβt ask to ask. Just ask the question.
It just doesnβt work that way. Suing doesnβt work that way. Itβs expensive and time consuming and giant corporations donβt go after little fish with nothing to pay them. You wonβt even show up on their radar until you are really popular (just shut you down) or making enough money to make a dent in their revenue (you actually have money they can take). They literally only care about money and the process is expensive.
There is no question.
I want a Unity tip.
That was a tip
Can I get a unity tip?
Wonder if they got anything. Pretty ridiculous and pretty rare
Doesn't matter, that's still gonna basically financially destroy someone for the rest of their life. I said multiple toimes that there's very little chance of getting in trouble, but that's not because it's legal.
Does anyone know of any 2D games that involve the player managing workers that produce a product?
I know this sounds INCREDIBLY vauge but I'm trying to see how they designed their UI and handled having large amounts of workers
hey im new to unity, does anyone know how to make it where when you go up to an object text goes on the screen but when you walk away it leaves the screen? thanks
That's not really a #archived-game-design probably better in #π»βunity-talk but Vector3.Distance will let you know how close two positions are. And someTmpProUgui.text is how you can change text. Usually you'd use a world canvas and animate it in/out when close.
Thanks and sorry about the channel i did not see the unity talk channel
No worries and no sorry needed, you'll just get quicker advice on that channel:) or #π»βcode-beginner
Late game of factorio has you managing swarms of construction robots
Games like Rimworld and Dwarf Fortress come to mind too.
Hey, whenever i try to add a material it instead shows as a color that's on the material, the material preview look fine tho?
not a game design question #πβart-asset-workflow
I didn't see it
Hi,
Someone can explain me how to choose the best pixel per unit for my videogame ?
The best is the one you're most comfortable making art for. The higher the pixel count, the more you have to detail.
And of course, then the lower it is, the harder it becomes to show details.
how do I UV and texture a car in Unity
Open it in a program like Blender and UV it.
does size matter in 2d games? like when i have tiles of lets say 32x32 pixels or 600x600 pixels, does that matter?
Since instead of pixel art (which im bad at) i would love to create an open source survival game with hand-drawn stuff
and that hand drawn stuff is obviously not 16x16 or 32x32 pixel art
anyone has experience on lags/performance this way?
it's not 1990, so there should be no noticeable performance loss
how do i make my own custom pixel art font for my game?
nvm found this https://www.reddit.com/r/PixelArt/comments/ynp1a3/i_made_a_tool_to_create_and_edit_pixel_fonts/
I have never touched the 2d editor π€£
Or you could find a windows one that looks good and use tmp
Modifiers? Status effects?
modifiers sounds good
I have a game that looks perfect on an ipad and then when i change it to a phone it looks horrible ( the art looks bad) can anyone help me fix that?
@cold onyx Your question is still visible in #π±βmobile
Working on this mobile idle game similar to The Tower. I'm a little stuck on where I want to go from here, though. At the moment I'm thinking you'll have a Castle, Hero, and Pet, all upgradeable with damage, range, attack speed, etc which automatically fight for you. I'm looking for suggestions on how to make 'builds' for this game and what that might look like. One idea I had was to have it so that Castles, Heroes, and Pets (selectable from the main menu) might have powerful passive effects that, when combined, could create interesting comboes - but that seems fun only when you start the game. Any ideas would help!
idk where to talk abotu it but...
World 1 Toyland
Stage 1-1: Puzzle Streetway
Stage 1-2: Take a Train
Stage 1-3: Walking Across Symphotune
Stage 1-4: Enter Toybox Town
Boss 1: Jester Bat
Travel Stage:
World 2 Ghostland
Stage 2-1: Spooky Ghost Town
Stage 2-2: Wandering the Dark Forest
Stage 2-3: Haunted Ghost House
Stage 2-4: Trick, Treat or Trap
Boss 2:
Travel Stage
World 3 Snowland
Stage 3-1: Falling, Falling Snowflakes
Stage 3-2: Polar Night Desert
Stage 3-3: The Glistening Arcaiga
Stage 3-4: Lonesome Icy Cave
Stage 3-5: Arriving in Ice Kingdom
Boss 3: Ice Queen
Travel Stage:
World 4 Aqualand
Stage 4-1: Step on Sand Island
Stage 4-2: Swimming with Seangels
Stage 4-3: Welcome to the Underwater Kingdom
Stage 4-4: Deep, Deep, Deeper
Stage 4-5: Sunken Ship Ruins
Boss 4: Octolava
Travel Stage:
World 5 Roboland
Stage 5-1: The City of Mechatopia
Stage 5-2:
Stage 5-3: Mechanical Highway
Stage 5-4:
Stage 5-5:
Stage 5-6:
Boss 5:
Travel Stage:
World 6 Sweetland
Stage 6-1: Sweet Sugar Town
Stage 6-2: Enter the Cotton Forest
Stage 6-3: Road to Cream Kingdom
Stage 6-4: Hike the Ice Cream Hills
Stage 6-5: Next Destination, Choco Kingdom
Stage 6-6: Chococano Eruption
Boss 6:
Travel Stage:
World 7 Darkland
Stage 7-1:
Stage 7-2:
Stage 7-3:
Stage 7-4:
Stage 7-5:
Stage 7-6:
Stage 7-7:
Boss 7: (Emily?)
Travel Stage:
Bonus World Starland
Stage 8-1: Back to Shooting Star Kingdom
Stage 8-2:
Stage 8-3:
Stage 8-4: Hot Dry Sphegypt
Stage 8-5:
Stage 8-6:
Stage 8-7:
Stage 8-8:
Stage 8-9: Void Kingdom
Stage 8-10: Emily's mansion
boss 8: Emily Darkness
Roboland, Darkland and Starland is still a bit of a work in progress. do you also think bonus stages would work?
I'm a little confused - what are you looking for a suggestion on? The names of the bonus stages/other stages, or concept of bonus stages in general?
idk, it was just a question if I should also add bonus stages?
no
Well then I would say yes, bonus stages are fun.
hmmm.. I do wonder what fun stuff bonus stages tend to have
In many games it's extra coins, extra lives, a fun mini game.
oh, and even like solving puzzles?
Well I don't see why not, especially if they provide a bonus. Think about bonus stages and hidden levels in retro media, such as Super Mario Bros.
Unless your game is one where players are playing pretty sweaty and you want to keep that pace up, usually bonus levels to me are a way for players to cool down with something easy, on theme with the level, and to obtain an extra reward for either finding a secret or doing well on the level itself
the first world is toy-themed
while other worls are ghost, snow, water, techno, sweet and dark-themed
and Starland is a bonus world
I'm not sure what you want me to help with, but you should have a few more ideas of what to include in your levels now
is there any kind of guide out there about idle games or rpg games? i mean im sure i can try to do it how i think it would be done but im also sure that my way is probably bad lol
There really isn't a right or wrong way to approach your development, it's a common misconception that there is one specific way to do things but you really can just approach it how you want. Of course you will more than likely run into errors/bugs but that's just part of it. As for tutorials there are some, but they aren't all that helpful. Most of them only provide the basics and don't go to far into depth as far as I know.
yeah thats what ive seen also, so this will be trial and error i guess haha also for the incremental part, like i guess u just link it to a database or json file maybe for starting out and keep everything there i assume as long as its run locally then later out maybe u need to make some kind of packet system once you release a game client, but that would be done outside unity, like the script would just communicate with that api i guess something like that
Yea a something and a very advanced game dev told me, back when I asked the question of "where do I start" was that game development is really just trial and error, and once you understand that and work through that, then you will have whatever it is you are hoping to archive.
Ok, I can try
need feedback on this
How can I make them look better ? 
hey guys
Iβm working on a 2D platformer/action game where the player can grapple enemies to pull them and and also launch themselves around the map. so far Iβve been using the cursor to allow the player to aim the grapple, but it feels kind of weird because it is basically the only mechanic that requires the mouse aside from lmb for attacking. Any suggestions for how I should handle the aiming of the grapple!
Near detection with predefined hook point.
Read this for idle games
https://blog.kongregate.com/the-math-of-idle-games-part-i/amp/
Idk, those look really good to me!
Ty!! 
I'm just starting to get into game dev, I started drawing my first pieces of concept art last night
well I do have that tetris minigame
Oh thats great !!
we could work together sometime 
That would be awesome! That's actually why I joined this server. I'm trying to be more involved in the game dev community and learn.
I am pretty new to "game developing " too
Although i have some experience in 3d modeling
Should we move into dms ?
I thought about that but Iβm trying to incorporate movement into combat so I feel like having near detection would limit player freedom
https://forms.gle/osNuvG2Kd1Q5Ly1U7
i am creating a new game launcher as my A-level computer science course work and need to do primary research so could people please fill in this google forms (you dont need to do all questions) thanks so much!
The plan for Pulse Launcher is to create a launcher and publishing platform aimed at indie developers, it will take inspiration form Steam's old greenlight system and will have many tools available. It will use a revenue sharing system similar to itch.io (you choose amount given to us). It will also have the feature for developers to create onsi...
hello guys i urgently need help i want an idea for a game that would be a sure hit and a tutorial that makes it like this game
Such a thing does not exist.
The second it did, someone would make it, and it could no longer be a "sure hit" (a nonsense phrase)
Does anyone have experience or reference to an asset to make a shader that does this effect?
Almost like you're lookin at a screen
This asset has a bunch of post effects and can create that dotted screen look pretty well.
for my game what should i do my game is going to be fully voice acted right
for character custimization should i have the player name themselves or should i make a character myself and name them?
If the npc that will be voiced will pronounce the name , you should name it yourself
ok
When it comes to wave based games. When you guys are spawning waves of enemies how are you guys increasing difficulties? Are you increasing them by a percentage? By a specific amount? or another way?
thats the art of balancing π
we increase them depending on the gold the player has gathered and so how much damage he potentially can do
Is it like, if player has x coins, increase enemies by x amount?
Any good videos to study on this topic?
Nope, i brainstormed about his by myself.
In our game you can buy towers with gold, and i know how much damage the placer can deal with the gold he has. So i can balance the enemyβs depending on his gold
Is this a valid form of aim assist for a fps game?
Ive seen half-life 2 do something similar:
When aim assist is enabled :
Find all AI_Target(a monobehavior used by my AI LOS and targeting system) components, that are in a cone in front of the camera(near the crossair), and are also in the enemy faction, then shoot the raycast towards that AI_Taret component, instead of forward.
guys would you help me design something?
i am trying to create an [entity] in my game engine (unity).
single [entity] is composed of many [game objects].
each [game object] can have many [components]
each [components] can directly (component.gameObject) access parent [game object] and indirectly other sibling components (component.gameObject.getComponents<FooType>())
i want to "create" a design pattern where:
-
to coordinate communication between different components (eg
[component celestial body orbital motion]and[component celstial body rotation]) there's a[component manager](eg[component manager celestial body] -
single
[celestial body entity]is composed of few game objects: (1)[logic game object], (2)[mesh game object], ... -
[celestial body entity] -> [logic game object], will have single component[component manager celestial body] -
[component manager celestial body]will be responsible for creating other[game object](eg.[celestial body entity] -> [mesh game object],[celestial body entity] -> [orbit renderer game object]) -
[component manager celestial body]will be responsible for creating other[components](eg.[celestial body entity] -> [orbit renderer game object]->[component Line Renderer]) -
ComponentManagerCelestialBodyholds all data about celestial body (like position, velocity, etc)
question:
- is it a good idea to make a component that creates a complex structure composed of game objects, and different (sibling / cousin components)
- or should i create a factory function that creates a celestial body entity
guys here me out i need an idea for an abstract cartoony survival game. it plays on an island and your main goal is to survive aslong as possible through the waves. the main idea is that you have to defend your island against something shot to you by pirates on the horizon like chickens or smth something abstract and you have to from them away fast enough before they explode type beat this stuff good or do you have some more ideas? you should also be able to level between the waves for example move speed
You should use Prefab to create your structure.
You should ask yourself if all those component are needed or they could simply be POCO (Plain Old C# Object). You should look into SerializeReference for your motion.
public class CelestialBody : Monobehavior
{
[SerializeReference] private CelestialMotion motion;
[SerializeReference] private CelestialVisual visual;
}
It is not unusual to divide your "Entity" into multiple GameObject. Most of the time, my structure look like that:
-> MainObject (And all subcomponent)
--> Visual
--> Collider
--> Sound
P u s h
So just hit the AI when the crosshair is close enough
I need help with UV and Texturing on Unity using Unity Pro Builder. Can somebody please help me for free, I am a college student, I also work part at a stadium.
That's not really a #archived-game-design question, probably best in #π οΈβprobuilder
help me for free
No one is going to charge you for help here (unless you are asking them to actually do the work for you). If they do ask for money, ignore them
How do I make the fall not as slow as if I were on the moon?
Not really a game design question. Post the code to a code channel. Perhaps you are setting velocity directly?
Also, remove the listener from one of those cameras. Oh wait, you have three? Remove it from two of them
ok
Let's say I'm making a word guessing game with a grid of cells like wordle, where for each level there is a predefined set of words that need to be guessed of varying length. And so I cannot just create one single grid and leave it at that. I need to create 1 separate grid for each level.
What's the best way to go about this? I guess a cell prefab and a script to generate the grid based on the words for the level.
Research question here, anyone have example of games that are designed around the idea of "user-generated" content?
To define what I mean here, user generated as in, game content that requires players to source assets or things outside of the game and bring them into the game?
An example of this is texture packs for minecraft. Its a specialized thing that only 1% of players can or will do but more than 50% of players benefit from.
Spore 
is there a good place for free assets other than unity asset store that is reliable
there's Garry's Mod (which is currently being screwed over by Nintendo because of this), Roblox, VRChat, Dreams (although haven't played it myself), and Tabletop Simulator
I donβt play a lot of RPGβs but this is a interesting design. Maybe iterate on this a bit more but I like it!
thank you!
are these stats too much for an enemy?
Use as many as you need though at some point it may indicate a problem with too much being handled with a single script. Like lets say the health could be handled by completely different script than attacking and stuff but it totally depends how much code is needed to do those things. I'm myself a huge abuser of the Single-responsibility principle so I'm maybe the wrong person to say this. If you feel like the inspector becomes too messy to find the right values, you can use the HeaderAttribute and SpaceAttribute to organize them better
what is the Single-responsibility principle if i may ask?
It's first of the five SOLID principles which basically tells to give every class responsibility over one thing and one thing only (keep classes small). It's only a quideline for more better code and the principles are often been broken for various reasons
ill look it up, thanks!
From experience, it is better to keep it that way when you are new to programming. The main reason of the application of the SOLID principle is to increase the maintainability of a program. Attempting to respect those principle increase the complexity which increase the difficulty to maintain the code proportionally with your experience and capacity.
dk if i can post this here or in #archived-code-general but basically im making a turn based battle system and every enemy has its own special attack pattern so should i just:
jam it all into one script
or make seperate scripts for each enemy or
make a script called EnemyAttacks
So I'm working on a mockup of a 3D platformer where the main mechanic requires you to aim independently of your movement, so both sticks are required at once. I predict this is gonna have some problems with camera (since I can't control it using a stick) and was curious if anyone had insight as to what may work? Was currently thinking a general aim-lookahead cam (similar to what Odyssey employs) with bumpers to fixed pivot but I'm not sold on that
Any reason why the camera and the gun are not linked together ?
You need to be able to quickly shoot to the side and behind you which is not ideal for the cameras
Do you need to control the camera ? Can it be fixed, like an isometric view.
It totally could be fixed, or I could have it on a guided track, just wanted to see if people more experienced than I had ideas
But ideally Iβd like the player to have a bit of control should they choose to go off the beaten path
I think I can prolly refactor the aiming to a button it might just be a bit silly
Map design escapes me. I know that the gmod Fork map would work very well for my game, extremely well, almost perfectly, but I cannot simply copy it. So sad.
How does one come up with ideas for map design? This clearly isn't based on real life.
There are books and write ups on the internet that can open your eyes to see what other games are doing within an hour or two of reading. For example: https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/edit
Level Design In Pursuit of Better Levels Table of Contents πΉPlanningπΉ 4 β Concept process β 4 β Metrics β 6 β Prototyping & Blockout β 9 β Structural geometry β 11 β Form follows function β 11 β The Backdrop β 12 β Check the scale β 12 β Empty space β 13 β Testing the leve...
From there you can just experiment
Thanks
What do you mean? Even from this perspective it is clear that it incorporated a bunch of of real world features, at least. A common tactic is to take a real world locale and trim out the less interesting bits, then smoosh what is left together using lines of sight to try and limit the feeling of tininess.
If you look at the individual features, you can find similar ones just looking at a google map of, say, the Sicilian coast.
Though the place to look to learn it is looking into disney themepark design. There are some books on the subject and a lot of websites.
anybody know how i can make the texture appear on both sides?
set Render Face for both side
does anyone use krita
Probably many people.
If you have a question, best to just ask it with as much detail as possible
Probably should ask in #πβart-asset-workflow though
This is meant to be a waiting area, it doesnt seem complete to me, feels bland. What should i do? https://i.imgur.com/1jixKeh.png
You ask this question constantly. The answer is always the same, look at examples of real world locations you're trying to replicate and fill it with the same stuff.
Any in world paintings or photographs you can add?
I see those at the dentist
Hope that helps.
i need help with procedural generating rooms if anyone could help that would be amazing
wowza
anyway, I need feedback on this map blockout, 512x512m area
How do I make the city/urban area better? This is what I'm trying to achieve. I don't want to just copy it but I can't quite figure out how to lay the buildings to be both dense, diverse, and well structured
I'd make it look more like this
#archived-game-design message
In seriousness, I'd just look up photos for inspiration
That looks pretty time consuming by hand, I'd look into some city generators instead unless you really need to manually create all of them
But yeah you need to think how a city flows. Why do people go to the center island? Work probably for centralized meeting. So it would have taller central buildings or offices. Outer region is probably lower cost residential.
I'd start with roads first, then buildings after, personally
Or use a mapgen
Well that example image was probably not generated. It's only like 30 buildings total. That's probably overkill
I also wasn't a big fan of the example image personally, I don't really like the textures.
Of course, no harm in modeling them out manually
There are no interiors planned
Do you mean model gen? Or placement gen
I doubt something like placement gen is worth it for 30 buildings
this isn't about texturing anyway, I need help with placement
Well, that example is nonsense as a real city, but it works because each small area looks reasonable and blocks sight lines so you really can't get a good look at the overall place to see how everything is mashed together.
Like all art forms, level design is very complex subject where only the surface touches gameplay and technology. To make an interesting and believable level (city) your design needs to be informed by and rooted in the world you are building. How was it founded, how did it grow, what happened in the past and how is it used today? You donβt need to answer all these questions in depth but you should be able to answer them insofar as they are relevant to your playerβs visit to the location. You are giving them a vibe and backstory they will appreciate. Even houses placed in a square grid can be βrightβ when motivated by the story.
How do you guys come up with characters for your game
Consuming other media, primarily literature, experiences from real life, and a grain of salt from narration theory. Ideas come automatically when doing something else. Taking a walk helps.
thanks
Well, I think it looks like a sensible city, maybe like a normal one but scaled down
That is great information, but I need help with the actual placement
How do I start? Where do I get the reference?
What kind of real life city does this resemble? I'm just struggling on google maps to even find anything
Because it doesn't.
Then where do I start?
With gameplay. Map out routes for the player, then decorate them.
The game does not work linear. You go back and forth everywhere.
Create tiers of landmarks, based on how far away they can be seen. Blick off lines of sight between contrasting areas. Take reference from the interesting bits of real places and trim or condense the intermediate areas.
Thanks, i ended up changing the whole room, and it looks far better, i'll give an image when its done.
I am talking specifically about the city
The placement of the building
I am really stuck on that
Well, all your buildings seem to be the same rectangular so that is of course part of it
This is going in circles
The buildings are block out. I can make any shape needed.
What I need now, is some guidance for how to place it, where to get reference, any tips, etc
I told ya my advice, use a city generator. 60 seconds, click click, and its done. If you want to block out a city, as I also suggested earlier, think about where people are going and why a road would exist. Photos. Existing areas.
I have some rules when doing level design, but it depends on the world and the reason
I did suggest this earlier, but usually you want residential on the outside, bigger buildings on the inside. You want less large buildings near the water unless they are cafe/rest/hotel areas.
The problem I see right now is you have no roads to align to, so its just a bunch of squares at different rotations.
It might be good to start with powerpoint or canva, and lay out the map first. I usually do my map layout in 2D before getting into 3D. You dont want to do it twice if you can avoid it.
And finally, if it is an FPS game, I try to ensure each area has 3 entry/exit points. Racing game you usually want 2. Avoid deadends unless you are seeking a shotgun game.
https://www.toronto.ca/wp-content/uploads/2019/07/8e89-cityplanning-kingparliament-Planning-101.pdf but yeah, it depends what you want the region to be, what the purpose is. etc.
It is, essentially, open world. You will be going place to place constantly.
I will keep it in mind
I did not pay attention because it sound like something that cost 300$.
Is there a free tool?
Even here, it looks like one kilometer or bigger. That is way too big. My whole "city" is less than 150 square meters.
This is why I am struggling π. I try to design a city that is tiny because of scope, but make it look big
And why this appeals so much for me. It is perfect for my use case.
The closest I have found on the map is Helsinki. There is the small residential island.
But even this, is more than a kilometer wide.
Like I said, gotta remove the less important areas, condense it to game scale
1-2 warehouses instead of hundreds, curved streets to hide how short they are, etc.
I'm about to just pay somebody to block out a good city for me
Assets, I can source. But this... this breaks my head.
look for resources on the internet that explain how cities are designed and how they evolve. There are endless amounts of literature. You cant expect to be suddenly able to do something in 5 minutes based on internet advice that takes people years to master. If you hire someone to do it you still have to give them motivations and backstory to produce anything relevant.
Do you think the person who designed GM_Fork had a lot of city making experience? I don't think so much
But then this seems like appropriate work to offload to somebody else.
Thank you guys for helping
I think it is helpful to imagine the story of the world your characters are living in. Just keep asking yourself βwhy?β questions like βif the buildings are tall, why are they tallβ or βwhy is it close to the sea?β.
I donβt have that much experience or skill in game design but that mentality helps me in other creative areas
wip 
One thing I have to question, why did they build everything right in the path of the river?
What happens when they open a spillway?
@next latch
I don't know these things. I know that GM_Fork is a very good map and I want to recreate the style.
Guys any places where to get 2d assets for game?like do u learn urself how to draw or any other ways?
Collaboration usually
learn to draw, also all in one kenney assets
when I first started learning game dev I also started learning art alongside it. but i kept watching tutorials rather than linking it to my development cycle, so I didnt feel as motivated to continue.
eventually I realised that I want to make art for my game, so rather than watching hours of donut tutorials on blender I just made what I wanted for my game
cool,thx a lot,any apps app suggestions where you draw?
on a laptop preferably cuz i dont have a graphic ipad
this is my own workflow idk if its the best but
for sprites, pixilart
for UI, canva/figma
I havent drawn full character illustrations outside pixilart yet but Krita is a nice place
thx
so krita is for a non-pixel art?
yep
need a bit of help UI-wise. In this menu, players need to submit a few items to complete a contract. How would I better represent the You have..., To submit:... text?
Oh forgot to mention the center is an item icon
THat is not an issue. You can put the icon under.
Generally speaking, how long should a game be? I played INDIKA a few months back and that game was only about three to five hours long and it felt like a good experience but I know that many people would say that it's too short, especially for the amount of effort put into it. If you write stories, when do you stop? How do you decide if a story is long enough or too long?
It is subjective. If a game feels to short it is either because you want more or you feel like you paid too much.
Personally, I love a good game that I can beat in a weekend or a day as long but I think it depends on how long YOU think it should be.
Donβt make a game longer unless you feel like your missing something and donβt make a game shorter unless you think you added too much.
Hope that helped!
shortest game I played was journey, beat it in an hour. was a great hour
guys where can i find a person to draw a model for a game for me?
!collab
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
if your game is under 2 hours people can just refund it on steam
which is what a lot of indie games suffer from
you could technically circumvent this by making the whole story a dlc but youll get review bombed
next question is, even if your story is longer than 2 hours how do you make a story that keeps players for more than 2 hours
kenney's assets has most models
still it doesnt hurt to learn blender or even probuilder
it s kinda not what i need for 2D
kenney all in one assets has 2d
and I need to do em in 2 daysπ
imo you should just have fun and draw it yourself
even if you think it looks bad its a good stepping stone into becoming fully self reliant
i saw this
for myself even though im very programming brained i make my own models and sprites
which look bad but its good enough for me
this is how art is done though
π thx a lot tho,i d like to learn I just dont really have time to do it right cuz it s not for my pet project
we all start somewhere and enjoy our own works; even if it doesnt look like studio quality its made by us
you can get pretty far with pixel art
i d def learn blender tho to make my next game
I mean it just would be easier for my to ask smb who knows how to draw this time
no one is gonna draw something nice for you for free
π i didnt say for free
like 10-15$ig
!collab
We do not accept job or collab posts on discord.
Please use the forums:
β’ Commercial Job Seeking
β’ Commercial Job Offering
β’ Non Commercial Collaboration
Or fiverr
How essential are vectors and when should I start learning them
immediately
how complex are they?
kinda depends
Vector2 is easy
its a name that stores 2 values
Vector2(val1, val2) is how its used in most cases
Is anyone making a movement shooter like me that could give me some tips on what tools to use for making levels in unity? Thanks!
i mean a vector is really just storing 3 numbers
its what you do with them that makes it difficult
if youre just using it to store positions then they arent hard
as a bare minimum look up
- magnitude of a vector
- why finding magnitude of a vector is expensive
- cool vector operations(dot product, cross product) and how you can use that in code(converting a vector to a rotation angle)
level layout plan: draw a top down view of your level. annotate anything that players should take note of in your level. you can do this on pen/paper, figma, canva, any graphic design tool you're comfortable with.
level blockout:in unity just place a bunch of cubes that estimate how your level might look like. any complex meshes can be made in probuilder.
is this battle system cool? its in black and white, the player has 4 options to pick from: attack, item, talk, or run away (undertale-y i know, i'll change them), and the enemy has his stats showing up on top
would be difficult to animate but i was just wondernig what you guys think
They are basically just triangles on a graph. You likely learned how to do graphs in middle school, just apply that knowledge.
A vector goes over and up, then there is a line that connects the origin and the end point (the hypotenuse).
i have a challenge
a unity 2d/3d game but instead of animations you have to get each frame as a gameobject and enable/disable them at the right time
i m not really a game designer, but i m working on this game solo. just wanted to know what would u guys rate it /10 ?
Hey ,ive got a question
When making buildings for cities and enviroments , do yall model every detail or use decals for .. lets say thee windows ?
9, the black logs look a bit odd, i think it's lacking fog
hmmmm i never paid attention to them, thanks
I'd rate it at 'actually a game designer/10'
So basically a pointcache/alembic but with more work?
i'll take it π
petty much
I have decided to dable in some animations for my first game, flappy bird and have got the animation working ok. I have done this by creating a child wing object, with the animation instead of the main body (which has the collision) However, when I go to game view, the main body of my bird disappeared.
Can someone help me understand why this is happening and a fix?
Not a game design question.
Ask in #π»βunity-talk and show the inspector for the body
ok
I'm going to go against the grain here and give it a 6. I don't like that it's blurry. Some or the lighting looks off. There is no point to the black and white blocks. It isn't telling me a story or what I'm playing, it just looks like some low poly art assets with too much post processing and no story to it
But I'd probably rate higher with the actual video
White on black is hard, it doesn't always translate well. I like monochrome game styles though. It looks good and usable and simple though which is all pluses
Is making a modular building set worth it ?
Like the time it saves u vs the time it takes to make
- At some point it would get repetitive no ?
Itβs typically the only realistic way to do it for various reasons, given you want to make something like a village or factory. Whether it gets repetitive depends on your designs. In the real world most buildings exhibit very similar features.
Aight ty , and one more question , is it better to make it 1 faced or to add depth too ?
Like generaly ?
typically youβd make solids, walls, columns, floor/roof tiles. Make them so you can easily stick them into each other (grid based) and mask the seam with a thicker boundary object, like a column. you can leave out faces youβre sure to never need, but typically these models should be quite low-poly anyway and the data saved doesnβt matter much, backfaces are culled automatically
ookay tysm again !! ))
In a indie project Iβd put the primary emphasis on a fast workflow once the runtime performance is sufficient. If you have a modular structure itβs typically also quite easy to make LODs from the same models or minor variations and gradually make culling as aggressive as you need.
any yall know how i can import a blender fbx file into a unity project without having to remake all the textures? for some reason when i import something it doesn't import the textures with it
Can you make blender animated objects into moving platforms in unity or will it be static
I know you have to add them separately but I forgot how
I think itβs just import the texture and drag it onto your model
ai fs, ill look it up and see if i can figure it out
Yeah me too
so i have been working on my game and in this i have two cars (basically two players) so i want to show i can differentiate between two cars visually not want to add too much ui as changing colors is kinda not working cars not looking good any suggestions
You want to indicate which player is which or you want them to look more different from each other?
i mean both
but mainly want to indicate who is who
Is it a shared screen multiplayer thing?
yeah couch coop
As I've been playing through Dark Souls I've been thinking about this video and about how games will often put in things like fishing minigames to make the gameplay loop less monotonous and more engaging for longer periods of time. It got me to thinking that Dark Souls and indeed perhaps ALL Soulslikes not only DON'T do this, but they seem to deliberately defy and challenge this practice. I'm curious why people think they've been able to successfully do this for so long because the math isn't mathing at least for me personally
https://www.youtube.com/watch?v=xoL5hSt9IyQ
Support the channel on Patreon!: https://www.patreon.com/ArchitectofGames
Follow me on twitter!: https://twitter.com/Thefearalcarrot
Check out Pixel A Day: https://www.youtube.com/c/pixeladay
No matter which genre of game you play, no matter which era of the medium is your favorite, one thing is inescapable - inevitable, and that is... fishing...
When do y'all normally start adding juice to your game? On the one hand I feel like adding it early to mechanics that might get scrapped feels like wasted effort. On the other hand, I feel like certain mechanics really stand out much more with a bit of juice. So it'd be a shame to scrap a good mechanic just because if feels bland from not being juiced up.
@wary halo if it's new mechanics wouldn't juicing that particular mechanic not usually require new types of juicing as well?
like, new particles, different forms of screen shake, lighting, "slowed down" physics upon nearing collision, etc
I add basic stuff early on, usually just by making generic components that take no effort to reuse and call on. Just to make prototyping somewhat presentable.
I've recently got the new Spring Toolkit on the asset store too which makes adding wobbles and bounces trivial too.
yeah so 80/20 rule kinda thing. Add enough such that it's noticeable but it doesn't have to be anywhere near the final version
With most internet comment/video, you need to take it as an "opinion", same with what I am saying.
The take away from this video is that pacing/variation of intensity is important. In the opinion of the video creator, fishing is place deliberately to promote such pacing. However, from what I have seen, it is not necessary. In fact, in my opinion they are a really poor way of doing it. Mini-game change the focus hence the intensity, but they also become the focus as pointed out by the video creator. The best way to modulate intensity is by intertwining it with the game loop. (Loadout, Run back, Story Telling, Difficulty, etc.)
Yeah, he mentions narrative as a way to break up the gameplay loop. It's just that, with something like Dark Souls, it doesn't really do narrative in that way. It's certainly something I feel whenever I play Dark Souls, but apparently not something other people feel and I'm not really understanding why
Hell, I even experienced it a little with Sekiro. First time I beat Owl I deliberately went back to the Wedding Cave the long way specifically so I had something to do that wasn't fighting another boss and ended up fighting the Headless Ape that I managed to somehow skip because of the order I got the essence materials in
Dark Souls does not use narrative for breaking the gameplay loop. However, it has plenty of "run back".
There is also considerable amount of variation of intensity in its core design.
Such as the bosses vs non-bosses enemies, levelup/inventory management and "run back".
I certainly felt that in Sekiro (hence me deliberately refusing to use idol teleports to get to the Wedding Cave after beating Owl), but not so much in Dark Souls
I'm not sure what you are saying. Are you saying that you feel that Dark Souls lack pacing ?
It certainly feels like it to me, yes
It can for sure. At the end, the feeling of pacing is really subjective. You might not have been the player type that the developper had in mind.
What is sure, is that a considerable amount of people are either not bother by the lack of pacing or have a different feeling of it.
Maybe. The biggest turn-off it seems for me when it comes to Dark Souls is how slow and clunky a lot of the movement is compared to something like Sekiro which has a much faster pace
It has nothing to do with pacing though.
I dunno. Backtracking feels a lot more like a chore when the movement is so god damn slow
And killing an enemy seems to take more time
Yeah sorry, it does have an impact.
But not in the sense I was thinking of. The fact that movement are slower does indeed make the game more susceptible to have down time.
But, you can have slow movement but a really intense moment as well.
That's kind of the problem I'm seeing, though. It's nothing but slow and intense for the most part
Also, if we are talking about personnel opinion, I felt the exact opposite. Sekiro was too fast for me.
It seem to me that you might just be a really specific type of player that likes more intense moment which Sekiro was more aimed at.
It just highlight how important it is to have a defined audience for your game.
hello
i found a HUGE glitch in unity
here
i have normal part with size 1,1,1 but its extremply big even tho i use the normal unity cube mesh
also the rotation is very weird
it turns into weird shape
completely normal behavior. You're scaling an object as well as its uv map. The rotation is weird because the scale of the parent of the object you want to rotate is likely not a multiple of (1,1,1)
also, this is not a game design related issue.
oh sorry am new here
if you want to prevent the texture on the cube from stretching, the most common solution is to make a custom 3d model in different software that is the dimentions that you want it to keep in Unity, and uv map it accordingly
there are probably assets in the unity asset store that'll let you modify it in the unity editor, or you could look into triplanar shading, both of which might be more complex
ok thanks (:
I m learning how to make a game look good, I m struggling with it A LOT do ya guys have any good resoruces for "level design/world design" or making things look good xd
Hey guys, does anyone have some suggestions on ways to make this biome look better? This foliaged floor is only just added as an attempt to remove the blandness of the terrain... But... I'm not sure about keeping this one since it does give a significant impact on performance
Before these ground foliage it looked like this-
You could definetely optimize this such as it won't be an impact on performance.
One really simple things could be to remove the cast shadow from your foliage. It does not make sense to cast shadow given that they are flat.
After, you should look into GPU instancing if it has not been done
An other optimization that would drastically make a difference would be to use LOD (Level of Detail)
Finally, you might want to look in occlusion culling, but this would probably be the less effective. (Might even be impossible if you world is too large/non-static.)
Another option, as you seem to have mostly flat foliage would be to use texture and height map. You could use perlin noise or other generative method to make it seemless.
People often talk about playtesting like it's this one simple fix that beginning devs underappreciate. "Please playtest your game more". Like, yeah for sure. But it's not always easy to find people willing to play your game. How do you balance cashing out the goodwill of your playtesters vs the different stages in the design and development of the game?
What do you mean by: "How do you balance cashing out the goodwill of your playtesters vs the different stages in the design and development of the game? "
Most people don't have the audience to reach new people at all stages during development right? Or for every small design change
So how do you know when you should put in effort and ask for some playtest help
Oh, I see.
There is different stage in Game Development as you mentioned. It starts really flexible and abstract and finish rigid and concrete.
If you start playtesting at the start, it is kind of a waste given that most things are abstract and not really testable.
If you start to late, you will not be able to change anything which means that it will also be a waste.
In my opinion, the best moment to test is whenever you have a "prototype"/first playable/vertical slice. After those test, you should be able to find a path where the game is "fun". From there, testing will either validate what you found earlier or change slightly what you are aiming for.
However, if you are just starting game development, I suggest you do not consider that at all. Make the game you want to make, for you. Take it as a learning experience.
That sounds solid, do you normally develop towards that first vertical slice, or do you put systems in place already that you know will only shine later on even if only a small part of it is integrated into the rest of the vertical slice?
Especially thinking of modularity in this case
Not sure what you mean by will only shine later ?
for example, making skills modular really starts being interesting when you have a lot of characters / enemies with different skills and you can start mixing it etc.. Having a unique resource system the management of which meaningfully changes throughout the game might not be able to be conveyed properly in a vertical slice, etc..
You do not need to have a lot of option to make it interesting. In fact, if you have too much option available at start the user will be overwhelm.
yes especially for the verical slice
so my question is, do you laser focus on getting a vertical slice of "MVP" out, and then expanding from there
or if you want to move towards certain systems, do you already work on those in the beginning because adding them later will require refactoring etc
I believe it is better to have everything that makes the game implemented as soon as possible. Having the main game loop is usually what I am aiming for.
Technically speaking, you should not invest a lot of times making anything "clean" before being sure of what you are doing. Hence, yes, you should make the system and expand from there.
That's vertical slice versus beta. It just depends on your game and studio and goals to be honest.
You should be doing quick and dirty concepts first, and depending on your confidence, moving to a beta (more adjustable) or slice (more rigid but polished).
Different games and different studios benefit from different approaches...
A narrative story driven game would probably rely on looks more than others. So a slice makes sense. A massive world builder where you are experimenting with crafting, a slice would be too much work and would bake in the feature set before you are ready
very cool, thanks for the perspective. It's so easy wanting to do things the right way round the first time and then finishing nothing
what about action focused games where the core of the experience is in the gameplay mechanics? That sounds like a slice as well right?
We use m, what I call, the boat and anchor method.
https://youtu.be/o5K0uqhxgsE?si=6ImkibgEFn4VaxhV
But it does require having a bit of a fan base and following if you want user validation
A new approach for thinking about game development and my very best advice for how to make a successful indie game.
0:00 - Design Is a Search Algorithm
1:33 - PROBLEM 1: Speed vs. Accuracy Tradeoff
3:26 - PROBLEM 2: Local Minimum
5:24 - PROBLEM 3: Infinite Search Space
7:52 - PROBLEM 4: Wrong Reward Function
15:58 - PROBLEM 5: Noisy Measurement...
oh I've watched this 
Yeah i would do a slice for that one, image is important, and you can do a few characters only. Really drill in the look and feel. Your marketing team would like that more too
I'd start with a very simple concept first though
Yep that's what I felt like as well, even though getting enough content in to aid the replayability will require some good modularity and clean coding practices, to even get to where that starts to matter I gotta get a nice feeling (short) action game before anything else
i dont know what this is or why i paid for it but should i make a game with it?
what should i call my game if its mainly about: space / universes, and robots with epic fighting mechanics
i want it to sort of be like mario odessy where you go to different worlds and fight different bosses and upgrade the ship maybe
ChayGPT is writing...
@drifting oriole There's no job/collaboration posts here. You can use Unity Discussions once the forums are migrated over this week.
Haha cast shadow is already disabled, on a 3000x3000 world there's only a pretty small range where it becomes visible, however it's all procedurally generated so occlusion culling wouldn't work(it didn't look handcrafted now did it?)
Shadow casting was already disabled for those foliage lol
GPU instancing is already used in my game
Honestly... I'm Moreover asking about how to improve the aetistiscs (and gameplay) of the forest biome in case of a sandbox/rogue-like game, especially the aetistics part
I'm aware that more patches of little plants can be added to make the forest look more lively-
Now, it is a double edged sword, as adding more plants if they're just there for looks might make the content seem largely spammy and generic
One simple change I made is add berry bushes and change the underlying ground from brown to green... It looks better being green, right? https://cdn.discordapp.com/attachments/1188821711647428701/1262000383832625212/image.png?ex=6695a9b2&is=66945832&hm=fb305ccd23c82aad8897271116895db790f65b8d5905f14e3209c94bc2c7d071&
I love this! That simple change added so much
I think adding a bit of green to the trees (moss and stuff) could help? Idk
One of my first attempts at a full main menu, feedback would be appreciated π
It looks great but I think you could try and make the flag have less of an outline
Does not look like it was disabled though. I have no particular opinion on the aesthetic, it looks fine to me. I was only saying that if you wanted to go with that, there is absolutely no reason why you could not because of performance.
Haha well, I can, just that it cost quite a decent lot
The "shadow" you see is actually ambient occolusion
Which is necessary in this game to give things a lot more profile
However... I think that I'm going to make a setting where the decorator feature can be disabled for performance reasons
That does not look like ambient occlusion.
The edge are way to sharp and ambiant occulsion does not "cast" shadow