#archived-game-design

1 messages Β· Page 20 of 1

opaque latch
#

anyone know how to make the buttons clickable (i used render texture)

#

(ignore the pink models those aren't textured yet)

snow nacelle
snow nacelle
#

Yes, you can use a world space canvas for that.

opaque latch
#

okay

#

and how can i add that?

snow nacelle
#

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

hollow bloom
#

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

chrome jetty
hollow bloom
lost merlin
#

And, if you do want to do some 2.5D project, you'd want to use 3D

chrome jetty
# hollow bloom Interesting. Thanks for the help!

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

hollow bloom
lost merlin
#

I think that's just 2D

hollow bloom
#

Then that is what im going with

cedar zinc
#

first pixelart sword

#

feedback?

summer knoll
reef relic
#

n too big

#

it dont look sharp

sharp zinc
random cloud
#

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.

leaden grove
#

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

cedar zinc
#

how do i improve this texture and make it look less repeating

sudden pendant
#

You improve it by making it seamless to start with

sharp zinc
drifting chasm
#

@molten basalt

molten basalt
drifting chasm
#

towards where the player is walking?

molten basalt
#

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.

drifting chasm
#

its a 90s psychological horror game

#

no supernatural stuff

molten basalt
#

Forcefully slowing the players pace near the end could give it a cinematic feel

drifting chasm
#

so slowing the player and putting a shadow?

molten basalt
#

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.

fathom atlas
#

is this where i'd go for questions about skybox blending?

night shoal
fathom atlas
#

ok

#

ty

snow nacelle
#

not a game design question. and image component belongs on a canvas

ionic gazelle
#

@snow nacelle With all these channels it's hard to keep track

#

But thanks alot

snow nacelle
#

use id:browse to find a relevant channel for your question, don't just choose a random unrelated one

ionic gazelle
#

I'm asking really stupid questions because i just decided to dive in to making a project

acoustic mountain
#

can someone here make ship designs in 3d ?

cloud sandal
#

Hello, for experienced game designers, is there any book, course or piece of media that you would recommend for learning about game desing?

late vapor
#

art of game design by jesse schell

cedar zinc
#

what would you guys name this character

#

a pokemon-esque name is preferred

zealous garden
cedar zinc
wispy tapir
#

Gregarum is also an option

#

More pokemon-esque name:)

#

Or Greggu

cedar zinc
#

like for example consider his long luscious hair

#

people should be able to tell what he looks like just by the name itself

wispy tapir
#

Idk, I can only make dumb Greg variations:)

chrome jetty
cedar zinc
chrome jetty
cedar zinc
chrome jetty
#

What part is the hair?

cedar zinc
chrome jetty
# cedar zinc 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

cedar zinc
#

it looks like a scorpion because he uses too much hairgel

#

the black things are the legs

chrome jetty
#

Yeah, would not have assumed that...

cedar zinc
chrome jetty
#

Nope

cedar zinc
#

wow

cloud sandal
cedar zinc
cloud sandal
#

It could even reference the big eye and be Folikeye or Folikai

cedar zinc
#

thats smart

#

thanks!

timber herald
#

hi, can someone give me some advices to make it more realistic?thx

waxen barn
lost merlin
#

ground texture too flat (too reflective is maybe the problem)

#

walls are nice though

blazing bone
#

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

unreal zealot
#

which one is better

steep spear
#

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?

late vapor
#

make something. playtest.

chrome jetty
sudden pendant
steep spear
# late vapor make something. playtest.

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

late vapor
#

would it help you to collaborate with a game designer then?

#

I don't think I fully understand the gravity of the situation

steep spear
#

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

sharp zinc
steep spear
#

It is like gimbal lock problem in human mind

sharp zinc
#

It's not. And it seem to be beyond game design which is not something we can help with.

orchid stump
#

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.

olive vortex
#

idk if there's a channel for 3D but how can i import a blender model with the materials into unity ?

lost merlin
#

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.

topaz talon
#

Been thinking up some ideas for a game I wanna make but it’s 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

smoky anvil
#

hello guys

#

im new to unity

#

i got in trouble while following the tutorial

#

the bird is not showing on game screen

lavish blade
#

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?

analog peak
#

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?

hot marlin
random cloud
random cloud
shell sentinel
#

Which do you guys think look the best for a horror game?

oak sonnet
shell sentinel
nova kiln
night shoal
#

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

oak sonnet
cold onyx
brazen apex
#

Any suggestions for how you could achieve the look of elden ring in your own game? Is it even possible?

lost merlin
#

no it's not

brazen apex
lost merlin
#

it's a joke. It's possible if you put the time and effort into it.

brazen apex
#

mb lol

night shoal
#

or, "is it possible to do something that someone else has already done?" – yes

#

caveat: "is it possible for one person to do something that a team of hundreds of professionals worked on for several years?" – no

chrome jetty
#

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

brazen apex
chrome jetty
brazen apex
#

Brother. I wasn't being serious. But I appreciate your input :)

chrome jetty
#

I know you weren't. That was obvious lol. I thought my joke was obvious too

brazen apex
#

You probably were. I have a hard time telling when people are joking over text, this keeps happening to me 😭

brazen apex
glossy root
#

i mean technically u could a bit

#

but it was a joke

brazen thistle
#

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

analog spindle
#

i think it looks pretty good ngl

analog peak
#

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)

sudden pendant
#

I think the use of the misplaced brackets is weirder

#

But if it looks nice, then it looks nice

sharp robin
rapid lotus
gusty wigeon
late vapor
#

b with any differentiation between it and placed conveyors

rapid lotus
#

Appreciate the feedback, thanks! πŸ™‚

chrome jetty
grim lily
#

But I don't know how to go about adding details to the walls with Probuilder, I'm still learning

#

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.

crisp panther
#

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.

cold onyx
#

I dont think people pay others directly that often

rigid heath
#

one question, how reduce the size of the screen and capture all?
the resolution is 1080x1920 but this is happen

lost merlin
#

Well, first off your scale in the editor is set to 0.29x

summer hare
grim lily
#

So for the lighting I don't think you need something too dark, at least not in the vehicle which serves as a "hub"

sharp robin
# grim lily Yes this is a multiplayer survival horror game, and these images come from insid...

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.

wind echo
#

Hey! So I'm struggling to make a map and therefore blocking out a level just feels shifty. I struggle to trust the process 😭. Any advice for a nooblet to getting a map on papar where doors will be, access points and overall just defining an environment.

waxen barn
wind echo
waxen barn
wind echo
waxen barn
# wind echo 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.

wind echo
#

I feel as though I give the player this building. It's fully explored in under 2 min .

sharp robin
# wind echo Cool. I can do that. The next question is, how do you decide on where the player...

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

https://youtu.be/knWzlR8mGWA?si=yAU0nqIrLQVfkGsR

GDC

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 ...

β–Ά Play video
drifting chasm
#

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

sharp robin
#

But you could tree LOD o use LOD imposters

drifting chasm
#

idk how to describe it

sharp robin
#

But it also has a blur bloom thing happening, and no skybox, nothing in the distance, low poly vehicle etc.

drifting chasm
unique apex
#

Hey guys, I was just wondering if you could give me some genuine feedback on this game idea.

rapid lotus
winter shale
waxen barn
keen quarry
rapid lotus
rapid lotus
drifting chasm
sharp robin
drifting chasm
sweet tartan
#

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.

lost merlin
#

Probably a ton of tutorials on youtube for such a thing.

#

As for tools, you look into using the tilemap

deep monolith
#

Anyone know why i might be getting stuck on random tiles?

real prairie
#

Would you guys think a half-open world rpg a thing?

#

Half open like limited space and gameplay options

#

Not building a spiderman title

waxen barn
real prairie
#

Pretty big, I am quite tall 😁

#

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

waxen barn
#

just be clear that it would take years for a small team to make a small rpg from scratch

real prairie
#

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

hard fog
# deep monolith

Use composite timap collider, then they will be treated as one and won't be snagging.

real prairie
# deep monolith

You may want to use capsule colliders for instance, or a softer method to allow transition

real prairie
# deep monolith

.ie you probably have separate objects forming the bigger platform, what happens is your raycasts and physics collisions intertwine

hard fog
real prairie
#

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?

real prairie
hard fog
real prairie
#

.ie axis inputs can miss triggers on key presses

hard fog
deep monolith
#

hey sorry

#

im back

frank kernel
#

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?

lost merlin
#

time2learn blender

chrome jetty
desert martenBOT
chrome jetty
ancient seal
#

😬 Im very new at unity... how do I see that? πŸ˜…

ancient seal
#

should I try urp?

chrome jetty
#

That github repo/tutorial is for urp

ancient seal
#

So... it should work If I just install the URP-package, right?

chrome jetty
sudden pendant
sudden pendant
#

@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.

sage bronze
#

oh

#

thanks!

sage cosmos
#

If somebody can help me figure this out I'll be tipping generously πŸ’°

#

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

lost merlin
#

lel

raven bobcat
frigid flint
#

Hey does anybody want a free music score for their game? I'm trying to connect with talented devs and build up my resume.

desert martenBOT
ember zodiac
#

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 it’s pretty good but looking for open feedback and criticism

drifting surge
#

Hello, if i made my own sprites for my game, do i need to include some sort of license?

sudden pendant
#

No

chrome jetty
strange moss
warm pewter
#

hi ive got a question yet again πŸ˜„

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 ?

sudden pendant
#

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.

warm pewter
sudden pendant
#

I would use it πŸ€·β€β™‚οΈ

warm pewter
# sudden pendant I _would_ use it πŸ€·β€β™‚οΈ

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

sudden pendant
#

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.

warm pewter
# sudden pendant But you can use a line renderer to make a laser beam, so I'm not sure how to ans...

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 ?

sudden pendant
#
  1. There is no best way, there's only the way that works for you and the way that you're able to implement

  2. You try it out and if you find it works for your specific task, then you run with it

  3. There are plenty of methods, like using particles or generating a custom mesh off the top of my head

  4. It's a component available to be used. If it was resource intensive to the point of being game breaking, it wouldn't exist.

  5. 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 πŸ‘

wicked sundial
#

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.

snow nacelle
strange moss
#

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.

sharp zinc
strange moss
sharp zinc
plucky patrol
#

Can anyone suggest me some themes on which I should make a game on?
preferably 3d, but I can also do 2d

ripe ruin
#

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?

steep plume
#

Do you guys know a place I can make my own 3d models easily

plucky patrol
warm pewter
timber herald
#

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?

waxen barn
clear raptor
#

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?

drifting surge
#

Hello, is there a tool to help visualize how big is your character in a 1920 x 1080 resolution

sharp robin
sharp robin
#

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.

grizzled spindle
#

@amber steeple hi!

amber steeple
#

when multiple developers are working on UI within a scene, do y'all have multiple canvases, or multiple prefabs within a canvas?

grizzled spindle
#

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

little mesa
#

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?

grizzled spindle
#

there is no way to debug if there is no output from the headset no?

strange moss
#

For a game like valheim, ark, generic survival multiplayer would you go with rigid body controller or unity character controller?

sharp zinc
strange moss
sharp zinc
sharp zinc
# strange moss 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.

visual ginkgo
#

is it better to start a project with multiplayer functionality? or is it simple to add later on?

chrome jetty
#

You would have to rewrite most of everything that came before

visual ginkgo
#

ugh really

chrome jetty
#

Of course

visual ginkgo
#

okie dokie

floral stump
#

wsp

#

is blender important in unity ?

chrome jetty
#

There are other programs too, like maya

#

Or you can buy the models, have others make them, etc

floral stump
#

yeah i know them but 3d engine and animator is important to provide the perfect game

#

with the trailers

chrome jetty
#

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 πŸ€·β€β™‚οΈ

#

"Important" is kinda of an odd way to put it. Blender is not the only program out there
Nor are 3d modeling programs necessary

strange moss
tawdry estuary
#

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?

fleet cypress
#

Good day guys, I need a C# coder that knowledgeable of unity platform for a meta-verse platform. Inbox me if you are interested

desert martenBOT
sharp robin
tawdry estuary
#

I guess I can see if pixel art in the levels fits or not

sharp robin
tawdry estuary
#

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 UnityChanThumbsUp

frigid hatch
#

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.

bleak moat
#

that sounds like you are vastly over scoped for the capacity you have

frigid hatch
bleak moat
#

GSC Gameworld the studio that made Stalker in its prime days had 300 people, with a good amount of them working on on stalker

frigid hatch
#

The studio was much, much smaller at the time of the first game

#

Okay, say half of Stalker

bleak moat
#

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

frigid hatch
#

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.

frigid hatch
#

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)

bleak moat
#

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

frigid hatch
#

I don't think AI or procedural generation works for something like Stalker's style maps

bleak moat
#

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

frigid hatch
#

I meant AI like enemy behaviour

bleak moat
#

ah, thought you meant like AI current tech buzzword

#

that makes much more sense

frigid hatch
#

Hate that I need to make that distinction now

bleak moat
#

but yeah level design is ultra tedious, especially once you start making changes for gameplay and feel

frigid hatch
#

And as for my question?

bleak moat
#

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

frigid hatch
#

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

bleak moat
#

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

weary thicket
#

What sort of budget are you considering? And what sort of other constraints?

frigid hatch
frigid hatch
#

(And because I've been doing Unity for 3 years with nothing to show)

sharp robin
#

But it wouldn't be appropriate here anyway !collab

desert martenBOT
frigid hatch
#

I dont want a simple asset flip

sharp robin
chrome jetty
frigid hatch
frigid hatch
sharp robin
frigid hatch
#

I mentioned I have a friend for this.

chrome jetty
sharp robin
#

If you are doing the coding, have a friend doing the modeling, and another friend doing the AI, then save the $500.

chrome jetty
#

If your friend is gonna cut you a deal, then maybe that is a different story

frigid hatch
#

I remember designing levels for 20 bucks an hour, that was a great rate

frigid hatch
#

Yeah no

chrome jetty
#

I charge 80/hour for my work

sharp robin
#

I don't think you have any idea what you want, are asking for, or want someone to do.

chrome jetty
#

But yeah, it was based on you saying it was modelling...

sharp robin
#

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

frigid hatch
sharp robin
#

Also, I feel this should really be restated, !collab

desert martenBOT
frigid hatch
#

I wasn't asking to hire him

sharp robin
#

If trying to figure out how to hire people, or pricing, or contracts. Look up.

frigid hatch
#

I can't ask here about how much money is needed for a specific thing?

#

should have mentioned that earlier, maybe'

sharp robin
#

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.

frigid hatch
sharp robin
sharp robin
#

They were asking for someone to put in 160 hours, so definitely very different in context.

frigid hatch
#

funny

#

@chrome jetty And why would you agree with that, then?

sharp robin
#

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 πŸ˜‰

frigid hatch
sharp robin
#

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.

weary thicket
#

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.

frigid hatch
#

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)

weary thicket
#

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.

frigid hatch
#

I see

vast bloom
#

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

frigid hatch
#

Welcome to the club

frigid hatch
#

I am lucky to have the latter, but it's not something to rely on

vast bloom
#

Are you struggling with the art or with the code?

#

@frigid hatch

frigid hatch
#

Art

#

Also 3, just uh, invest some time to learn it

chrome jetty
# frigid hatch How do people afford this? Is it because you work fast or what?

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.

chrome jetty
tawdry estuary
frigid hatch
#

Thanks

glossy tundra
#

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

sharp zinc
glossy tundra
#

do people really play every polished game that comes to market

#

even if it looks generic

sharp zinc
sudden pendant
#

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.

sharp zinc
sudden pendant
#

Every genre is over saturated. The number of people making games has exploded. πŸ€·β€β™‚οΈ

sharp zinc
#

It correlates with the difficulty it is to make. Pixel Platformer is probably one of the easiest to get into.

dusty turret
#

hi, why this happen when i open de c# in unity?

chrome jetty
dusty turret
#

i fixed it, thanks you anyways

knotty epoch
#

How do you fixed it bro..

snow nacelle
#

they probably fixed it by configuring unity to use an actual IDE to open their script files instead of decompilation tools

knotty epoch
#

THK

ember zodiac
pulsar bobcat
#

do you guys know about any simple blur Effect ?

cold onyx
#

Will unity work good on my HP winn 11, core i5 8th gen, 8gb ram and ssd for windows?

latent monolith
#

should i make the walls darker?

lean aspen
#

I think the contrast with the door is nice as it is

glossy root
#

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?

lusty coyote
#

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!

drifting surge
#

anyone has a link to tutorial that uses the localization package, most i found was before that package release

tame mural
#

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!

sharp zinc
# tame mural Hi all! Does anyone know what's the best way to integrate steam achievements /...

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.

crystal summit
#

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 πŸ™‚

sudden pendant
bronze plank
#

can anyone give me a idea for a bizzare gun i should add to my game

silver sinew
# bronze plank 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.

bronze plank
#

Holy Fuck Thank You that sounds so dumb

silver sinew
#

cgat gpt

bronze plank
#

oh

#

still cool af

silver sinew
#

HELP MUH

bronze plank
#

spell help how?

silver sinew
#

normal game work but go main menu play press start no work ):

#

no move need move horror

bronze plank
#

No good thats D:

silver sinew
#

:((((

bronze plank
#

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

silver sinew
#

add me

bronze plank
#

added

silver sinew
#

PLEASE SOMBODY HELPFULL HELP ME

#

normal game work but go main menu play press start no work ):
no move need move horror ):

sudden pendant
#

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.

eternal path
#

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:

  1. Big menu on your hand that displays all of the usable tools and menu options on twisting either hand.
  2. 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
  3. 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

cold onyx
weary thicket
strange totem
#

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.

sudden pendant
#

Not a game design issue. You can post code questions in #πŸ’»β”ƒcode-beginner but you need to actually describe your problem and show your code.

thin raft
tame mural
livid bolt
#

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.

waxen barn
ornate bobcat
#

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

bronze mica
olive jacinth
#

I mean, the person who makes the mod is turbo-fucked. But the game creator is fine if they comply with the DMCA

bronze mica
#

Or is he treated like other mod makers?

olive jacinth
bronze mica
olive jacinth
#

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

olive jacinth
#

The only reason any still exist is simply because Disney has not decided to Dr. Manhattan them into dust yet

chrome jetty
chrome jetty
bronze mica
#

I don't think so, i am in modding for years

chrome jetty
# bronze mica 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.

olive jacinth
#

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.

bronze mica
#

to dm

chrome jetty
#

In one ear out the other I guess. Talk. To. A. Lawyer

olive jacinth
#

No, there is no DMing necessary. If you do not own star wars you cannot make star wars content legally

chrome jetty
#

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.

olive jacinth
#

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?

bronze mica
#

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.

hard fog
#

!mute 663470879467896886 1d ignoring warnings, spam

desert martenBOT
#

dynoSuccess predator1682 was muted.

hard fog
#

It's just spam at this point

olive jacinth
lucid spade
#

hi

frigid hatch
#

Can I get a Unity tip?

cold onyx
olive jacinth
cold onyx
cold onyx
# olive jacinth I mean, they _can_. They probably _won't_ but it's not because they're not allow...

It just doesn’t work that way. Suing doesn’t work that way. It’s expensive and time consuming and giant corporations don’t go after little fish with nothing to pay them. You won’t 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.

frigid hatch
#

I want a Unity tip.

buoyant sapphire
frigid hatch
#

Can I get a unity tip?

buoyant sapphire
cold onyx
olive jacinth
graceful jasper
#

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

thorn spoke
#

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

sharp robin
thorn spoke
sharp robin
weary thicket
chrome jetty
prime nest
#

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?

prime nest
#

I didn't see it

tawdry geyser
#

Hi,
Someone can explain me how to choose the best pixel per unit for my videogame ?

sudden pendant
#

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.

dawn trail
#

how do I UV and texture a car in Unity

sudden pendant
#

Open it in a program like Blender and UV it.

cold onyx
#

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?

late vapor
#

it's not 1990, so there should be no noticeable performance loss

cedar zinc
#

how do i make my own custom pixel art font for my game?

half hedge
half hedge
amber steeple
#

whats the in-between word for buffs and debuffs?

#

they made this $10

silent hull
amber steeple
#

modifiers sounds good

cold onyx
#

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?

hard fog
plush orbit
#

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!

https://gyazo.com/16b40e94a6e60ae7acac31b8ab9b6f6e.mp4

sinful hazel
#

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?

plush orbit
#

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?

sinful hazel
#

no

plush orbit
sinful hazel
#

hmmm.. I do wonder what fun stuff bonus stages tend to have

plush orbit
#

In many games it's extra coins, extra lives, a fun mini game.

sinful hazel
plush orbit
#

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

sinful hazel
plush orbit
cold onyx
#

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

jade narwhal
# cold onyx is there any kind of guide out there about idle games or rpg games? i mean im su...

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.

cold onyx
#

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

jade narwhal
#

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.

devout gazelle
#

need feedback on this
How can I make them look better ? korone_dance

bold pasture
#

hey guys

#

I’m 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 I’ve 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!

sharp zinc
plush orbit
# cold onyx is there any kind of guide out there about idle games or rpg games? i mean im su...
Kongregate Newsroom

I’ve given a few talks in the past about the appeal and general mechanics of
idle games, but what if you actually wanted to make one? Theory and patterns are
nice, but there’s some complicated math running behind it. And how on earth do
you balance a game

daring peak
devout gazelle
daring peak
sinful hazel
devout gazelle
daring peak
devout gazelle
#

Should we move into dms ?

bold pasture
patent ember
#

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!

shut cypress
#

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

chrome jetty
cold onyx
#

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

sudden pendant
# cold onyx Does anyone have experience or reference to an asset to make a shader that does ...

https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/sc-post-effects-pack-108753

This asset has a bunch of post effects and can create that dotted screen look pretty well.

Add depth to your project with SC Post Effects Pack asset from Staggart Creations. Find this & more VFX options on the Unity Asset Store.

cold onyx
#

Ommmmh

#

Thank you!

#

Epic find

ripe mantle
#

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?

devout gazelle
ripe mantle
#

ok

hybrid adder
#

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?

waxen barn
hybrid adder
#

Any good videos to study on this topic?

waxen barn
#

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 enemy’s depending on his gold

onyx garnet
#

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.

cold onyx
#

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])

  • ComponentManagerCelestialBody holds 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
tawdry sonnet
#

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

sharp zinc
# cold onyx guys would you help me design something? i am trying to create an `[entity]` in...

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

cold onyx
dawn trail
#

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.

chrome jetty
cold onyx
thorn sapphire
chrome jetty
#

Also, remove the listener from one of those cameras. Oh wait, you have three? Remove it from two of them

tawny sluice
#

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.

glossy ledge
#

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.

finite glacier
#

is there a good place for free assets other than unity asset store that is reliable

glad crest
#

no problem

#

you can visit my website

thorn cove
cedar zinc
#

1 or 2 for my battle system? its a top down rpg game

thorny mist
# cedar zinc

I don’t play a lot of RPG’s but this is a interesting design. Maybe iterate on this a bit more but I like it!

cedar zinc
#

are these stats too much for an enemy?

silent hull
#

Not really

#

Could easily be a lot more

#

Depends how complex your game is

grand osprey
# cedar zinc 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

cedar zinc
grand osprey
sharp zinc
cedar zinc
#

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

harsh gorge
#

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

sharp zinc
harsh gorge
#

You need to be able to quickly shoot to the side and behind you which is not ideal for the cameras

sharp zinc
harsh gorge
#

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 I’d like the player to have a bit of control should they choose to go off the beaten path

harsh gorge
#

I think I can prolly refactor the aiming to a button it might just be a bit silly

oblique heron
#

Visual studios on Mac

#

When ever I enter * it doesn’t work

next latch
#

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.

buoyant sapphire
# next latch Map design escapes me. I know that the gmod Fork map would work very well for my...

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

#

From there you can just experiment

next latch
#

Thanks

weary thicket
#

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.

void orchid
#

anybody know how i can make the texture appear on both sides?

slim ginkgo
hearty ridge
#

does anyone use krita

chrome jetty
chilly oriole
sudden pendant
#

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.

thorny mist
#

I see those at the dentist

#

Hope that helps.

obsidian hearth
#

i need help with procedural generating rooms if anyone could help that would be amazing

next latch
#

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

sharp robin
#

In seriousness, I'd just look up photos for inspiration

sharp robin
#

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

next latch
sharp robin
#

Of course, no harm in modeling them out manually

next latch
#

There are no interiors planned

next latch
#

I doubt something like placement gen is worth it for 30 buildings

#

this isn't about texturing anyway, I need help with placement

weary thicket
buoyant sapphire
# next latch this isn't about texturing anyway, I need help with placement

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 don’t need to answer all these questions in depth but you should be able to answer them insofar as they are relevant to your playerβ€˜s visit to the location. You are giving them a vibe and backstory they will appreciate. Even houses placed in a square grid can be β€šrightβ€˜ when motivated by the story.

cedar zinc
#

How do you guys come up with characters for your game

buoyant sapphire
next latch
next latch
next latch
weary thicket
#

Because it doesn't.

next latch
weary thicket
#

With gameplay. Map out routes for the player, then decorate them.

next latch
weary thicket
#

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.

chilly oriole
next latch
#

The placement of the building

#

I am really stuck on that

weary thicket
#

Well, all your buildings seem to be the same rectangular so that is of course part of it

next latch
#

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

sharp robin
#

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.

next latch
#

I will keep it in mind

next latch
#

Is there a free tool?

next latch
# sharp robin

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 πŸ˜†. I try to design a city that is tiny because of scope, but make it look big

next latch
#

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.

weary thicket
#

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.

next latch
#

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.

buoyant sapphire
# next latch 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.

next latch
#

Thank you guys for helping

thorny mist
#

I don’t have that much experience or skill in game design but that mentality helps me in other creative areas

devout gazelle
weary thicket
#

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

next latch
proud crown
#

Guys any places where to get 2d assets for game?like do u learn urself how to draw or any other ways?

sudden pendant
#

Collaboration usually

amber steeple
#

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

proud crown
#

on a laptop preferably cuz i dont have a graphic ipad

amber steeple
#

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

proud crown
#

so krita is for a non-pixel art?

amber steeple
#

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?

amber steeple
#

Oh forgot to mention the center is an item icon

sharp zinc
honest shadow
#

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?

sharp zinc
thorny mist
#

Don’t make a game longer unless you feel like your missing something and don’t make a game shorter unless you think you added too much.

#

Hope that helped!

quaint fjord
#

shortest game I played was journey, beat it in an hour. was a great hour

proud crown
#

guys where can i find a person to draw a model for a game for me?

desert martenBOT
amber steeple
#

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

amber steeple
#

still it doesnt hurt to learn blender or even probuilder

proud crown
#

it s kinda not what i need for 2D

amber steeple
#

kenney all in one assets has 2d

proud crown
#

and I need to do em in 2 days😭

amber steeple
#

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

proud crown
#

i saw this

amber steeple
#

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

proud crown
#

😭 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

amber steeple
#

we all start somewhere and enjoy our own works; even if it doesnt look like studio quality its made by us

amber steeple
proud crown
#

i d def learn blender tho to make my next game

proud crown
amber steeple
#

no one is gonna draw something nice for you for free

proud crown
#

like 10-15$ig

chrome jetty
desert martenBOT
sharp robin
lilac shadow
#

How essential are vectors and when should I start learning them

cinder yoke
#

immediately

lilac shadow
#

how complex are they?

cinder yoke
#

kinda depends

lilac shadow
#

For 2D games

#

I am just a beginner rn

cinder yoke
#

Vector2 is easy

#

its a name that stores 2 values

#

Vector2(val1, val2) is how its used in most cases

lilac shadow
#

ty

#

what abt vector 3?

elfin folio
#

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!

amber steeple
#

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)
amber steeple
amber steeple
#

Ohh true

#

I'll give it a try

cedar zinc
#

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

chrome jetty
cinder yoke
#

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

red stirrup
#

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 ?

devout gazelle
#

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 ?

vapid stream
red stirrup
weary thicket
weary thicket
red stirrup
lilac shadow
#

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?

chrome jetty
lilac shadow
#

ok

sharp robin
#

But I'd probably rate higher with the actual video

sharp robin
devout gazelle
#

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 ?
buoyant sapphire
# devout gazelle Is making a modular building set worth it ?

It’s 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.

devout gazelle
buoyant sapphire
devout gazelle
#

ookay tysm again !! ))

buoyant sapphire
#

In a indie project I’d put the primary emphasis on a fast workflow once the runtime performance is sufficient. If you have a modular structure it’s typically also quite easy to make LODs from the same models or minor variations and gradually make culling as aggressive as you need.

split pulsar
#

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

elfin folio
#

Can you make blender animated objects into moving platforms in unity or will it be static

elfin folio
#

I think it’s just import the texture and drag it onto your model

split pulsar
faint wing
#

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

buoyant sapphire
faint wing
#

but mainly want to indicate who is who

buoyant sapphire
faint wing
#

yeah couch coop

charred warren
#

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...

β–Ά Play video
cunning wigeon
#

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

sudden pendant
#

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.

cunning wigeon
#

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

sharp zinc
# charred warren As I've been playing through Dark Souls I've been thinking about this video and ...

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.)

charred warren
#

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

sharp zinc
#

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".

charred warren
sharp zinc
charred warren
sharp zinc
#

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.

charred warren
#

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

sharp zinc
charred warren
#

And killing an enemy seems to take more time

sharp zinc
#

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.

charred warren
sharp zinc
#

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.

stiff hill
#

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

late vapor
# stiff hill i found a HUGE glitch in unity

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.

stiff hill
#

oh sorry am new here

late vapor
# stiff hill 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

stiff hill
#

ok thanks (:

steady crest
#

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

burnt idol
#

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-

sharp zinc
#

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.

cunning wigeon
#

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?

sharp zinc
cunning wigeon
#

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

sharp zinc
# cunning wigeon 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.

cunning wigeon
#

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

sharp zinc
cunning wigeon
#

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..

sharp zinc
cunning wigeon
#

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

sharp zinc
#

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.

sharp robin
#

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

cunning wigeon
#

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?

sharp robin
# cunning wigeon what about action focused games where the core of the experience is in the gamep...

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...

β–Ά Play video
cunning wigeon
#

oh I've watched this happ

sharp robin
#

I'd start with a very simple concept first though

cunning wigeon
#

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

fossil prism
#

i dont know what this is or why i paid for it but should i make a game with it?

amber steeple
#

looks ok

#

if they're compatible with some spine software its good

fossil prism
#

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

nocturne ore
#

ChayGPT is writing...

sudden pendant
#

@drifting oriole There's no job/collaboration posts here. You can use Unity Discussions once the forums are migrated over this week.

burnt idol
burnt idol
#

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

thorny mist
#

I think adding a bit of green to the trees (moss and stuff) could help? Idk

gray pecan
#

One of my first attempts at a full main menu, feedback would be appreciated πŸ™

elfin folio
sharp zinc
burnt idol
#

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

sharp zinc
#

That does not look like ambient occlusion.

burnt idol
#

Eh... Actually... True...

#

This might've been before I disabled shadows then...

sharp zinc
#

The edge are way to sharp and ambiant occulsion does not "cast" shadow

burnt idol
#

Anyway, I sure did disable shadows later

#

My bad '^^