#archived-game-design

1 messages · Page 21 of 1

sharp zinc
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Anyway, it should not be that costy. If you struggle with optimization you can always profile and head to #archived-code-advanced, maybe someone will have usefull insight

burnt idol
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Cus truth be told, Unity is quite slow for me

sharp zinc
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Don't think so, pretty sure I could run that on mobile.

burnt idol
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Annoyingly slow

burnt idol
vapid stream
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Maybe have the fog start farther? Some of the graves are not as clear as i would like, but maybe that’s just me

gray pecan
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thanks, yea it is kinda obnoxious
(looks way better thinner now)

cunning wigeon
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Hi! I'm making a 2D game that's action focused, basically a breakout clone with some extra fluff. If I want to have nice graphics like the ball splitting in two or exploding, particles, things that appear to pop "up", how would I best deal with that? Should I fake 2D and just use a 3D scene with orthographic camera? Or because all of the collisions really only need to be done in 2D, do I just use 2D colliders etc with maybe 3D models (is that possible even)?

errant shard
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Hi all, I have a concept for a game that I think could be quite fun, but I'm struggling to think of how to do the main 'mechanic' in the game.

Basic concept is that the player is in control of a space station (very basic to start with) and the game loop is all about trade. NPC 'ships' visit the station looking to sell and buy items, as the game progresses the stations profits from selling items allows the player to perform upgrades which then leads to more visitors & more profits etc.

The main part that is eluding me is how to do the actual trading part (ie, when visiting ships dock etc. how to define what they have to buy/sell and such)

Anybody have any pointers?

buoyant sapphire
# errant shard Hi all, I have a concept for a game that I think could be quite fun, but I'm str...

Could be a trade interaction like in any RPG, you click on the docked ship and get a 3-column view in which you can move things from the ship’s and your station’s inventory (ie the left and right columns) to the middle one which represents the proposed trade. The value of these is then compared against each other and maybe modified by attributes of the ship and your station’s reputation/tech/workers. When a balance is achieved the ‘confirm trade’ button becomes active. Maybe you could also add a negotiation mini game.

sharp zinc
cunning wigeon
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I'd really only use the third dimension for visuals

sharp zinc
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Then, 2D collider is more then enough.

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Obviously, if you are running mostly on sprite and not mesh

cunning wigeon
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can you apply 2D colliders to things with 3D meshes?

sudden pendant
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Yes

sharp zinc
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Depends on what you mean.

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You can definetely use 2D colliders with 3D meshes, however, if you want to have a MeshCollider interact with another 2D collider you cannot.

errant shard
real stratus
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My game has a bit of a design issue.
It's an idle game, you just let it run in the background, your character automatically kills monsters and they drop items.
Then when you come back, you check if there are any better items and equip them, then restart the idle combat to find better items.

The core issues here are:

  • if you don't get enough items, it feels like you're not progressing
  • if you get a lot of items, it's too much work to sort through them all to see if there's something useful - I think a lot of looter type games have this issue, you just find hundreds and hundreds of items that are completely useless, which is not something I want for my game.

Balancing the drop rate is gonna be nearly impossible, since at some point you will need to find a ton of items to find an upgrade. The game is also meant to be hard to find really good items.
Any ideas?

random swan
real stratus
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Can an orthographic foreground camera

random swan
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any feedback on the ui/how to improve ?

sudden pendant
thorny mist
slim dew
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Okay so

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The idea was a vr party game

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1 person has the vr headset
Everyone else is irl
And they mess with the person in vr

vapid stream
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i'm trying to design a roguelike that doesn't have rooms, it's just an open world

  1. is that even a roguelike anymore
  2. how do i make it more like a roguelike, since my enemy spawns are kinda weird (sometimes you're swarmed, sometimes they've all spawned somewhere else)
sharp zinc
vapid stream
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yup

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and when you retry, you completely restart, no bonuses, no currency outside of the game to get a headstart or better items

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so it's pure skill until you die

sharp robin
vapid stream
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hmmmmm ok that could be good

sharp zinc
thorny mist
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zelda 1

devout gazelle
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Zelda 1

vapid stream
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Well it’s not really an open world, more like a giant box

inland prism
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well, animating these trees is going wonderfully...

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Success! now how the hell do I assign a collider to this

sharp zinc
halcyon fog
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For building games like trailmakers or scrapmechanic, when they place parts, do they instantiate the parts? Or do they object pool those parts. What makes me wonder is since the player can theoretically place an infinite amount of blocks, the object pool would eventually run out

granite zenith
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you could look there to see inspiration

weary thicket
thorny mist
vapid stream
sharp zinc
inland prism
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it needs to have a collidder

sharp zinc
inland prism
sharp zinc
inland prism
sharp zinc
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Every game has approximation for their collider.

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Stay in known terrain.

inland prism
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well tahbks, fo rthe help, but this works best so I'm sticking with it

queen heron
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game design/input type question UnityChanThink
If you're doing a click to move warcraft/dota/crpg type game, how would you allow a user to click on air, nothing, for Fly/Flight based movements?
I guess the real question is how do you assume where they want to fly? or Like, I am struggling to picture how to do this, there's nothing to click on, no surface to orient relative to, and its not WASD movement, so how do you allow them to click and fly somewhere that isnt a surface?

sudden pendant
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Well there has to be some surface, you're not allowing them to fly into the void/non-existent part of the map

queen heron
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'fly to here' but where is here, here has no means of being clicked on because its air, its void, its nothing

sudden pendant
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It would be the same place a walking character would go

split pulsar
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anyone kno how to import stuff from blender into unity with the textures, only lets me import the model

chrome jetty
split pulsar
random swan
finite gate
random swan
finite gate
random swan
boreal ore
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can someone help me with unity it wont work for me

boreal ore
random swan
boreal ore
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and my fault

finite gate
random swan
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I want the feedback to be noticed by the player as soon as possible

finite gate
# random swan Do you have any recommendations besides a health bar?

Yep:

  • Give the animation to a player after being hit. likely shaking the plane or particles, or both.
  • Hit-stop. Though I don’t know how common that is in shoot-em-ups.
  • Sound effects. If you make a distinguished sound effect that would help. Maybe cut the music briefly after being hit.
solemn tulip
random swan
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Would a white circle be a better choice? Since it doesn't blend in with the red bullets/projectiles

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I'll add an alarm noise for when the player is in flames to inform that they are at dangerously low health

sharp robin
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That said all 3 of those are subjective and not sure it matters

random swan
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By the way, the game itself is completely 3D. The gameplay part feels 2D because it's using an orthographic camera

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@sharp robin I would gladly appreciate your feedback/opinion on my camera technique

sharp robin
random swan
sharp robin
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I love it. In that case ignore my feedback, I'm curious to see how it ends up!

thick lark
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yo guys can u tell me a game that i can post for first time on lay store i just learned some of unity it dosent matter it can be small cause longer projects will take a lot of time and effort and i dont have those skills so if anyone can help me and give a game idea to post on phone it would be great
if yes can u dm

weary thicket
halcyon fog
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the crossposting is crazy

hard fog
feral nest
hard fog
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It is cross-posting and in the wrong channel in the first place

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This is for general design questions related to GDD, for questions like "What looks better?" use dev logs

feral nest
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Okay, I'll keep that in mind

thorny mist
hard fog
quaint crow
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if a cow had a gun that it made, what would it shoot? any ideas

halcyon fog
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Do you want a realistic answer or cartoony answer?

quaint crow
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cartoony

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trying to make a cow fight for its friend who were killed by someone

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milk shoots out of its milk giving thing as a jetpack

halcyon fog
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Heheh

oblique spindle
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hello i never asked for help about unity and i don't know if this channel is the good one

silent hull
oblique spindle
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thank you

quaint crow
# halcyon fog

i hope u didnt make that just cuz i asked cuz my game looks like this

halcyon fog
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Its from google

quaint crow
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phew

halcyon fog
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I would have to be a REALLY speedy modeler to make that in under an hour lol

halcyon fog
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I just realized it has 2 heads

quaint crow
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yeh that looks nice

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i gave my brother to play the game and give ideas

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he thinks the jetpack isnt right

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just a sec, imma send a vid

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rate 🙏

silent hull
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Try sending the video in a format that discord can embed

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So either webm or mp4

steady crest
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I have a pretty hard time coming up with a satisfying gameplay loop and would appreciate advice a lot on what I m doing wrong or if its a consequence of not having the experience yet

I m currently making my first top down game where you are a lumberjack and have to cut trees down and bring them home before the night starts you have 2 minutes to collect wood and bring it home to upgrade defenses and at night enemies attack you and you have to survive
with the wood you ve gotten you upgrade your axe your base and defense towers

but somehow this isnt interesting but idk why
I have made a prototype with placeholder assets but I have a hard time having fun in a game with placeholder objects

silent hull
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Lots of milk, looks fine to me

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Falling down seems a bit slow tho

sharp zinc
quaint crow
stuck gulch
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I made some animation videos on my YT channel if you guys could watch it that would be really great I just started (its only 30 seconds all videos total) YT: creepy7677

quaint crow
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they are nice, just lacking sounds.

stuck gulch
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yes I will try and fix that

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next vid is gonna be sound.mp4

stuck gulch
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I made sound.mp4 to introduce sound

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checkout my channel to see

stuck gulch
severe kraken
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This is probably a weird question, but I'm working on a Dissolver Shader Graph for an assignment. Can anyone tell me which of these effects it would technically be touching?


2. Texture distortion or displacement (e.g., UV/texture scrolling) 

3. Emission (Emissive material property) that responds to a variable (e.g., simulated energy levels) 

4. Simple vertex displacement (e.g., waves or pulsing) 

5. Texture blending based on a parameter (e.g., height, time, or custom input) 

6. Transparency/opacity control based on a parameter 

7. Texture map/Normal map intensity based on a parameter```
hot mason
serene grail
quaint crow
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thanks

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its my first mobile game that i might publish

cinder sluice
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can someone rate my games design? I wanna know how I did for my first game

broken tree
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So I have tilemap and when I put my set onto paint it is in a grid. But when I save it and try to go back, it isn’t in a grid anymore and the fill feature fills all of the tiles

sharp robin
cinder sluice
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I didn’t even send a game

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I was gonna dm it to someone since it’s on my website

sharp zinc
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The way it is done can be varied. Using noise or texture is the most comon way.

chrome jetty
feral mountain
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"rate my game" and its on his website, that calls for a mod

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@ocean comet

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wait vertx did you make unity.huh.how ? If yes youre a legend 🙂

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oh vertx gone @sudden pendant

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(dont want to ping all mods)

sudden pendant
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You can just use the mod tag, yes. @cinder sluice, if you want to share your game for feedback you can use screenshots or video in #1180170818983051344. If you want someone to actually play your game, you must use a link on Itch or Steam, not send exe's around. Thanks.

wanton wadi
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im not a english speaker so i really hope what i said was not an ambiguous statement

broken tree
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Can someone tell me how to change the scene size. I want it an even square.

silent hull
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That's resolution

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Not "scene size"

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This works in the build, for editor choose a resolution in the drop-down in the Game tab, you can add your own

summer falcon
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Anyone knows a good place to find a water shader like this, even if for a small price? Looking for performance rather than realism (but better if it's both ofc).

proud torrent
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anyone know any good resources/tutorials/books on how to make a starter area for an action metroidvania 2D game

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and any programs used to kinda help with that

buoyant sapphire
weary thicket
vapid stream
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What genre would 10 minutes til dawn be in, other than roguelike?

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Since it doesn’t have “rooms”

quaint crow
buoyant sapphire
real stratus
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If I look at the Steam charts, the top 1500 games have 300+ players / day, which equals around 10000* / month
Why do people keep telling me it's impossible to get this amount of players?
Are they just clueless? Or am I missing something?
Note I'm not saying it's easy to do, but it's realistic if you make a good game and put in a few years of effort not? Even as a solo dev with low budget?

night shoal
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Because there are 100,000 games on Steam in total so that's 1.5% of all games. And most of the top ones are AAA games

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It's obviously not impossible for a solo dev because there are successful solo devs but the chances of success are very, very low

real stratus
rapid lotus
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This is Rustforge - a factory automation game with colony management mechanics.

The project is in pre-alpha stage at the moment. Currently building the inventory system and objective system into the game.

What do you think about the UI design?

sharp zinc
rapid lotus
sharp zinc
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And, if you want inspiration for style, you can always look at other game and use AI to generate variation.

rapid lotus
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Alright, thanks for the feedback! ty

quaint crow
vapid stream
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does anyone know any game that has game art that is "truly topdown", as in, you see the head of things rather than the side

oblique moat
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Can't think of any others that I remember the names of, it's pretty rare

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Owing to its ugliness

vapid stream
oblique moat
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I think it would look far better at an angle

vapid stream
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Yeah, i agree

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Since i’m developing my game with truly topdown graphics, but it feels so limiting, or just doesn’t look right

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Ok then, thanks for your help

oblique moat
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I figure the main reason is it's just less art to make, at least for 2d

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You can have a single sprite and rotate it around for different directions

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2.5d forces you to draw each one separately

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But I mean GTA2 wasn't a bad looking game, though I think it's carried a lot by the lighting

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So it's not impossible

vapid stream
high jetty
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I want to learn level design. I'm working on a 3D platformer game. I have all the abilities. The style is low poly, maybe retro, probably fantasy. Dont feel like i'm making any progress doing random stuff in blender, so i probably need a course. A youtube playlist would be best. Can anyone help?

white juniper
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I want to make a complex melee combat system (2D and the style doesn't facilitate having "weapons" with hitboxes since they're part of the sprites) and For one attack and animation, it's easy to do. What I did was attack an empty object in front of the user and have it use a physics CircleOverlap to determine who gets hit, but I'm not sure how to scale this to multiple attacks/ animations per character. Any ideas?

finite gate
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Especially a 2D one. I would personally recommend using rects/circles for hitboxes.

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I would personally recommend scriptable objects for the data structure. Have each weapon be an object with a field for it’s animation, hitbox, and other parameters.

tawny sluice
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So I don't think I fully understand how cameras and UI work. I've created a word game where in the scene view the main camera is focused on a tiny screen which is where the main gameobjects are like the background etc. The UI canvases appear gigantic starting fromthe top right of this small screen as seen in the image. The problem I'm having is one of my canvas group is the game screen, and when I'm using code to instantiate some game objects as children of this canvas group they are appearing on the tiny screen instead of the canvas, even though they're children of the canvas. So what exactly is going on here and how should I fix it?

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Ok so the camera thing has to do with the render mode of the canvas. But I still can't figure out why the objects are not visible on the canvas

buoyant sapphire
errant wolf
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the best case i have against variable jump height in a first person game is that there isn't as clear of a visual indicator on how high you're jumping, which could make jumps feel inconsistent. the games i've played that are first person and have a "variable jump height" usually do it as a double jump or a hover ability. first person games usually express freedom of movement in other ways

one way to teach that your game has a variable jump is to have obstacles that can only be passed with varying levels of jumps.

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fwiw, portal has crouch jumping, which allows you to jump "higher" than the normal amount. i don't think it was ever used intentionally, though

weary agate
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Is my world too bright for rain?

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Also my texture for the castle is way too pixelated

bleak garden
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Hi there! My team and I are working on a first-person horror game set in a psychiatric hospital. So far, we've focused on 3D models, scripts, and the environment, but we haven't had someone dedicated to developing the storyline.

We've come up with a few story ideas, but we'd love to have people who are passionate about games help us decide which one to choose.

If you have the time, please read through our ideas here: https://docs.google.com/document/d/12KLdYJ7Zw_R8zJpYNbDTR0ujGTrPpkyAhtxN1PT8_lA/edit#heading=h.esjkjdk4tzm6

And you can vote for your favorite(s) here (multiple options possible): https://strawpoll.com/BDyNzELrOyR

Thanks!

StrawPoll

What's your opinion? Vote now: The Asylum, Demonic Possession, Bio-weapon (virus), The Nuclear Reactor Explosion Survivor, Scientific Experiment Gone Wrong, Time Travel, The Curse, ...

severe iris
tawny sluice
# tawny sluice So I don't think I fully understand how cameras and UI work. I've created a word...

So building on this, this time I think it belongs in the game-design channel and not ui/ux. My intention is to create a new game mode for my word game, so not too heavy. I've already built the previous game mode in my main scene with all the UI there as well. What's my best option for creating the new game mode? Should I try and create it in the same scene by dynamically removing all the other game modes objects and replacing it with the new ones or should I just create a whole new scene. Would loading a new scene not be worth it for a casual mobile game?

ruby hamlet
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I am a solo developer with an idea for an idle game that also allows for active gameplay. The game is still in the design phase, and I have many questions about the design.
I'm looking for someone with good game design abilities, and it would be a bonus if you have development or art skills. I would love to brainstorm and maybe collaborate on this project.

icy latch
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When it comes to windows: Inventory -> Equipment, Backpack -> Storage etc. - do you prefer to drag items with the mouse or e.g. with shortcuts after hovering over the item "Take", "Move", "Equip", etc.? I know that it also depends on the type of game and if the interface is well made, one doesn't wonder - but according to you, players, which is better.

silent hull
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Both

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Dragging with the mouse is the most intuitive for new players, and shortcuts are convenient time savers once you play a bit and get used to them

lilac shadow
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From a gameplay point of view, is it better to have jump buffering and variable jump height OR a double jump ability?

sudden pendant
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Both? I don't see why it has to be one or the other

sturdy heath
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thoughts on a top down survival game that uses a dungeon crawler map? Planning on making it a bullet hell too

heady portal
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sounds good

sturdy heath
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i’ve also been planning on having permadeath for a while now, but it’s starting to seem like that would be too many genres colliding, i’ll probably just make that a separate mode

sharp robin
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Not really my cup of tea, but they usually do well. Replayability benefits is key

lilac shadow
# sudden pendant Both? I don't see why it has to be one or the other

I didn't want to do both initially, bc the Coyote timer code wasnt my code and I didnt know how to get it working w/ double jump. However, after taking a while to understand how jump buffering works I have managed to get both working. Sorry if my question seemed a bit dumb, it was, my brain is like that sometime, but oh well cause I fixed it in the end.

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And now I have a decent understanding of jump buffering :)

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Gotta say, for the first time I really see why people say "make a game to learn skills" instead of "learn skills to make a game". I have learnt so many things I would've had no idea abt if I just used a tutorial

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I also love how much control over player movement coding my own script gives me as well

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Want to add a feature? No worries, I can change my script to make it work, compared to a prebuilt script where it would be a pain to get something custom in

steady crest
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what makes this game look good? is it the lighting? because the models are all mostly very simple (if we ignore the main character)

atomic anvil
steady crest
atomic anvil
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There are plenty if you Google.

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Using the tools is only 10% of the job though. The rest is knowing how to use them correctly in the specific context

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Which usually comes with experience, artistic sense and feedback.

steady crest
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aight ty

ornate bobcat
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hi, one question, is it better to make house/warehouse layout (only 1 floor, few rooms and 2 exit doors) in unity (using some tools), or in blender and then import it to unity?

sharp robin
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But you could probuilder it etc. Just, round peg, square hole.

wooden matrix
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Are there any game writers here? How do you format a script. I know movies and plays are written in a linear way in some sort of script editor. How are games written? Do you have an examples of game scripts that I could see?

pastel bear
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how do you guys feel about limited air control in a platformer? (it's a metroidvania actually but that concerns the jumping part)

What I mean is that if the MC is going right full speed, I already make the MC slow down then go left and accelerate if player presses left control.

However, should this slow down and left acceleration be tampered down as the MC is mid-air? What do you think

thorny mist
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I’m also assuming that making it so it’s harder to turn back in mid air would make platforming a little more challenging (I’m thinking something like Mario 1)

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Assuming precise control is needed, If there are abilities along the lines of a double jump then probably that idea will work. If there are no abilities like that it might add unnecessary difficulty.

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Assuming precise control isn’t needed, maybe that mechanic could add a warranted level of difficulty to the game.

cold onyx
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hi can someone help me

chrome jetty
pastel bear
sly python
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how can i make this look better any suggestions?

hollow spruce
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ROunding corners slightly, and using transparency go a long way

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also, softer colors

sly python
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ok

heady terrace
sly python
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3d

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its realistic

heady terrace
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I'd say make them all white (or black, depends on the game scene brightness), and smaller, like at least half size.

sly python
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lemme jsut show u

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games kuje dus

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its lookes like this

heady terrace
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Here's for comparison, from Ju On game (wii)

sly python
heady terrace
# sly python dis better

Much better
maybe make the energy bar smaller by 50% too, and instead of text change it to some icon outside the bar (like heart if it's lifebar)

ruby hamlet
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Is there a professional game designer here? I am building a prototype that combines idle game, rooms, with mini-games and inventory elements. It's a unique style

prime hamlet
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how do 3d games with a 3rd person camera usually deal with the camera clipping through the wall in an enclosed space? like do they push the camera forward or like... idk make the outside black?

thorny mist
prime hamlet
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ive been messing around with cinemachine and i cant figure it out

thorny mist
prime hamlet
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lol no problem

sly python
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what should i improve for the ui or is it perfect

chrome jetty
sly python
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ok

chrome jetty
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Also, rounding the corners would be nice, especially for the energy bar

sly python
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ok thx

sharp robin
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If it's obvious what it does, it probably doesn't need the word energy on it either

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Usually with a flashlight game you just show the stereotypical battery indicator with a few lines.

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I'm also confused why there is energy and battery.

sly python
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how much it can run

sharp robin
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Yeah usually you would hide that one and let them learn by feel when the player gets tired. Breathing hard and slowed animation

chrome jetty
# sly python like dis?

That helps. The rounding would go pretty far too.

Like lloyd said, the word energy is probably unnecessary. Could be a thin sleek bar instead

sharp robin
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I try to put as little on the screen as possible and make it more of a feel in the game.

chrome jetty
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Or yeah, no bar could work too

sharp robin
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Yeah rounding would definitely look better

sly python
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will just do no bar then

sly python
wind zodiac
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I'm trying to develop a game on my own, but I'm struggling to come up with an innovative idea. The ideas I have are either something I've already done or seem too ordinary. I'm looking for suggestions on game types that can help me improve my skills. Can anyone provide some assistance or recommend a specific genre?

abstract wolf
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You're going to be hard pressed thinking of an innovative idea from the get-go. I'd pick an established genre/idea and instead create innovative ideas on top of it. That's going to be a lot more feasible.

wind zodiac
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What would you recommend as a fixed genre or what type of game do you make in general?

wary halo
wind zodiac
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it makes sense too much

sharp robin
sinful junco
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do you guys think if you improve on an idea enough and really flesh it out it can be fun or are some design of games flawed from the get go and will never really work

sharp robin
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if it isn't a good idea from the get go, no sense making fetch happen. you want to build with the best roots possible. iterate early, get people testing early, and make sure people like it before investing time.

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Unless of course you are building it for yourself

sinful junco
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i mean thats what im asking is there really such thing as a good idea maybe what really makes the game a fun concept is the execution and the philosophy behind it

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rather than the roots

sharp robin
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The second part really just improves on the base. You can't really get far with a bad foundation

sinful junco
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okay i see where you are getting at but maybe a bad foundation can be fixed along the way you know

sharp robin
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Sure, anything can be adapted, improved and changed. It's just a function of time, effort and quality.

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But it helps a lot to have that core foundation built first. Probably a 3x or 4x time saving

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But there are processes and techniques to help ensure that happens. The biggest is getting concepts in people's hands early and figuring out what options make the core mechanics fun first before layering everything on top of it.

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For example, we are working on a VR arena game at the moment. But I don't want to assume punching is fun. So we do 6 concepts, with guns, arrows, odd things, punching, etc. Each focused on a different mechanic.

Then we see which one rates highest. Do another 3 or 6 variations - and make sure a few are completely different.

From there you'll have a good idea what core mechanics are interesting and the other game layers get a lot more influential

The 3 weeks you just spent on concepts will give you a really good idea what people like before you start working on the year long project.

#

Could you build an entire archery game, find out it's not fun and tiring, and rework it to be a murder mystery or a gun game? Sure. But it's a hell of a lot easier at the onset.

sinful junco
#

but does that process really work at a more fundamental level because for example the game i think it was called Don't Touch The Red Button like it seems like a very boring premise but you add all the puzzles and intricacies and references and suddenly it's a very fun experience

sharp robin
#

That one is still boring to me

#

But I hate puzzle games:D

sinful junco
#

i see

#

but what i am getting at the testers and stuff who obviously don't know your plans and ideas for the game might find the game boring if you do show it to them at earlier stages

sharp robin
#

But that one is misleading. It's not a button pressing game. It's a puzzle game, reworked with a unique mechanic likely based on testing they did with people and an element of psychology

sinful junco
#

it is a puzzle game but it still has the premise of not touching the button

#

of course every game is not one thing only they are made up of a lot of different aspects

sharp robin
#

My question would be: what is the goal of the playtest?

sinful junco
#

is this a general question

sharp robin
#

No, if your game isn't far enough along to have key mechanics - and it is at risk of seeming to be boring - why do the testing? I suspect you won't find new bugs, and the core game is going to change a lot. Is it to see if the idea is fun? Then don't over think it and get them playing. Is it for hype? Then you probably need to flush it out more. Is it for QA? It sounds like a lot is going to change before that's a concern.

#

Personally, at that stage, I'd be putting it in people's hands to make sure the idea is fun. If it isn't, make sure you have enough data to figure out why and make new iterations to improve on it

#

The first question you usually want to check off is: is the idea fun?

#

In my personal opinion anyway

sly python
#

what can i improve

final zodiac
#

add some particle effects

sly python
buoyant sapphire
sly python
final zodiac
#

i am trying to make a game where you collect platforming abilities as reward for killing enmies for a short period of time

#

is there any game that already does this

#

i can learn from or take inspiration from

#

idk any

hollow helm
#

idk if this is the right channel for this, but what do you guys think of open-world? personally I feel like it's a promise too big to deliver on, and many games open-world games would've benefited from a more exact(? I'm not sure what I should call it) approach.

I personally quite like how Baldur's Gate 3 managed to create what feels like a massive world, even though the actual game space is fairly limited.
While Skyrim's approach did allow for quite a lot of freedom in regards to what content you would like to interact with, the big open spaces with little to nothing in them were not able to be made interesting my beautiful scenery and I find myself often using fast travel, which kind of defeats the purpose of open-world in my opinion.
In my opinion Elden Ring has done the best job yet on an open-world(-esque) game, but I have to admit that while I love the game to bit, the open-world is absolutely the weakest part of the game.

Personally I believe that open-world areas can be great, if used correctly. I haven't had the time to really think out how to properly use it but I think that if fast travel feels necessary to use/add, you're doing it wrong.

sharp robin
# sly python

Static screen with text and two options, there isn't much to go off of, but it's very game jam intro

hollow helm
# sly python

maybe instead of an image use a scene from the game or something?

sly python
#

the image in the background is moving

#

its a video

hollow helm
#

that's cool yea

#

I don't have enough technical knowledge to know if a video is good or bad

hollow helm
#

hmm yea looks cool

sly python
hollow helm
#

maybe make it a bit darker?

sly python
#

yea lemme try

hollow helm
#

have the visage be less visable to make it more spooky

sly python
#

ok sure

hollow helm
#

yea something like that

#

the flashing is a bit much though

#

I would maybe put a lighter fog in front of the visage as well, and instead of lighting up the entire scene you have a soft light at an angle on the visage

#

so that it's mostly dark and foggy, yet you can slightly make up a visage

sharp zinc
hollow helm
#

I just think that most of the time the execution is not there exactly and I was wondering on what you guys’ opinions were on where it goes wrong

sharp zinc
random swan
#

Note: I intend these subs to be one of the "Elite" enemies

vapid stream
#

Is it intentionally designed so that when you’re in between two of the guns that are shooting you, you can’t dodge anything

#

Since they just cage you in (i think)

#

Btw the circle around the plane is a bit distracting, that’s just me though

#

I think maybe for the death animation, make the sub start falling apart?

abstract wolf
#

It's good visual feedback that's readily apparent IMO

vapid stream
#

To make it a little more noticeable

vapid stream
#

Anyway, everything still looks amazing, i’m just nitpicking

random swan
vapid stream
#

Okok

random swan
abstract wolf
#

Also the death of the submarine feels pretty great with the camera shake, but it feels like it could do with some simple particles to represent exploding debris.

vapid stream
#

I agree, debris or other indicators of it breaking down would be cool

random swan
abstract wolf
#

I think a single burst of fiery particles would be enough IMHO

#

I'd make a particle system with like a 30 particle burst

#

and just have it cone outwards

random swan
random swan
abstract wolf
#

They feel really impactful, but the explosion feels too sudden with no reciprocration. With something that large, you'd expect something to fly off IMO. It's just a personal aesthetic thing however, I do feel like it stands just as well on it's own as is.

random swan
#

It will take some time tho

abstract wolf
#

just expects something like that

random swan
#

Especially with a fire trail

abstract wolf
#

Yepp you could have fun with it 😄

#

Neat looking game by the way.

random swan
#

The project's still in its very early stages, but it's coming along nicely!

#

You know what? Screw it. I'm going to make a separate model for the destroyed sub if it means MORE satisfying death explosions

vapid stream
#

If you wanna save effort

random swan
vapid stream
#

Perfect 👍

arctic plank
#

hi yall i have a question
i made a village with tons of houses in unity 2d and i want to make them enterable so should i add the inside of the houses in the same scene and just teleport the player to it when he enters or should i make a new scene with the houses ? there are alot of houses so should i make many scene or should i just use 1 scene with just the houses in it ?
give me your suggestions plz

sly python
sharp robin
#

At least text wise.

sharp zinc
random swan
#

Can anyone help me improve the rockets' contrast against the projectiles?

abstract wolf
#

I feel it's more of a case that the color of the players bullets is too similar in hue to the background

random swan
abstract wolf
#

Opposite of blue on the color wheel is orange/yellow, but I'm no good at color theory.

#

And orange is too similar to red

#

So perhaps something more greenish

random swan
abstract wolf
random swan
vapid stream
#

By the way, i think having the plane and enemy bullets be the same color is kinda risky

random swan
tired copper
#

h e l p m e

finite gate
lilac shadow
#

!code

desert martenBOT
feral mountain
#

go !learn

desert martenBOT
#

:teacher: Unity Learn ↗

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

vapid stream
sudden pendant
nocturne valley
#

oh ok sorry

#

thanks you for link

#

i learn game programing @sudden pendant

#

can you come in vocal or something like that for 5 minute ?

sudden pendant
#

Nope

nocturne valley
#

okok

queen cove
#

Just putting out feelers: Does anyone here work as (or know someone who works as) a Technical Designer? a.k.a. takes an idea from words on paper to a playable prototype in Unity. I'm getting more interested in this and would love to talk to someone about it more if possible. Thanks!

buoyant sapphire
queen cove
# buoyant sapphire there are plenty of people here who do this regularly as part of their job. On t...

Okay! I'm looking for thoughts from Technical Designers or people who make prototypes in Unity as part of their work. Some questions:

1.) What projects that you made showed potential employers that you had the skills needed to prototype?
2.) For someone new to learning this skill, is it best to specialize in being able to prototype certain types of games?
3.) Are there any components/plugins/assets you've found that really help in streamlining the prototype process?

Thanks so much for any help.

old matrix
#

Anyone here with any suggestions on how to consistent with the choice of color to pixel art?
I've tried to stick to a HSL rule myself. Saturation around 60 if possible and changing the Light from 20, 40, 60 and 80 for different shades. Does anyone have other suggestions regarding this topic?

vapid stream
#

I’ve looked for 2d top down movement in unity to learn from, but couldn’t find anything that didn’t involve directly setting velocity to the input * speed
Is top down accel and deccel not very popular, or am i missing something?

#

Do most people just use movement from platformers, but just “convert” it to topdown?

random swan
buoyant sapphire
vapid stream
#

Oh, i see

buoyant sapphire
#

but its ofc not a requirement

vapid stream
#

But even from a 3d standpoint, is it just a coincidence that there aren’t many online resources about top down accel and deccel

buoyant sapphire
#

top down movement in 2D has similarities to sidescroller/platforming, but there are differences, like in jumping (if at all) and gravity

#

typically you would not even consider converting one to the other

vapid stream
#

Ah okok 👍, so most people just use platforming controls

buoyant sapphire
#

well, not for topdown

vapid stream
#

Sorry, what i meant to say is that they convert to topdown then use it

buoyant sapphire
#

i would not say that there is any conversion going on

#

typically that is

vapid stream
#

Interesting interesting

#

Ok then, i’ll go figure this out

#

Thanksss

red stirrup
#

i m mainly a programmer, but i took a shot to do an entire game alone, does the game design look okay ?

#

also if anyone wants to try it, msg me ur email, i'll get u early access (android) Unity sadok

livid citrus
#

Has anyone made a space exploration game

sharp robin
#

If you have questions / ask away

sharp robin
vapid stream
#

Solo devs, do you guys tend to choose small color palettes for simplicity, or just any size palettes that have the colors you like
If you guys like smaller palletes, how small?

sharp robin
#

Personally, with our space, I need texturing and shading to prevent people from getting dizzy. So 32 or 64 colour palettes is is ideal.

grand osprey
buoyant sapphire
thick star
#

Hi guys, I'm starting to make art into my game. I'm trying to define an art style for the game but don't know where to start. Looking online I've seen general things like making a collage or something for visual references. What are the main things to consider to create an art bible/style for artists to use

buoyant sapphire
thick star
buoyant sapphire
earnest cipher
#

I am a programmer, i tried art for the first time (after practicing from a lot of tutorials) , any feedback would be appreciated

waxen seal
earnest cipher
#

Maybe I need to add a highlight gradient on top

#

Are the buildings fine?

waxen seal
#

or i would try to hide the background buildings with fog or with something mor muted colors maybe?, so as not to lose the sight of the main path

earnest cipher
waxen seal
earnest cipher
#

This is straight out of photoshop

earnest cipher
#

I wanted to hear feedback in case the art is total trash and not worth building upon

waxen seal
#

nah the art looks fine, maybe i will try to at least add some color variation to some buildings just to prevent some repetitive, but for the rest looks good

earnest cipher
#

Changing colors will the art style I'm going for

waxen seal
#

sound pretty nice!

#

i hope it looks beautiful

rustic nebula
#

what would you all say is the most important settings for a game to have?

thorny mist
earnest cipher
late vapor
weary thicket
#

I agree about using something to separate the foreground from the background.

chrome steeple
silver wadi
#

I just want to throw this out there for people to think about.... I'm working on a collaboration type project that people could join and subscribe to that would allow cheaper costs to gain access to assets that people may have trouble affording on their own....this could increase their potential to finish games and also have help from the community as well.... developers for assets would still get paid for their efforts just the same. So I'm looking for opinions...good idea, bad idea, or whatever else comes to mind.... I've already got a plan in place and how it could function....just want to know if the community would want something like this?

sharp robin
#

At the same time, every bigger asset store team seems to have their own discount subscription model they are trying to push people towards.

#

To put that into context, I think I have ~1,500 assets from the store? If I had to remember hundreds of vendor logins to find more content, I'd be not having it. It's already bad enough that Humble doesn't often list where assets are redeemed. So I'd be very hesitant at any price even free versus somewhere I know it is curated and ready to install on an engine.

#

But maybe others have a different opinion

sharp robin
silver wadi
#

@sharp robin
So in other words....save my money and essentially create my own content.... Would be better off teaching others how to do the same...Hmmm... thank you for your help 🙂

sharp robin
restive beacon
#

I agree that there are so many free-cheap options out there. What I think would be cool is an actual game developer (for those of us that can't code).

Plug and play. Has that been created yet?

arctic sigil
#

or do you mean in this discord?

arctic sigil
grand osprey
#

unity's visual scripting tool isn't that different from unreals afaik

silver wadi
#

@restive beacon
That is kinda what I've been looking at trying to do is get things put in a way where it is more of a plug and play type thing. I've tried out a lot of various resources and of course any type of game development takes work for sure....... BUT for instance I am finding MFPS 2.0 one of the more complete multiplayer shooter solutions out there, with the addon's it has a lot of what you need to make a full game experience for your players. The only thing is you have to learn how to change the UI and still make things your own.

@arctic sigil and @grand osprey
The problem with Visual Scripting is the fact that you still have to understand the coding process to make things work and the visual scripting trees can get quite hectic over time.....

What we are needing is a modular solution that all works well together without needing to modify things too much....for me my goal is still using multiplayer options so I've been thinking about creating a simple and modular system that can be placed on any game object without the need to change anything in scripts for other users to be able to use it. Sync Position & Animation, Health, Armor, Shield, Projectile, and Melee..... having just these that could be placed on any object should allow people to create Multiplayer experiences without any issues....just add the component, set your stats for them and possibly whatever type of projectile prefab you might have and just let them do their thing.

Game Mechanics are already created through various assets such as Ultimate Character Controller, Space Combat Kit, Mech Combat Kit, Vehicle Controllers, etc.... so by adding those simple components to them.... it would make things much easier to sync everything together.

My collaboration project is to be able to get these things together, make templates with them and make game development much easier by showing people how to use them properly and have it already kinda set up more completely.

restive beacon
restive beacon
#

I'm thinking WordPress vs. Wix/ Square Space. Something like that

#

One website builder requires coding, the other is just click and drag.

arctic sigil
arctic sigil
arctic sigil
#

can anyone help me to come up with an unique gameplay loop

silver wadi
arctic sigil
#

damn it is kinda a good one XD

earnest cipher
ruby hamlet
#

Whate are you making?

earnest cipher
#

this will help me build up some confidence lol

livid fractal
unborn sky
gloomy bridge
#

guys how does a 2d top down random maze generation shooter roguelike game sound its kinda plays like hades from a combat perspective

#

i’m currently finishing up the game rn

#

it’s my first game i’m making completely solo but 3 months in and i basically got most of it done besides the graphics

weary thicket
# earnest cipher cat animation

Not really how a cat moves; a cat moving fast enough to take a pose like that in midair will be pretty much folded in half when landed. Of course, with the huge body and stubby legs you'll need some creative liberties but you can peobably at least offset the landing of the feet to a more natural pattern.

earnest cipher
#

in a platformer game the cat dont need to be that fast

weary thicket
#

Well, of course there are different gaits

#

But using reference will help a lot

earnest cipher
#

when i am done with level design and test, then i will get a better idea of how the animation looks in gameplay

sleek phoenix
#

<@&502884371011731486>

hard fog
desert martenBOT
#

dynoSuccess sassythesasquatch500 has been warned.

lilac shadow
#

In terms of game design, is it a good idea to have a detailed plan of what you want to do?

buoyant sapphire
# lilac shadow In terms of game design, is it a good idea to have a detailed plan of what you w...

yes, once you know what works out to be fun or what specifically you want to try, its required to have a detailed plan. Without such a plan you make up generic systems that never come together. The details should primarily specify how stuff comes together to create fun and leave anything unspecified that is not important for the "fun" aspect. (you can replace "fun" with any other goal you may have)

lilac shadow
buoyant sapphire
lilac shadow
buoyant sapphire
lilac shadow
calm tiger
#

Guys I dont know is this is game design, but I am making an enimy trying to just follow me, but it just falls straight through the ground

chrome jetty
feral mountain
calm tiger
#

bro idk what game design means

chrome jetty
# calm tiger bro idk what game design means

Scroll up and look at the previous questions. Designing levels, concepts, etc
If you have a problem with your code, then a code channel would be best.

When you don't know what something means, google it

calm tiger
#

"idk if this is game design"

#

getting mad over nothing

#

just tell me and move on

chrome jetty
# calm tiger just tell me and move on

No one is mad.
I did tell you
Also gave you a good life lesson
I ALSO told you where to post
If you act like this, no one will want to help though

what can I say, except your welcome?

chrome jetty
#

@calm tiger
Talk about being mad.... sorry that hurt you.
If you actually have a question, go where I said and ask.

feral mountain
#

no need to nerd emoji him, that just shows everyone how immature you are

#

You got told this isnt the correct channel and if you dont know what game design is you should make research into that as game design is the basic pricinple you need before even coding a game, so you know what your game needs and what to do, so it doesnt become a incoherent mess of ideas and thrown over concepts.

#

Aethenosity ~ "If you act like this, no one will want to help though" <- Also this, especially with the reaction

blissful stream
#

How do games usually handle outdated clients? Like if I push an update, I don't allow players to even launch older versions. But what about the people who keep the game open while the update is pushed?

#

Do you signal from the server to all clients that there is an update? Or do you have periodic checks for logged in clients to check the server version?

feral mountain
#

xD

#

other then that you need an API and keep that up to date with the newest hash of your games executable

#

Then that you could create a method that runs on start and checks the md5 hash of itself and then sends that to the API if the versions match and if yes it allows access and if no give them an error to update

#

but yeah if you want a online game or coop game and want people to stay on the same version, either use steam or epic or whatever or do the API thing that i just explained

urban bobcat
#

I would use Playfab for all that. I think it handles versioning, if not, then just have a client update checker that checks latest versions througfh various apis.

blissful stream
feral mountain
#

Not really too early if you have the 100$

#

It makes it a lot easier for testing phases and you get used to how to use it properly over time

#

And it handles your updates

#

You could also make an API, i mean if you have an online game with synced clients you want an api anyways

chrome iron
#

Hi! I am Remaking Pong Right now but with Changes, Anyone has Ideas for cool features?

thorny mist
#

Hitting a wall with your racket bounces you towards the center

#

Idk if that takes too much control away from the player

chrome iron
untold epoch
#

🤔 Does anyone know where I might be able to find a repeating texture like this?

#

I've looked around on a few different asset sites and haven't found a "party" floor design

#

Thinking I might have to make it myself

weary thicket
#

Should be pretty easy to make

dark cloak
#

Like a circle layer, triangle layer, filled circles, filled triangles, add the ribbons

#

You could either bake that into a texture or make it as a shader

#

Or you could just copy those pictures you already sent shrug

untold epoch
#

What software could I consider for making something like that

#

And tiling capable n oelss

#

no less*

dark cloak
#

pretty much what substance painter is for

#

just, Adobe

buoyant sapphire
untold epoch
icy mountain
#

Are there useful tips on not having your mechanics and such become a huge jumbled mess

#

Or more so, the means of displaying the information to the player

untold epoch
#

What type of mechanics

icy mountain
#

Tl;dr a clandestine drug lab lol

#

The player is using crafting devices to produce things

#

The idea is it's somewhat UI "light" and so the player is assumed to know what the starting ingredient will produce through an in game text book

The idea is it'd be fun to cause problems if the player got this wrong but I'm not sure if it would be annoying or not

#

I.e
If the textbook told the player you need
1g if ingredient A and 5ml of ingredient B to produce 1g of product over 30 seconds

Is it safe to assume the player understands that to make 4, they need 4g of A 20ml of B and 2 minutes of time?

dark cloak
dark cloak
#

if you want the recipes to be memorable you're going to need each recipe to be pretty unique or not have too many recipes

#

if what youre doing is fictional its going to be a lot harder to make relatable than something you can base on reality

icy mountain
#

it's simplified partial reality

#

I guess the UI system is something close to hydroneer

#

you essenitally have precursors which need to be converted through stages

dark cloak
icy mountain
#

and each of these stages will either use a secondary ingrediant or not

icy mountain
#

I.e, if you have a kitchen mixer, and you place freebase speed into it, it then asks you to place the corronsponding amount of sulfuric acid needed to start the process

#

but the player isnt given a list of recipes when looking at the station itself I guess is what im worried of

dark cloak
#

maybe do it like cooking simulator where you can pin the recipe onto a TV

icy mountain
#

oh thats a cool idea

dark cloak
#

you said you wanted it to be UI light so a diagetic approach could work

#

its kind of cheating but a computer with a website pulled up with recipes that you can look through and leave up on the monitor

icy mountain
#

I have that currently in the form of the textbook but the player needs to press X to access it

dark cloak
#

or have the book as a physical object

icy mountain
#

Ahh ok

dark cloak
#

honestly a cooking simulator approach might work pretty well here

icy mountain
#

How does that work?

dark cloak
thorny mist
#

That diabetic recipe UI on the TV is so smart

#

I haven’t played cooking simulator so I didn’t hear about it prior

icy mountain
#

they arnt really choosing one specific recipe to work alongside, they'll be producing many things at once

prisma burrow
#

Anyone have any tips for spawning enemies

#

Im currently makling my first game

#

Ive got to here

#

and I have the car moving

#

I want to spawn cars that act as obsticles

#

I have these

#

Idk why they look like that

tall flower
#

Working on my play store screenshot design, which do you think is best. Any tips ?

tardy violet
#

Hi all, new here! 👋 I have a quick question. I am planning on making a RPG game that you can play with (small group off) friends together. Would that still be considered an MMORPG, because of the limited mumber of players you play with?

chrome jetty
#

The first M in mmorpg is "massively"

tardy violet
#

Indeed. But to make it would you use the same kind of programming? It isn't a single player game persé. So is a Morpg different to an MMorpg?

#

The MASSIVE part would possible come later if the game works 😉

sharp zinc
#

Per to per or small dedicated server like minecraft,

#

If the idea is to make an Massive game in the furture, then you either plan to make a sequel for that or you build as if you are doing it (MMO).

#

It really is not something a beginner should attempt to make, hence making a sequel is way more sensible.

chrome jetty
tardy violet
#

thanks for the feedback!

snow nacelle
#

!collab 👇

desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

cold onyx
tawny viper
#

In my game I have a central point where souls must be constantly deposited but I'm having trouble coming up with ideas for how this "soul collector" would look. Any ideas?

abstract wolf
#

It's a concept often used in DnD settings for liches/souls

tawny viper
abstract wolf
#

That could work, coupled with a particle system that increases it's emission rate based on souls would look pretty swell too.

wary sundial
#

in making 2d topdown games do you put the tiles one by one or do you make a one big grid of the world combining all the tiles into one image and then putting it in the game
i feel like if you were to put the tiles one by one on your map each being seprate it would make the game very laggy but making one big image if the world would also be a pain to make

sharp zinc
# wary sundial in making 2d topdown games do you put the tiles one by one or do you make a one ...
Unity Learn

Unity’s Tilemap system makes it easy to create and iterate level design cycles within Unity. It allows artists and designers to rapidly prototype when building 2D game worlds. In this tutorial, you'll create a Tilemap and explore the Tilemap system including Tilemap settings, and you'll use the Tile Palette to edit your Tilemap.

wary sundial
#

thanks

wary sundial
gaunt mason
#

yo sup fam!

#

anybody into procedural stuff here?

fluid agate
gaunt mason
#

procedural climbing! thanks bud!

#

there is an available demo and some data files, but not sure where to start haha

#

i also want to take inspiration from the game rain world, which is also a whole world with procedural behaviors and movements from creatures, really sick

fluid agate
#

I don't have much experience in procedural animation, but it shouldn't be extremely tough to do

gaunt mason
#

cool! there is some code snippets on the uproom website, but nothing else really

gaunt mason
#

indeed yeah, inverse kinematics, IK or something aha

fluid agate
gaunt mason
#

yeah right haha but for the grabbing it does seems procedural with hands placement no?

fluid agate
#

which IS the way to do this, going fully procedural on a humanoid character for this isn't a good idea

#

yes, that's the IK part

gaunt mason
#

okok dope to know

#

so i cant get around the trigger from ledge detection and grab point right?

#

and the map will always need to be treated in such a way that it holds trigger onto the crutial climbing points i guess?

#

ideally, i wouldnt have to create any trigger and the simple procedural animation could do most of the movement and adaption to the enviromment by itself when climbing

#

like doing parkour in a shit 3d mesh of the world from google map haha

#

ahh one sec i think i see

fluid agate
#

hmmm
you probably very much could do automatic ledge detection without using triggers for it, but it'd be a bit tough to iron it out properly, as I expect there to be some unforseen problems with this approach

#

depends on your environment, too

gaunt mason
#

yeaahh

fluid agate
#

rain world has relatively simple environments and procedural ledge detection is easy as hell

#

relatively

#

in a more complex map it's doable, sure, but difficult

#

and as I said, I can just feel there coming up unforseen issues and bugs with this approach, definitely doable but might take a minute to polish

gaunt mason
#

i understand, wise of you

#

this is the file with the demo and the data, dont know if there anything good in there to take inspiration from still

fluid agate
#

can't really open it rn, sorry

gaunt mason
#

no prob bud

fluid agate
#

from the video tho, it's definitely a good place to start

gaunt mason
#

part of the code

fluid agate
#

you'd have to fix that leg issue I mentioned, unless you don't care, and then figure out how to dynamically place grab/ledge points if you wanna avoid doing that manually

gaunt mason
#

also i reckon it needs the IK addon bought and active? jaja

fluid agate
#

hmm, wait, is it a purchaseable asset actually? doesn't unity have some IK in it already?

gaunt mason
#

cant see much from the demo:/ the boot simply works for the test but cant import anything in unity i guess

gaunt mason
#

yeah saw one at 40 bucks on the asset store

#

shesh didnt know they had a free one

fluid agate
gaunt mason
#

noice

#

thanks bud

#

im cooked

fluid agate
#

doesn't seem like the most complex thing though

#

might need that package

gaunt mason
#

for me it is haha

#

im in the steep part of the learning curve rn lol

gaunt mason
fluid agate
gaunt mason
#

all ggggg

fluid agate
#

I only now learned they even have it, though, so I don't really know how capable it is

gaunt mason
#

ahhh okk

#

whats the type of games u into creating then?

#

if IK isnt really something you've used much

#

which i have no idea haha homie seems like a smart person:))

fluid agate
#

eh, you know, a bunch of different things, some mobile, some VR, currently trying to wrestle Unity DOTS into making an RTS happen, so no IK for this project either XD

#

I didn't use IK specifically although I did look into it out of curiosity

gaunt mason
#

okok cool!

fluid agate
#

I did a bunch of procedural UI animations, those can get cool if they're complex, but I mostly worked with pre-made 3d animations and never needed more than that

gaunt mason
#

ok well lest say i would want to start with a base of humanoid movement character with a basic procedural system so it naturally adapats to the enviromment in some way, anywhere to start?

fluid agate
#

you can learn how it's done there, or you can purchase that asset and maybe it'll be easier to grasp

gaunt mason
#

the one i sent you is not available:/

#

not as an asset

#

just as a executable demo

#

Basic Movement System
Stepping and Vaulting System
Ledge Detection System
Climbing in Move Direction
Climbing at Sloppy Ledges
Inverse Kinematics for Hands and Feet

#

hmm no so sure

#

well thanks for you help @fluid agate !

cold onyx
#

I saw an exit button at my phyciatrist appointment today so I stole it at put it in my own reality

maiden mulch
#

i've been making a project, and i got inspiration for the movement from half life's left and right camera skewing, and nixon's snappy movement from the joy of creation games, but for the life of me the ideas aren't circulating, its meant to be a sort of mystery/horror game, but i need a point of interest, and fun mechanics that can last,

i want it to be a sort of puzzle solving thing, or tasks to complete type gameplay

the place is underground beneath a forest, like an old facility, although there could be multiple areas for different levels, or different parts of the facility underground that can be unlocked later, i wish i had a better idea of what i want from it. any ideas?

(btw the video is kinda loud, lower your volume)

waxen barn
#

i've been making a project, and i got

icy mountain
icy mountain
#

Light could be in some way a resource and the cessation of light could be a threat for the player to deal with

#

Idk about the story though I suck at writing, I just make simulator games lol

rough ore
worthy nexus
#

Hey chat i gotta ask, i've been developing some small games now (never published, just developed to learn), and now i kinda wanna make a little bit more complex game, however i don't know what to do, does anyone have an idea?

lost merlin
#

flabby birb

summer python
#

I need to credit owners of sfx I use for my game. Can I just make a text file in my game files or do I have to make a credits menu?. All other assets are made by me by the way.

abstract wolf
summer python
abstract wolf
#

You NEED credits if you're using assets that require you to credit them via attribution licenses

#

But you can also just say

#

"A game by X"

#

If you're only crediting yourself

summer python
abstract wolf
summer python
#

Okay thanks for the help.

surreal cobalt
#

Does anyone know how to keep UI elements perfectly anchored to a position? Nothing I try seems to work perfectly

night shoal
#

Not a game design question. Post to #📲┃ui-ux instead with the anchoring settings

dusty sigil
#

I’m creating an MMORPG, and I was wondering wether to go with modern, or more retro style

RETRO

MODERN

I love the retro, but I’m wondering what people would actually play as

errant shard
#

Hi all, not sure if this is the correct place to ask, but would anyone be open to providing an opinion on a building system I've been working on for a Space Station management/building project please?

https://streamable.com/a6wdw5

a/d controls the rotation and w/s controls the 'forward/back'. Idea being is that you can only work on the 'section' that is in focus of the camera, you click on a 'connection point' to add either new 'frame pieces' or modules (the blue boxes, I just haven't made the prefabs for those yet), the modules would be things like Corridor (for connecting the rings), refinery modules, habitation modules, life support modules etc. etc. I have it set up so that connection points can only have certain types and 'tiers' of modules that will be unlockable through research or a progression system (build one type of module and it unlocks others maybe), I haven't quite figured that out yet.

I'm not sure what I'm doing with the visuals of the connection points as yet, I'm trying to avoid the whole 'hologram' thing as it's been done to death.

Thanks 🙂

Watch "2024-08-11 18-29-03" on Streamable.

▶ Play video
sharp zinc
errant shard
# dusty sigil Near impossible? O

Notoriously one of the hardest game genres to make, especially as an individual. Beyond the technical difficulties, have you thought about the logistics of running it long term? ie. servers/maintenence etc. Personal opinion, but you may be better off making it just straight Multiplayer (a bit like Stardew Valley or something)

dusty sigil
#

I think as I’m a single programmer, though

#

I’ll use a prebuilt server, like Mirror

sharp zinc
#

Pretty sure it won't be able to hold the Massive aspect of a MMO

errant shard
#

I'm not sure that prebuilt server addons/plugins are designed for MMO's if honest. Honestly not trying to put you off, just making sure that you're aware of what a monumental task it is.

dusty sigil
#

Oh

errant shard
#

MMO servers hold and process a massive amount of data, and need to process it very quickly.

dusty sigil
#

Ah

#

So near impossible to make successful, and mirror is useless

#

Damn

#

Not worth it

errant shard
#

Using 100 players as a nice round number. It has to constantly keep their stats etc. updated and fed back to the players, that's quite a lot of processing.

#

The main reason MMO's fail (even AAA ones) is because of the cost of the servers. If no one plays/pays, there's no way to keep the servers running. 😕

sharp zinc
#

Usually, MMO made with Unity is only using Unity as the "client". The server is not Unity as per say. At least in MMO.

errant shard
#

Yeah like Simferoce says, you'd more than likely need bespoke server software written too.

dusty sigil
#

But for future

#

What should I use, retro, or modern?
Or does it matter more gameplay wise

chrome steeple
#

In my experience you could probably run a 100 user game server on a home pc, but you might need some bandwith

#

But yeah, I agree that it's probably not gonna turn out well anyhow

dusty sigil
#

using PHP

#

I think that’s good, I’ll just have to worry about security, that’s all

#

But I don’t think my original question was even answered 😂

chrome steeple
#

I think you could pull it off with that stack, but the php code will most likely be awful.

#

Anyhow I fancy the retro style more than the modern at least 😉

dusty sigil
#

I’ll give it my best shot😅

icy mountain
#

It reminds me of frostpunk a lot

untold oriole
#

Guy I need help I need a name for my game

#

It a speed running game

#

I need a name for my speed running game it about robots trying to kill you

chrome jetty
#

Have you tried Chat GPT? This is like the ONE use it has

#

Also, one idea is to make part or most of the game, and then let the name come up naturally

ornate yarrow
#

Zoomies

untold oriole
#

Is this good

chrome jetty
thorny mist
errant shard
sudden pendant
#

@ornate frost !collab

desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
Collaboration & Jobs

warped bear
compact moat
#

hello friends, anyone here is good with NavMesh Agent and navigation? I have a bit of an annoying problem

#

Anyone knows of a good algorithm to get animals to avoid obstacles, and get themselves out of sticky situations?

#

I'll provide further details on request

errant shard
warped bear
sudden pendant
#

@errant shard There's no off topic here, thanks.

errant shard
sudden pendant
#

Lol no worries

vagrant anvil
#

anybody know why this is happening when i apply a spline mesh to a spline when using dreamtek splines

grand osprey
warped bear
#

what's your favorite roguelite and why?

thorn cove
# warped bear what's your favorite roguelite and why?

It's hard to choose favorites of games because many are appealing for different reasons.

Noita - The wand system is very flexible, obtaining power is satisfying since its not just handed to you (you have to figure out how to order your spells to get the most benefit), there are many unlocks and secrets in the world to add a "greater purpose" to each run.

The Binding of Isaac - Extremely easy to get into the game, you simply shoot projectiles and dodge projectiles while getting upgrades. However, there is a ton of depth to the items in terms of synergies and combos, and the emphasis on resource management (health, bombs, keys) provides a very addictive gameplay loop. (Many unlocks too)

Risk of Rain 2 - While the builds aren't particularly interesting, unlocking different characters with abilities via challenges is rewarding. Each character is a bit different in their playstyle. The game being 3D also makes it quite interesting and different from other indie roguelites.

Vampire Survivors - Again, many secrets and unlocks. The game is interesting because you can idle while playing once you get powerful, which makes it appealing to have running in the background while you do other things sometimes. It is sort of like Risk of Rain in the sense that there are not too many synergies (discounting the evolution system), but it is still a satisfying experience. Your power mainly increases due to permanent upgrades between runs.

Dead Cells - Very satisfying, difficult combat with many new items to unlock / find. Permanent progression unlocks new areas with new enemies, similar to Isaac. Not a whole lot to say about the game, but having fast-paced satisfying combat makes it addictive.

Some honorable mentions that don't feel like typical roguelites and are satisfying due to their slow accumulation of power are: Darkest Dungeon, RimWorld, Realm of the Mad God, and playing Diablo / Path of Exile on hardcore mode.

warped bear
pale dawn
#

hello, anyone have any advice for a beginner thats making an arpg (i think thats the rpg not turned based) that the style seems hand drawned?

sudden pendant
#

What kind of advice? 🤔

pale dawn
#

or mostly what i should know

sudden pendant
#

That's even more vague

#

But if you want advice on what you should know:

  1. How to code complex data structures
  2. How to design complex game systems
  3. How to create complex art/animations

To name a few

pale dawn
#

i guess that

#

it feels intimidating 😭

sudden pendant
#

Well, as usual, the real advice is not to start so big for your first project. But that legitimate advice almost always falls on deaf ears for beginners.

pale dawn
#

so what do i do for my first project then? do i do my actual game later on?

pale dawn
#

mb

chrome jetty
# pale dawn it feels intimidating 😭

It should. You are asking how to make one of the most complex types of games there are.
Only way to make it more complex is to add in multiplayer.

Don't even consider an rpg until you have a few games under your belt, and at that point, you should only consider an extremely basic one

Not to discourage you, but rather to stop you from GETTING discouraged by attempting this too soon

chrome steeple
#

(I can see why your advice is a common one 😂 )

arctic sigil
#

i find it hard to get an game idea can someone help XD

#

have some experience with C# modeling

#

this is an example what i can make

#

not like smth real realistic but i think i have enough experience to make stuff

arctic sigil
arctic sigil
#

yeah but i dont know really what i want something unique but every social deduction game looks simmilar so i dont want to go for that smth where people need to discuss and talk with each other

#

that is what i want but i dont have inspiration for smth

waxen barn
arctic sigil
#

yeah true true

#

but want smth unique idk but hard to come up with idea

#

but doesnt have to be social deduction i want smth social with proximity voicechat

#

i love talking to random people in games sound stupid but

#

in among us i founded it more fun to make friends and stuff

#

instead of finding out who the imposter is

#

want a game where you can mess arround with friends

waxen barn
# arctic sigil want a game where you can mess arround with friends

so by talking about it you could fine cool ideas for a game.
Its not something that has to be perfect in a few hours.
Take your time and find ideas over the next weeks and you may find a good approach for a game.
(And make it small! - Big Projects often lead to not finished projects 😄 )

arctic sigil
#

but that is the thing game idea is hard

arctic sigil
#

want maybe a horror co-op multiplayer

#

but dont have an idea

#

want it with proximity voicechat and that people can communicate good

abstract wolf
#

@warped ravine
So Two Worlds did something similar to this, where you could just try crafting with random ingredients and get new recipes. It was a notoriously janky game and had it's issues, but there was a small subset of people that liked the mechanics of discovery and experimentation.

I think, if you want to appeal to a larger audience, you should show the necessary ingredients. But if you want to encourage player creativity/experimentation, you could only highlight the object they need to craft. It's a trade-off on what kind of playerbase you want to cultivate, not showing necessary ingredients, in my opinion, will definitely make it harder to market to the average casual player.

#

It's definitely an interesting mechanic that players will latch onto, some people absolutely love that journey of discovery

#

But others just want to finish the game and be told how to get there.

#

Of course, designing something means you have to make it pretty intuitive or it bleeds over to frustration instead of exploration

#

It needs to be pretty diagetic

#

Which is tough

warped ravine
#

That is a really interesting (and useful) analysis, thanks a lot for your help! I think I may go with that option, just showing the ingredients and the discovery journey may likely focus on how to obtain those instead of making the player guess. Also, I am thinking of a roguelike game which focuses on this Dynamic so maybe it easier for the player to focus on this instead of adding that journey of discovery you mentioned

#

again, thanks a lot!!!!

abstract wolf
#

No problem, there's always a trade-off and no "better" answer when it comes to things like these. Good luck

warped ravine
heady terrace
#

What's your opinion on double tap direction to dash/run? Is it too archaic and should be replaced with dedicated dash button?
Some (most if I may say) fighting games are still using it, but it seems that adventure games are totally abandoning it
I'm asking this since the game I'm making is still using double tap to dash, but I'm starting to wonder if it's the right choice

chrome jetty
#

I am honestly not sure which I like more. I am fine with either

heady terrace
#

Using both sounds like a good idea, thanks.

arctic sigil
#

been brainstorming the whoel day i can't get an idea

#

need some help XD

#

want a p2p co op game with proximity voicechat

#

want to have a unique game loop but i dont know smth

#

doesnt have to be horror tho

chrome steeple
#

I think once you start making it, the ideas will come

slim otter
#

im not sure if this is the right channel for this but how would i go about getting the 3d look of pogostuck which is a 2d game but looks 3d?

night shoal
#

use 3D models instead of sprites

slim otter
#

how would i go about getting the colliders to work? if i use mesh collider on the 3d object my 2d character falls through

night shoal
#

use 2D colliders

#

It's unlikely that you really need mesh collider level collision accuracy

silver igloo
#

Recently I've been feeling unmotivated is it normal for a game dev to randomly feel unmotivated for a couple of days?

sudden pendant
#

Yep

sharp robin
#

Most definitely

#

Sometimes far longer than a few days

abstract wolf
#

How effective are video tutorials in your experience?

I tried a more diagetic/interactive approach to teach players how to use a specific mechanic, but I still found during playtesting that they missed several key points. I reworked it around, tried hammering certain points home, but there were still some cases of players just not getting it.

So I recently just pushed an update with videos, coupled with text, highlighting how to use each mechanic combined with the tutorial that follows. I'm going to see results soon, but I'm wondering whether or not video tutorials are effective as I personally usually quite dislike them and consider it a worse approach than something interactive. Is combining interactive + video better than either/or? Or is it just information overload?

buoyant sapphire
# abstract wolf How effective are video tutorials in your experience? I tried a more diagetic/i...

You probably can never catch them all. I find short demo clips to be helpful but if you feel you need to overexplain stuff I’d look for changing the design of how it all is naturally revealed and presented to the player before doubling down on tutorials. Ideally players would have to learn each mechanic one at at time and move to the next only through a challenge that tests if they understand the key points.

abstract wolf
#

Along with a challenge that requires use of the mechanic

half hedge
#

I am making a horror game

#

It will get scarier as you go down...

half hedge
late vapor
arctic sigil
vapid stream
#

Maybe you should just start with an open map with random buttons, then start prototyping by adding functionality to buttons

sharp robin
#

You really should start with the idea first and work backwards, otherwise it's just making a mechanic for a mechanic sake.

#

Nothing wrong with that but then just make it as is and don't sweat thinking of a deeper purpose

late vapor
weary thicket
#

Very important for repeat players

abstract wolf
#

Yeah, the videos are skippable in their current implementation

#

Definitely would not omit that, otherwise it'd be super frustrating for repeat players 😄

weary thicket
#

Forced tutorial sections can be annoying for that too, though sometimes you can have have those be skippable too

chrome steeple
vagrant anvil
#

why is the hinge joint on the cube not corretley working, i want it to rotate in one axis but it ends up flying around all over the place

#

i am combining it with splines

weary thicket
#

Dare I ask, 'Combining' in what way?

sharp robin
# late vapor It sounds good, in theory, if you are working with multiple programmers, but I a...

Well, we have a process for validating concepts. Stage one is a series of samples showcasing variations of the barebones mechanic first to see what is the most fun. So there is a reason to build a mechanic for mechanic sake, but then at that stage it's best not to worry so mcuh about the specifics of what it fits into. You may already be there if you've tested out the mechanics and find it fun. At that point, sampling some variations is good. But when I say starting with the idea and working backwards, I mean putting those initial mechanics into a sample and getting people using it first to see if it is even worth pursuing. But that's just how we operate internally, everyones probably differnet. I think it is just a long ass way of me saying to go into it with a plan 😄 😄

vagrant anvil
#

adding a hinge joint to a part with a spline follower

late vapor
sharp robin
lime rune
#

in an action rpg, would you guys prefer floating damage numbers that show the raw damage amount of the skill or the damage actually dealt to the enemy (ie if the enemy has 1 health, it will show 1 since it died even if the skill did more damage). trying to decide which is best

late vapor
#

raw damage numbers

lime rune
icy mountain
#

can UI related stuff go in here in regards to game mechanics

#

the artistic value of my UI is horrible but im sorta just after how the player feels in terms of being able to manage information when looking at it, is this the right place to post?

vapid stream
#

To my knowledge, i think you can as long as it’s not a lot of stuff every couple days

#

If it was that often, it’d be in dev logs

sharp robin
#

It sounds like a fit here though if you ask me

#

#not-a-mod.

chrome steeple
dry comet
#

Hello Guys

vagrant anvil
#

why is my hinge joint keep falling off from the object its attached too

#

im tryin to achive something like this

half hedge
vagrant anvil
#

yeah

half hedge
#

nice

half hedge
sudden pendant
open orchid
#

UnityChanHuh Hello everyone

#

I just wanted to ask what is the best way to implement weather such as rain

#

post processing? dumping rain partical effects ontop of the player cam?

#

ive never tried to do weather before

sudden pendant
#

Particles would be the easiest

open orchid
#

thinksmart But what would look cool

arctic sigil
#

thx tho XD

open orchid
ornate bobcat
#

Hi, does anyone know how to fix this tilling? I use the free PSX ForeGround textures and downscaled to 32x32 in unity, but the tilling is too visible

plain bridge
#

what game should i make for a starter project

sudden pendant
#

Pong

plain bridge
#

hm ok

chrome jetty
#

Pong is suprisingly complex in some ways (depending on how you want to handle the bounces), but very simple architecturally. Good first choice. Many people also like flappy bird. I often recommend brick breaker, which has the same complexity as pong for bouncing.

weary thicket
winged badge
#

Hi! I'm running into a design problem and I haven't thought of a good way of fixing it.

I'm making a pinball rogue like with perks(I.E: that work like the jokers do in balatro)
and I don't want the player to be able to pass from level to level with only pure skill, so they need to choose well their perks.

I've thought of adding a max play time so you are forced to having a good sinergy or you won't have enough time to point the required score before the time goes up, but I'm not convinced at all, ¿Any ideas?

#

If you need me to elaborate on any part I might have not developed the explanation correctly feel free to tell me, and ping me if you answer me, ty in advance

late vapor
#

that sounds like there's a danger of players having their game stonewalled by bad rng

weary thicket
#

Rng is best as a spice, and much of the enticement of pinball(the game) is the promise of the high rewards for the high skill ceiling.

winged badge
#

So pinball isn't something that would match well with a "jokers/artifacts" system?

winged badge
weary thicket
winged badge
#

Maybe not 100% of the times but 99%

#

BTW I love the name because it's so related to the current topic lmao

noble arrow
#

i'm gonna make a game about making jam you collect berries and wood then you go to your shack to put wood under your stovetop then you make the jam and then you sell it but it feels like it's missing something i think there should be some more progression or maybe there is something missing in my gameplay loop any suggestions would be appreciated

sharp robin
#

But it's perfect size to get a concept out first

chrome steeple
winged badge
#

So basically it should be and will be possible to finish at the first ever run

#

I just want to make it hard or impossible if the player doesn't choose a right combination of fortunas (perks, items, jokers call it however you want) because I want to reward more the strategy and combination ability of fortunas than the skill playing pinball

chrome steeple
#

I wouldn’t appreciate that kind of mechanic, but you do you

#

I prefer skill based games

half hedge
#

Employees who pick berries, and lots of different employees who do the different steps, you need to click on them to make them work, but then you can hire managers to do that automatically.

Upgrades, faster berry picking time etc

winged badge
thorny mist
#

I also personally play games in ways that are fun. If I didn’t see the Fortunas as fun or helpful, I would probably wouldn’t use them

rich cliff
winged badge
shadow carbon
#

Hey probably the wrong place for this but anyways, Im trying to make a simple 3D space scene , how do i get it so that the inside of a cube is visible to the camera?

im trying to place a cube around a planet and the camera so i can use it as a sort of DIY space HDRI.

kinda my first time messing with 3D

buoyant sapphire