#archived-game-design

1 messages · Page 22 of 1

thorny mist
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Is there a way you can make a twist on pinball that makes the game more difficult? I have no idea how to do this but I think the issue is people who’ve played pinball before turning on the game and already being good. Also, if the Fortunas contribute to the score, I think players will be already motivated enough to use them. No one wants to spend 2 hours on a level lol. What gave you this concern that players wouldn’t use them?

winged badge
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but yeah I will take the balatro approach and make the score requirement increase exponentially and will just set a timer per stage

thorny mist
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That sounds like a good idea. I like the concept and I’m hoping game development goes well!

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Good luck!

winged badge
thorny mist
winged badge
weary thicket
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I feel like a lot of fans of pinball would disagree about the fundamental appeal of pinball as a game. If you're having fun, being told you have to stop to go do something else sucks.

winged badge
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It's not a stop and go do something else, more like a gain point faster and use the game mechanics to do so

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I could also just remove the timer and let the people who want to play for 1 hour per stage do it but i don't think thst would be fun to anyone

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I'm open to feedback about my point of view, if anyone thinks it doesn't make sense say so, it will help me inmensly

weary thicket
winged badge
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That could also be a solution, yes

weary thicket
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Could be as simple as 'score = time'

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So time only runs out if you can't keep consistent scoring.

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Probably with a threshold so you can't earn more time if you have plenty.

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That way you can theoretically hold it iff for a long time but you can't bank up time for later.

silver wadi
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Well... based on my previous post #archived-game-design message I think I'm still probably going to move forward with my idea.... I think it would be beneficial and get more people involved with game development being able to work together. So I've come up with a section on my server that would categorize things that we have personally been working with and could help others with getting their games up and running....Not to mention if anyone could help me along the way with these that is always awesome as well since I personally am learning as I go, but trying to find better solutions to problems as they come up so we can help others get through those roadblocks as well.

acoustic badge
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@river wind i like the theme your going for but i feel it is too harsh on the eyes

river wind
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in what way

acoustic badge
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i dont know how to explain it but maybe its the green color you chose

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it feels more like a sewage

river wind
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it's meant to be a run down nuclear power plant

acoustic badge
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OKAY that makes a lot more sense lmao

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do you have any more in-game screenshots? im interested in what you're creating

river wind
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I have a gameplay video

acoustic badge
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have you posted it here already?

river wind
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no

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It was a school project so I kept it mostly private

acoustic badge
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oh fair

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well i dont want to disturb your privacy

river wind
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few caps from the video

acoustic badge
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good luck on your game project though, i hope you find success

acoustic badge
silver wadi
river wind
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many thanks

earnest cipher
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Is there a way to simulate cloth physics with wind in 2D

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Or hanging wires from one pole to another

noble arrow
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i was thinking maybe it starts out manually but then you turn your shack into a factory or something

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it wil still be done manually but faster

silver igloo
# river wind few caps from the video

looks very good! I was wondering how do you make your player hold a gun like that? are you using animation rigging? I can't figure out how I make my player hold a gun like that.

river wind
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It's rigged and animated in blender

marsh plume
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how would I make some sort of guide character in my game? It's a 2d platformer and I wanted to make a tutorial person, I have the character sprites, but I can't find any tutorial online about how to make this. Essentially something like the robot from job simulator vr (it's the best example I can find of the basic example, for some reason nobody has talked about this that I can find)

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But, obviously in a 2d platformer kinda way

wind kelp
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Looks impressive

lime rune
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can anyone give me some suggestions on some crafting systems i can implement for my ARPG game. It's heavily inspired by Path of Exile but I don't want to straight rip their system and instead come up with something unique. Right now, my items are structured similarly to POE with implicit stats and general affixes. However, there are no prefixes or suffixes, just a list of stats. heres an example of one of my items. One of my criterias is that i want unlimited crafting. I don't like the systems where crafting is limited by some "crafting potential" that cannot be regained

heady terrace
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Question
So, I'm planning to add revive feature for my hack and slash game, but I'm still not sure the best condition to enable it. The player will be in 'rage mode' when revived where her health will steadily decrease while her damage will be doubled. I'm not sure if she should be invincible when in rage mode (this need to be tested directly in game)

So, here's some option on revive condition that I can think of:
a) random revive but with upgradeable skill, each upgrades add percentage on random revive probability
b) rage bar (preferably hidden) which fills for either enemies killed, or damage inflicted.
c) only on specific enemies (like boss or miniboss)

So which one does you think is better?

wicked pewter
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is there a place where I can look through lots of game design inspiration? i'm looking for a style that I can't quite put into words

smoky scarab
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@wicked pewter maybe look at indie projects from itch.io?

wicked pewter
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Too hard, I'd have to manually check every game until I find something of my liking which would be unlikely considering how obscure the idea is

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I was wishing for something like a pinterest style gallery of game desgin styles

smoky scarab
wicked pewter
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With both pinterest and behance there are not actual artistic game design images, most people just advertise their assets

sudden pendant
hollow siren
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Hello all, I'm new and of course I have questions. is it fine to just post here an MP4 or GIF and some text about what I'm working on?

sudden pendant
icy mountain
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Do you guys find you ever hit a point in which the gameplay loop feels fluid and dynamic enough to be serviceable?

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or is it always a bit rocky trying to figure it out knowing you have the bias of how everything works

late vapor
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both

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in my experience, I've gotten a game to the point where it felt fluid and fun, but the hardest part is to train players to get to your ability. Playtesting is the tool to prevent your bias from making the game suck to newbies

restive shoal
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Lil question abt game design how do people come up with original game mechanics and an original idea for example lethal company subnautica find really hard to come up with an original idea that doesnt look like another game

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know some basic game design for example MAE but coming up with unique things is so hard

thorny mist
restive shoal
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thanks tho

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so you mean i need to get someone else's idea or smth you like from someone else and make it your own way

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think i got an idea

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named some things i like XD

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dont exactly know what yet but i got kinda a genre

thorny mist
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That’s still progress!

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Good luck!

restive shoal
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thank you

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😄

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you too if you are making a game 😄

icy mountain
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Like, subnautica is for the most part, a typical survival game but underwater

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But the execution there is really good

restive shoal
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oh yeah if you think like that XD never thought like that

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yeah true

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want to work 2/3 years on indie game got enough time but the thing is i want to have an good idea then

dark stag
sudden pendant
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This article doesn't claim it to be good or bad to be similar, what's the confusion exactly?

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Or is this just self promotion for your game?

errant shard
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Would anyone have any ideas for a mouse rollover effect for an object that doesn't involve the whole 'done to death hologram effect'. Trying to think of something different but coming up blank 😦

vapid stream
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I think it's been done to death since it looks good

mortal mountain
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@distant juniper heightMap for Material

mortal mountain
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@distant juniper normalMap for Material

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@Alfy Result of normaled Material in Plane

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up is faster normal/neonLight but (feels less effective) compared to following Heightmap

mortal mountain
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@distant juniper extra normalMap for Material that has double intensivity

mortal mountain
rigid stone
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2 hours of unity and i added a health bar and particle when enemy dies. Man im so goated

arctic knoll
thorny mist
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I like the way the UI slides in

arctic knoll
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thanksies, and thanks for the feedback!

arctic knoll
thorny mist
arctic knoll
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The main menu titlecard is done the same way, lemme find the video

lucid shoal
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Hello! I am a university studying taking a video game course and I am meant to be make a game to show them at the end of the semester. I was wondering how hard is it to code a roguelike in about two months-ish?

night shoal
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If you're starting from zero then it's not realistic

lucid shoal
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hm.. I see. Is there any genres that you recommend? I only need to show them five minutes of gameplay but I'd like to atleast finish a good chunk of the game.

night shoal
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Platformer, puzzle, tower defence, top-down racing, idle, visual novel

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Check out what people have made for game jams, those are usually simple to make (because they've been made in a short amount of time)

lucid shoal
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hmm i see I'll check it out ty

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wait.. how do i find game jams people already made

night shoal
lucid shoal
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tyty 🙏

lucid shoal
night shoal
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The problem with FPS is building the environments and enemy models. If you make it with stylized environments and enemies (blocks with simple textures) then sure

lucid shoal
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ahh makes sense.. I think I have decided to go for an action platformer! Definitely seems easier to do. Thanks for your help!

worthy nexus
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Hey guys, i've been thinking about doing a big open world game, and i've seen a lot of people use microverse for it, is that worth getting or not?

It does look promising, but i'm not sure

buoyant sapphire
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microverse can only handle approximately 2k to 4k terrain size (heightmap resolution) before it starts being painful to use.

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to get the most from it you really need to keep your world relatively small with only local modifiers. It’s performance (according to docs) is primarily limited by the unity terrain API.

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All this isn’t really microverse‘s fault, it’s just what you can get out of the Unity editor with builtin terrains

worthy nexus
buoyant sapphire
worthy nexus
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Well that was good to know before buying it

buoyant sapphire
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A game like for example valheim is a non-standard use of Unity (lots of trickery there)

buoyant sapphire
worthy nexus
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Fair enough, but yeah i still don't know what i wanna do, like do i wanna do horror? Open world? not sure

buoyant sapphire
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Gena and Gaia have the same limitations using an entirely different approach

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My rule of thumb is: put loading screens between each zone, make zones 2x2km or less

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this can still feel like open world if you explain the loading screen diegetically or hide it

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Elimination of a loading screen is is a very annoying process as you then have to stop using engine callbacks that run on load/activation of objects after session startup

worthy nexus
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Yeah, i've tried making loading screens for stuff before, and it is indeed annoying

heady gate
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Hi Guys,
Im trying to fill in this area. But I'm suffering from a lack of ideas. What can I put in the centre of this "Kingdom." ?

The idea is that the centre is the main "island," and around it are three or maybe four dungeons.

heady gate
sharp zinc
normal zodiac
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hi, i want to create game with isometric textures in unity but when i create palette it is too small for texture and when i draw map it overrides other tiles

twilit knot
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Is there a good third party service that lets you make a leaderboard that I can access from unity/C#

sharp robin
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Yes, many, playfab for example is a good start.

icy mountain
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How big does the map typically get before I start looking at more technical methods passed lod and occlusion

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The game is atlassed and low poly if that changes much, or is it more of a case of handling large amounts of game objects?

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Because while my fps is relatively good in the editor I have a LOT of game objects dedicated to modular map pieces and clutter
They are however batched into a single material

sharp zinc
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With experience, you are able to predict what will potentially be an issue, but without any experience it is better to learn on the go.

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Otherwise, you will never truly understand what are the implication, the limitation and the difference with all optimization method.

austere trail
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guys, what are your thoughts on branding a game as "Combination of games X and Y"? I feel like it's good because it makes the game feel less unfamiliar to the player, but it can be bad because it might make the player feel like the game is just a combination of those two other games

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are there any games that do this?

slow heron
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Would anyone mind helping me create my terrain? I looked it up on youtube but cant find a tutorial on how to make it

sinful hazel
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i do wish to get my own steam page somehow

sudden pendant
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Somehow? Anyone can create one

sinful hazel
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i just don't know how, and since i never done that before, even when i look at tutorial videos, i am guess nervous on what i'm doing

sharp robin
sharp robin
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I personally also don't really build things based on other people's games.

sharp zinc
swift pasture
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definitly not because I am just hungry right now

feral ridge
tulip fern
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I'm doing a game jam right now and the game is 90% complete but I dont have a name. If anyone wants to help me out that would be really helpful

pastel sundial
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ive been doing unity for 6 days

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made this

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all i wanted to do on day 1 was working movement and camera movement

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then i wanted guns

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now ive done 2 versions of guns

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made it shoot back

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idk what to do

cunning delta
pseudo dome
# cunning delta

What are you trying to do, also this is not the correct channel

cunning delta
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i figurd it out

alpine kernel
restive shoal
tawdry geyser
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Hi
I make a 2D game and i want to know if is it worth it to use material ? If yes, why use it ?

sharp robin
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Blink twice if you are being held hostage

tawdry geyser
sharp robin
# tawdry geyser We can put material in a SpriteRenderer

Yes, you can put a custom material in the sprite renderer if you need it to do something more than the default. For most projects the default is fine, but if you say wanted to run it through a different shader, that would be the way to go

tawdry geyser
sharp robin
sacred orchid
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Any way to start in game ux design?

sharp robin
sturdy saffron
lilac shadow
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What would be a good way of allowing my player to heal? I am going for a fantasy / sci fi setting (Character is sci fi, but there are fantasy enemies)

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Would stims work?

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Or something else?

sinful latch
grave mango
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Actually, for pixel? Is 128x128 enough or should I make it bigger? (Mobile games)

lilac shadow
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I decided to go for stims like in jedi fallen order and survivor. They fit the theme well

fluid agate
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Are there any VR games with fast movement that I could draw inspiration from?

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fast camera movement specifically, for a platformer-type game

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it's a concept and I wanna figure out if it's even possible to do without making 95% of players puke

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I'd say 60% of puking players is acceptable xd
I'm aware of what I'm asking for

finite gate
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Very beloved.

brazen mirage
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This might be the wrong channel for this (sorry in advance) but any indie/solo devs from Finland?

brazen mirage
real stratus
sleek phoenix
# real stratus Any tips on how to make this game look better with very limited graphics skills?

Try the game here: http://grapefrukt.com/f/games/juicy-breakout/ (ESC for menu)
Fork us on github: https://github.com/grapefrukt/juicy-breakout

"A juicy game feels alive and responds to everything you do
tons of cascading action and response for minimal user input. "

Big thanks to Niklas Ström for making music and sound effects for us and to S...

▶ Play video
real stratus
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but it has some good tips, most of it doesn't work for my game though

vital saffron
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Im making a turn based combat rpg and I want to actualy make it challenging anyone have any tips?

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without relying too much on rng

real stratus
shrewd cairn
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Oh multi choice?

sharp zinc
# vital saffron Im making a turn based combat rpg and I want to actualy make it challenging anyo...

Whenever you create "choice" consider doing it in a combinatory way. In other words, try to make each choice affect others. This usually result in a class of problem called NP complete which cannot even be solve with computer (given a large set and a reasonable amount of time). (https://en.wikipedia.org/wiki/NP-completeness)

Obviously, this assume that every choice is as strong as an other individually.

In computational complexity theory, a problem is NP-complete when:

It is a decision problem, meaning that for any input to the problem, the output is either "yes" or "no".
When the answer is "yes", this can be demonstrated through the existence of a short (polynomial length) solution.
The correctness of each solution can be verified quickly (na...

icy saffron
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I'm making a story-mode progression, but I have no idea how to structure the such code-wise. That being said, I'm not even sure if game-design is the right place to ask.

My initial idea of story-mode progression was to have a Dictionary that has a String (name of the point in the story that the user is at) connecting to an int (a more minor progression integer that says what stage that point in the story is at)

For example, "Some Scene at the Castle" might connect to 0 to indicate the beginning of the scene, 1 to indicate that the player finished the dialogue, 2 to indicate that the player made it to the next scene in the corridors, and 3 to indicate that dialogue's done and the player finished

But immediately there's a problem with that approach. Having to hard-code the names into the code when stuff is bound to change is a bad approach. The fact that I'll have to make sure everything is written right with no typos is another con (although there's the safe but gruesome method of copy-pasting into each string).

I also have no idea how to connect this hypothetical Dictionary to game behavior that adds quests and initiates dialogue, without once again hard-coding the names of the Dictionary's String key into the such behavior scripts.

To not end abruptly, my purpose of asking here is because I seek the methods real, successfully designed games have used, in other words I want to learn from the masters of the trade. I figured this would be the perfect place to ask.

Thank you for your time

turbid radish
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Hey guys! I'm trying to make a 2d jump particle effect with a sprite, but I don't know what size should the sprite be, any tips?

sharp zinc
# icy saffron I'm making a story-mode progression, but I have no idea how to structure the suc...

#archived-code-general would be more appropriate for such inquiries.

That being said, instead of using string you should use complex type (https://refactoring.guru/smells/primitive-obsession). In case of Unity, ScriptableObject would be the perfect object to hold data to define what is a "minor progression" and what is a "story".

What I like to do is create a "Definition" which handle all the immutable data and act as a Factory (https://refactoring.guru/design-patterns/factory-method). Something like the following would probably be my first draft:

public class Story
{

}

public abstract class StoryElement {}

public abstract class StoryElementDefinition : ScriptableObject
{
   public abstract StoryElement Instantiate();
}

public class SpeakToStoryElementDefinition : StoryElement 
{
   private class StoryElement 
   {
      public void Initialize()
      {
          EventChannel.Register<CharacterSpeakStart>()
      }

      private void OnCharacterSpeakStart(CharacterSpeakStart data)
      {
         //Set the state of story elements
      }  

      public void Dispose(
          EventChannel.UnRegister<CharacterSpeakStart>()
      );
   }

   [SerializeField] private CharacterDefinition characterDefinition;

   public StoryElement Instantiate()
   {
      return new StoryElement(this);
   }
}

public class StoryDefinition : ScriptableObject
{
   [SerializeField] private List<StoryElementDefinition> storyElementDefinitions;

   public Story Instantiate()
   {
       return new Story(storyElementDefinitions.Select(x => x.Instantiate()));
   }
}
turbid radish
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Hey guys! I'm trying to make a 2d jump particle effect with a sprite, but I don't know what size should the sprite be, any tips?

sudden pendant
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It should be the size that looks good relative to the size of your character? 🤔

finite gate
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Actually, for both, as Osteel said, whatever looks good lol

icy saffron
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i'll work on making my code like that

past sedge
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How do I deal with crosshairs and projectiles? If the projectile goes straight and intersects the crosshair, it will eventually pass it. If I raycast to find the angle it will align with the crosshair at, that won't take into account people moving in front of or away from a projectile after it's fired.

sharp robin
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I'm not sure what you are looking to do with the crosshair maybe

past sedge
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It's not a Unity-specific question, but rather a question about the discrepancy between projectiles and crosshairs

sudden pendant
sharp robin
sharp zinc
# sharp robin I still don't understand what you mean about a discrepancy.
sharp zinc
# past sedge How do I deal with crosshairs and projectiles? If the projectile goes straight a...

Here is a unity tutorial about how to deal with it.
https://www.youtube.com/watch?v=537B1kJp9YQ

In this video, we’re going to look at how we can set up a third-person camera using the new Aiming Rig of Cinemachine 2.6, and how we can use Impulse Propagation and Blending to create additional gameplay functionality for our camera controller.

Download this project here!
https://on.unity.com/36nVNzt

Learn more about Cinemachine 2.6 here!
htt...

▶ Play video
sharp robin
shy pivot
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Is there a way to make sprites snap together? I know there is the grid snap but my sprites are not the same shape and size so they tend to overlap or snap offset.

marsh siren
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hey, don't know if this is the good place for it, but how should I go about animating a specific throw trajectory? I have an event in my game, where someone throws a brick through the window and I would like for the brick to land inside the player's office, what would be the best tool to achieve that? I tried animation clips on both position and rotation, but it's hard to get a fluid movement that makes sense and I don't have any other idea :/

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I know rigidbodies and physics are a no-go, too random and can collide with the window, throwing the brick away

lost merlin
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sounds like the animator is the tool to used, but otherwise just calculating a trajectory and lerping over it would be the idea

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beyond keyframes, you also have curves to smooth them out using the animator if you've not played with them

marsh siren
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Ah, i see, shame

marsh siren
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I totally ignored the "curves" animation clip section and I regret it, it's much better for this task than the keyframes, thanks for reminding me about it

ancient wraith
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i just learned how to make this. anyone have an idea what i could use it for?

real stratus
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I wanna try a tiny horror game for my first 3d game.
I'd like to build a forest map with a big building in the forest that the player can enter and explore.
Any very general tips on how I would accomplish this? Not sure what to research to get started.

full mortar
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Made a mid style setting page

soft whale
# full mortar Made a mid style setting page

Need some improvements i d suggest you find a better Font and some redesign for the sliders like if your game is PC game i d suggest you remove handles and edit the fill area for the whole slider

swift pasture
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Posters on Walls etc. look around in real life, very few walls are just plain white. Use it to create indirect and passive story telling

regal patrol
sharp zinc
# regal patrol sorry for asking, but im curious what does EventChannel.Register mean, or what i...

EventChannel is a way to name what we call a Pub/Sub which is a frequent design pattern. https://en.wikipedia.org/wiki/Publish–subscribe_pattern

In software architecture, publish–subscribe is a messaging pattern where publishers categorize messages into classes that are received by subscribers. This is contrasted to the typical messaging pattern model where publishers send messages directly to subscribers.
Similarly, subscribers express interest in one or more classes and only receive me...

#

Personnaly, I like to use the type of the event as the describer of the channel. However, you might see people use a string to get a "channel".

regal patrol
chilly oriole
#

Question, what do you guys feel about a game not allowing you to drop something, if you're too close to a wall

fathom cypress
#

restricted

chilly oriole
fathom cypress
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i'd feel like it should still drop something

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possibly right at ur feet or offset

forest current
#

Can you tell me, I have a simple scene where he creates a prefab of a room and creates objects in it. There are about 5 rooms. I have around 900 Batches. Please advise what can be done to reduce them

snow isle
#

how much would it cost for this description below:

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how much would you pay if you need and how much would you sell for

snow isle
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I want to know how much would you pay to make it, someone is asking me

soft whale
buoyant sapphire
chrome steeple
buoyant sapphire
chrome steeple
#

I mean, we’re on the same page

proud cloud
#

I can't figure out why the game view is showing so zoomed in while the camera is supposed to cover all of it HMM

sudden pendant
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Not a game design question, #💻┃unity-talk. Drag your scale slider all the way to the left on the game window.

sharp zinc
#

If you have 100 batches and 8 lights, you get to 900 batches. (Shadow casting require the scene to be redraw) Also, note that a point lights needs to render 6 times for each direction.

rigid stone
proud cloud
rigid stone
soft whale
proud cloud
#

I'm just doing this one for practive to get started with unity 😅 I'll probably have a better idea later on

soft whale
#

Goodluck on the project!

soft whale
proud cloud
#

For now yes, and thank you sm!

soft whale
proud cloud
#

Oh wow yes, that's a really nice idea thank you!

river sky
#

I need help. so in unity I am making a game similar to little big planet and I would like to know how I can make my player grab/push objects just like in little big planet and I can't really find any videos about it at all

sharp robin
#

It depends on a lot of factors though. IP, effort of the client themselves, revision expectations, turnaround time etc

lilac shadow
#

Is it a good idea to have some dumb enemies in the tutorial level, that just walk back and forth? You will take damage from them but they wont come towards you.

soft whale
lilac shadow
soft whale
deep estuary
#

Yes, but maybe have it be that they will look like they're coming towards you but never do.

thick lark
#

yo guys i started unity like 4 days ago and i would like for u guys to tell me some games that i could make i cant get ideas and i dont make any progress

thorny mist
thick lark
#

ight thanks

urban dune
#

Tap the file to get a better idea of what I want

sudden pendant
#

Where to start is vague. You start with prototyping the basic gameplay without all the flair and polish. Enough to actually see if the game is fun and playable.

urban dune
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I think I should start programming the blocks rising up

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Did you see the pdf?

foggy lion
urban dune
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Thank you

sudden pendant
#

I did read the PDF yeah. It really doesn't matter where you start as long as it's towards display the main mechanics.

But starting with the grid and spawning/moving the blocks up until game over (no player input) sounds like a fine place to start.

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The concept is very simple, it would take an experienced developer a few hours to get something up and running.

crimson mauve
#

Hello, as an indie developer perspective, should my team make a fps hero shooter type of game that is similar to multiplayer games out there like overwatch, valorant etc... Do you guys think we should not go for this type of idea and switch it to easier genre. Also my team planned to sell the game as a steam game.

sudden pendant
#

If you have to ask, then you're out of scope. So yes, if you want to actually release something, switch to a non-multiplayer, easier genre.

sinful latch
swift pasture
#

Also remember inspiration is good, but copying is bad. If you have no twist of your own, why would people choose your game over something like cs / valo

maiden widget
#

I have an issue. I have an XBot Idle animation where the Chaarcter stand ther but has a little bit of lifelike movement for realisem. I got it from Mixamo. Ive applied it to the caharcter, set the Root node to Mixamo hips and it works... sort of. The whole character moves around. like as if all the bones are welded together so when the ehad it supposed to look around, the whole thing turns slightly. What would be casuing that issue?

night shoal
maiden widget
#

Oh! My Apolagies

#

I'm still learning the areas of the discord. Might be why my question above was not answered.

sharp robin
#

Butb yeah I think you should set the bar a lot lower for your first game. Like maybe do a jam first

lost merlin
icy mountain
#

God I'm so bad at UI design

soft whale
pulsar ridge
sharp zinc
# pulsar ridge Hey y'all, would you mind taking a look at my GDD? I'm hoping it speaks for its ...

First, always transform your document into PDF when sharing.

  • ARPG combat are usually opposite of "Darksouls" combat system. Keeping the fludity of the ARPG would remove the weight of the committed combat of "Darksouls". What exactly would you keep/remove from either of them. By example, would you have a lot of "movement" ability like ARPG but queue the commitment of each attack (little to no animation cancelling).
  • Punishment on death is an archaic design philosophy. There is a really limited amount of people that actually like such feature. People are risk adverse, hence High-Risk/High-Reward does not work that well in most situation. However, High-Difficulty/High-Reward mostly work well in single player game. (Multiplayer can cause people to feel force to play high difficulty then they want)
  • I feel like stagger would be redundant to the window enemies have. Personally, I believe I would try to see how to design enemies in such a way that stagger would not be necessary.
  • It is not necessary clear if the game is supposed to be played alone or in coop.

Oh, and at this point I see that you have not done a GDD nor a "Pitch". It is a mix of both and because of that it is not really a good things.

A "Pitch" is usually what you have at the start but with marketing feature. Such as who you target, what is unique and how much time/force work will be required. Obviously, that was not what you were aiming for, but I suggest you make the exercise of doing it. This is what you would share with others to "sell" your game or explain it.

A "Game Design Document" is used for the production. You are going to have mostly an exhaustive list of all abilities, all enemies, all zones, all "main quest". It is not unexpected to have those types of document to be 200+ pages for RPG games. By reading your document, I should be able to implement mostly your game.

Also, there is no image. An image is equivalent to 1000 words.

#

In other words, if it was a game design I would be expecting to see things like :

Enemies:

  • Skeleton Soldier
    Sturdy, equipped with a shield, etc.
    -> Shield bash
    If the player is to far, X.

Bosses:

  • Agrondong, The Demon King
    ...
    -> Heavy Swing
    ...
    -> Battle Cry
    ...
dull ruin
#

Alright so I started working on a small game,
But I dont think im doing it the right way, And I need some ideas for how I should do the game as if it should continue being top down or make it a side scroller
Basic Premis (A roguelite, where you enter abandonded buildings looking for items) Think gungeon but you explore an abandonded area instead of a dungeon
Im going to also work on a ggd because I probably should do that

sharp zinc
dull ruin
#

I see makes sense I think top down might be better

#

thanks

sharp zinc
#

Definitely easier to implement and keep it interesting.

dull ruin
#

yeah

pulsar ridge
# sharp zinc First, always transform your document into PDF when sharing. - ARPG combat are ...

Thank you so much, that is very meaningful feedback and exactly what I was hoping for, I've had a hard time understanding what a GDD should be by researching online and that helps a ton. I'll further define the combat system, what I have in mind is the weight and commitment of a soulsborn, very similar Dragons Dogma, but with the customization and enhancement options of a game like Ragnarok Online, or Diablo

lilac shadow
#

I changed my attack so that right click is attack up and down, and left click is attack left and right. It just works better, as before it was a little messy deciding which one should run, and hard to hit targets while falling

#

Yeah I just tested way easier to hit enemies

dense ether
#

I need help. I'm completely lost when trying to import a model and use animations on it.
Anyone can help?

night shoal
#

this is a game design channel

chrome steeple
#

Would you prefer local multiplayer lobby before or after level selection?

#

Or during?

foggy lion
#

But I guess it may differ depending on the game type

sudden pendant
#

!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

restive shoal
restive shoal
thick lark
#

can u guys tell me a simple 2d game that maybe i could post im a begginer like for 1 week and a half can u tell me i dont have any ideas

sudden pendant
#

Flappy Bird, Pong, Match 3 Memory, Breakout

thick lark
#

pong might be a good decision thanks

snow nacelle
#

not a game design question, but that is exactly what the color property on the Image and SpriteRenderer components do, it just tints the sprite. set it to white if you don't want any tint

#

if the color property is set to completely white then there will be no tint applied to the image, you will be seeing the actual color of the sprite

real stratus
#

Looking for some quick tips on how to get started with a 2d tower defense grid based game
Should I use a tilemap? Or tile prefabs and just add them to the scene (either manually or with a script)
Or is there another better way?

#

I'm thinking the prefabs will be easier to add interactions to?

restive shoal
#

Tile map prob

#

Manually

#

I recommend Watch a Tutorial Check how other People make it

sharp robin
#

I'm a 3D guy, so I'd focus on 1 meter chunks with prefabs and a grid system.

foggy lion
#

how long does it take you usually to write GDD?

sudden pendant
#

How long does it take you to write a story?

foggy lion
#

Never wrote lol, but good question

#

As my game doesnt rely on story.. so yeah

sudden pendant
#

That wasn't the point

#

The point is, there is no answer because you have no idea what kind of story I was referring to.

foggy lion
#

Yeah, I mean I understood my question was dumb when you asked the question yeah

sudden pendant
#

Right, well, my advice is don't* spend much time on it. GDDs are never kept up to date, and are rarely used effectively.

#

Write a summary , if you want to get your point across/share it, but beyond that, use other tools like Miro to visualize your idea with references and videos

foggy lion
#

Yeah, Im using GDD just to theory craft the mechanics and stuff I want to implement. So the game loop makes sense in the end

coral lintel
#

the game is a horror solitaire game, should i name it Solitairror, Soli-tair-ror, or Solinightmare

#

or possibly

#

Soliterror

#

but that looks weird

restive shoal
foggy lion
restive shoal
formal spruce
late vapor
#

I feel like most shovelware shooter creators would prefer the weapon model to be offset from the middle like a typical fps

formal spruce
#

both look nice to me

thorny mist
#

I feel like if it’s supposed to replicate quake/half-life then the centered gun works. I also agree that both look nice.

late vapor
formal spruce
#

that would add a nice touch to it

graceful owl
#

Hi! Any resources for how to design a map/level for a game (specifically, a 2D top-down farming game)? As in how to tiles should be placed and located in a design sense. I tried Googling this, but the resource is either about the specifics of using Unity or something too general

lost merlin
#

top-down is all about y-sorting on those tiles

#

actually, top-down similar to that of stardew valley

#

whoops thought this was godot discord ;)

#

Learn how to order your player sprites to be able to walk behind objects. Understand how unity sprite layering, order in layer and the sprite sort points work.

In this video we go over how sprite layering is prioritized, what a sorting layer is. How to set the sprite order in a layer and the sprite sort point so that you can get your player and...

▶ Play video
graceful owl
#

Thanks! Is there any resource on designing a map well though (which is a higher-level thing)

#

But not necessarily level design for any game in general

lost merlin
#

Ah, you want just general game design way for the mapping. I usually just read up on all old zelda 2d maps and dungeons to get some insight

#

I'm not too aware of any design documentation for those though unfortunately

hollow thistle
#

Why the Hierachy gone when I started the next scenes?

#

(But if I turn back to edit mode or sort, it come back again.

hollow thistle
#

weirdly if I start from scenes two, it show almost no problem

#

I figured it out, it's still stuck on level1.Unity despite the scene is on level2, but how to move it?

#

(Maybe I was wrong?)

snow nacelle
#

it's just collapsed

#

also not a design question

hollow thistle
#

Or not make it collapse

snow nacelle
#

click the collapse arrow

hollow thistle
#

Aight, thanks.

hollow thistle
#

I already code but... Sec

#

It's just stand it

snow nacelle
hollow thistle
#

Aight

austere trail
#

does anyone know if the way the controls work in I Am Bread are fully documented somewhere? i'm wondering if there's some randomness to the way the bread moves

sudden pendant
#

If the developer hasn't made it available, then that would fall under decompiling, which is not allowed here.

glossy root
#

this is a jeep

#

i need names for these two cars

#

anyone?

#

cause the right one is also a jeep

#

but i cant name them both jeep

glossy root
#

nvm i came up with these

snow nacelle
#

modding discussions are not permitted on this server regardless of how the game developer feels about modding their game

vivid plover
vivid plover
snow nacelle
#

When you create a project and create shaders within that project, they are typically going to JustWork™️ provided they are compatible with your render pipeline. Of course none of that matters when you've gone and ripped the assets. None of this is game design related, and the purpose of your questions is regarding content that is not allowed on this server so I will not be continuing this conversation

stoic canopy
#

the first and third pics are screenshots with a pixelation + gradient volume and the second and fourth pics are without it. what do you guys think looks better? if neither, i would love reccomendations on how i could make this better. i was originally planning on going with an 8-bit/low-poly theme but im thinking of maybe pivoting to a different style

rapid hollow
#

having a discussion on weapon design for the project I'm working on right now, I'm curious what people outside of my sphere of influence think. Are lasers a token element of the scifi space genre?

#

I'm very tactical shooter influenced so I lean towards classic kinetic weapons. guns and bullets. But when I bounced some ideas off my partner she said it doesnt really feel like a space game, more just a shooter with space environments, because it didn't have laser guns

rotund quest
# rapid hollow I'm very tactical shooter influenced so I lean towards classic kinetic weapons. ...

You can have lasers, but it’s not required for the genre. It’s more about the environments, storyline, and sound design that make it “sci-fi”. Sure, a lot of sci-fi uses lasers as a common trope (anything futuristic really), but IMO they aren't the defining factor of the genre. A good sci-fi game has the right kind of immersion to introduce you to that environment, whether that be story, atmosphere, or gameplay. Yes, you can say that for all game genres, but in sci-fi I find that the environment is a greater defining factor to immersion than weapon choices

#

You can totally have regular guns if e.g. the storyline is captivating

serene relic
#

I currently brainstorm my small RPG game idea and pieces of it. I want to have a general picture of all the parts before I go into details and decide what I want. Later I want to think what can be simplified and what would be the core of my game, what parts are more important than others and where my efforts should be directed. So far these are the things that come into my mind, happy to add more if you have any suggestions:

  • Story
  • Sounds and music
  • Graphics, art style, animation style
  • Controls, including combat
  • Enemies
  • Skills
  • Crafting
  • Loot generation
finite gate
serene relic
#

Good point, thanks. I have a rough idea of how to develop skills to make them stronger over the course of the game but finding the balance is surely an important aspect. Both being OP or weak can ruin game experience

obsidian frost
stoic canopy
violet star
#

I need some advice, working on a truck game based in a city, how should I go about obstacle destruction, like, driving into a lamppost makes it fall over but doesn't bring truck to complete stop or mail boxes, trash cans, etc... I know I could just give them all rigidbodies and a farely high mass to simulate it being bolted to the ground in some cases but with a bunch of navmeshagents already walking around this sound like it would kill perfermance

night shoal
#

Try it first before making assumptions. Those kinds of things are highly optimized in the engine

#

If it does affect performance, the main optimization is to spawn in only nearby objects and despawn far away objects

violet star
tacit zephyr
#

not sure if anyone else does this but I make my asset rooms in Fusion360 and export into FBX but when I put it into Unity the asset doesnt load

sudden pendant
formal spruce
steep hawk
#

This question is probably asked a lot but does anyone know how to make a top down 2d pixel game in unity 3d?
I’ve tried a lot of things but none have worked so far.
Is there maybe a tutorial I can watch?

#

Also is this game design related?

night shoal
#

No it isn't. But that's too vague anyway, you'll have to ask more specific questions. You're unlikely to find a tutorial that does everything exactly the way you want.

steep hawk
#

Yea makes sense thanks anyway

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

pale dawn
#

So i have a dream game in mind but i wanna discuss my first game to make
A simple horror platform in voxel, someone give me suggestions for mechanics, designs and whatever

pale dawn
#

Yah no in avoiding ai for this

sharp zinc
#

I mean, you are not going to have a lot of answer here. Personally, it is the only way that I can find some sort of rebound for my idea.

#

(Obviously, without considering people close to me)

late vapor
#

but I think you should just ask chat gpt. Any idea it would give you I think would be no better or worse than anything anyone could tell you here, since it sounds like you don't have a strong vision to follow yet.

trim chasm
#

I'm making a deckbuilder inspired by Balatro, except you build slots on a wheel instead of poker hands - everything is based around the wheel

#

Should I allow players to destroy numbers on the wheel, create numbers on the wheel, or both?

#

The way they would do this is that they would have to roll a reward from the reward wheel that destroys/creates a number and use that reward

gilded notch
#

oh

#

thnaks

#

thanks

prime breach
#

Thoughts on this logo

arctic tiger
#

I like it! Very reminiscent of Media Molecule, whom I love

pale dawn
#

How is the design for my dream game?
(I am working on a horror platformer first but dont have the logo for that yet or even a name)

mellow flax
#

hello

#

i need some tips on horror level desing

#

some thing similar to Darkwook

molten yarrow
#

On which software did you design it?

pale dawn
molten yarrow
pale dawn
# molten yarrow Yes

I drew it on a app called Piscart (or Color), alittle shading with IbisPaint X, tho i stoped using Piscart cuz it kept deleting random layers

molten yarrow
pale dawn
sudden pendant
#

!collab is where you can post for jobs and collaborations.

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

magic kelp
river sky
sharp robin
prime breach
#

ok

fluid agate
#

Game design is so difficult. I've been trying to write a rough gdd before we start prototyping since Monday, and I'm not even close to done.

#

Our team doesn't have a dedicated "game designer" so it ended up kinda on me, and I am a bit overwhelmed.

#

I have games I'm inspired by, and games whose mistakes I'd rather avoid. But I'm struggling to actually break out of the dug-out trenches and not copying the best ones, and just making my own thing

#

How do y'all do it?

#

Like I can't find options that sound good, while also not copying the people who made the masterpieces that came before

#

Do I just need more references? I'm trying. Or am I missing something? Do I need to clench my teeth and actually tell my team that we're gonna have to make a bunch of prototypes exploring different, possibly trash directions because I can't make up my mind?

#

The best ideas seem insanely out of scope for our tiny team and I feel like that's a trap

fluid agate
#

Does anyone have any advice?

cold onyx
#

most AAA teams make shit decisions and shit games

#

just comes w the territory

#

don't sweat it

fluid agate
# cold onyx most AAA teams make shit decisions and shit games

The design bar for AAA games feels lower though. And they don't have to worry about scale as much. They have, you know, the AAA aspect to prop up on. As an indie team, we don't. We don't even pay ourselves yet.

And even then, bad AAA games can fail too - specifically from bad design. Look at Concord, or whatever it was called

cold onyx
#

almost all games fail

#

the vast majority

#

comes with the territory

fluid agate
# cold onyx almost all games fail

that's not very reassuring or helpful though, I don't want my game to fail. I want to make good decisions and I want it to succeed, at least a little bit

#

I know my team CAN make a good game, and if I fail with the design part, it will be a waste of their (and mine) efforts

#

we're all pretty experienced in our fields, except design

cold onyx
#

you have to define what are your goals within the project

#

and if you learn or grow or become a stronger person then it's not a waste

#

and of course everybody wants the project to be a success, but it's an uphill battle and

#

your journey is so much bigger than what the outcome of this project is

#

you should care about it but you shouldn't sweat it is all I'm saying

#

it seemed like you were sweating it is all

fluid agate
#

The point is, I want to learn how to not make it fail this time, how to make the good decisions, and how to get unstuck from this spot that I'm in

#

how can I make those decisions smartly, so that I don't disappoint my team

#

and myself, lmao. I'm not only doing design, it's just my weakness

#

and I know I won't learn everything just from asking 1 question here, and maybe my question is too general

#

but I just wanted some advice about it, that's all

sharp zinc
#

(I'm not really fan on how the pillars are defining in the article but it can work. I believe it should oriented towards feeling/theme more than mechanics.)

sharp robin
sudden pendant
clever shell
#

I made a game and when i exported It there were bugs in It and when i tested It in unity there wasnt these bugs. How do i prevent them

weary thicket
slim ferry
#

What are the different combat systems do yall know about? I'm collecting all the types right now 😂
So far i know of, fire-arms (guns), magic, medieval(swords,bows,etc.), futuristic(laserguns or whatever futuristic), Martial Arts

sharp zinc
slim ferry
#

but basically i want multiple types of combat to use

#

like guns, swords and magic

#

so i wanna know if there are any i dont know about which will fit better

sharp zinc
#

Combat System would be something like Action-Combat, Freeflow combat, Turn by Turn, etc.

slim ferry
#

yea I'm aware and i wanna know as many as i can

sharp zinc
slim ferry
slim ferry
#

that stuff

sharp zinc
slim ferry
#

After speaking with you i have more questions than i have answers 😂

slim ferry
chrome steeple
cinder jungle
#

I'm thinking of making a big circular scene. Does anyone have strong reasons not to do so?
In example. I want all of my Plains (light yellow) to be one scene in which the player can walk around 'Midgard' and enter the city from four different entrances.
I'll likely split the deeper plains (dark yellow) into more scenes to avoid a single scene becoming toooo massive.

sharp zinc
slim ferry
#

Greatest weapon when fighting a Demon

cinder jungle
#

Maybe 512x512

#

But good to know the limits

sharp zinc
#

At least, in the physics space it is that.

cinder jungle
# sharp zinc In unity, usually 1 unity = 1 meter.

This makes it quite easy to understand. Thank you.
When you mention the scene being larger than a few km. is that km^2 or km total?
256x256 would be 65,536 tiles/meters. Resulting in 6.5km. Possibly being a little too big?

rugged iris
#

I need holp with my game concept

sharp zinc
regal patrol
raw apex
#

Hi Everyone.
My issue occurs when I try to build my project. It requires ¨ Installing CocoaPods ¨ and an update for ¨Ruby¨ . That’s where I hit the wall. HELP

buoyant sapphire
cinder jungle
# sharp zinc 1 dimension. Also, 1 km is a really soft limit. So, if you are not planning on d...

It's getting big (~384 on one dimension), but I think it'll work out as you said.
I'm considering doing a second layer around that in another scene. That would end up 640x640.

Which that would probably work but I'd likely have to figure out how to not generate game objects until they are within a certain proximity.

I'm guessing that's possible with Unity? Does anyone know what that is called or have documentation/tutorial video on it?

cinder jungle
sharp zinc
coarse pawn
#

hey guys! i'm doing a game dev module in college right now and we've been asked to make a game (duh) - i want to make a card game similar in aesthetic to something like Inscryption, Buckshot Roulette etc - as in, a 2d card game played on a table, within a game world rendered in 3d. i'm looking at a lot of tutorials for card games but they all seem to revolve around developing the game entirely in 2d, and i'm not sure how to reconcile that into a 3d version like i'm planning. anyone know any good resources that might help me bridge this gap?

#

have been looking at this card game-building framework thing on the unity asset store for example: https://assetstore.unity.com/packages/tools/game-toolkits/cardhouse-264045
tons of tutorials, rly useful, but it seems i'm unable to like - move the camera around or get anything but a 2d viewpoint of my playing area

Get the CardHouse package from Pipeworks Studios and speed up your game development process. Find this & other Game Toolkits options on the Unity Asset Store.

regal patrol
hybrid relic
#

what would be considerd the hardest part of game development? The trinity hook? likea idea phase etc..

sudden pendant
#

Finishing what you've started

glossy root
#

how does the recoil look?

soft whale
glossy root
#

like without bringing it back down?

soft whale
#

yes only just use Fire dont move mouse

soft whale
glossy root
#

where the player controls it

#

all of it

#

makes it more difficult

soft whale
glossy root
#

thanks

tiny berry
#

Im not sure if this is the correct channel to ask, though we are working on a multiplayer 1v3 game, and are looking for ideas that could make one of the characters more interesting - they are a "heavy" type character: slow moving, heavy hitter with 2 abilities (all players have 2 abilities), right now his are basically a charge/speed boost that knocks things away, and a AOE that distorts other players so he can land easy hits, but players say his abilities feel "boring" to play, im thinking we could change the charge (or maybe both) but im not sure on what kind of abilities could work for a heavy slow and high damage dealing character?

sharp zinc
#

Also, you could look into what Overwatch does, there is really a lot of interesting design whatever you like the game or not.

tiny berry
# sharp zinc Also, you could look into what Overwatch does, there is really a lot of interest...

Hmm, maybe I need better questions to ask the players about what "boring" means to them, from watching their gameplay, it seemed some just couldnt get close enough to do anything meaningful and those who could felt like the abilities didnt give them any real options in combat - we actually did take some inspiration from Overwatch, our other characters have a lot of utility abilities, one can fade like one of the supports in Overwatch, and the other can teleport short distances, we thought a charge like one of the tanks in Overwatch could be a good utility, but maybe its not as useful as we thought

sharp zinc
#

If it does, then it probably is a question of design.
It it does not, then you could try to find the pivotal point between being to OP and playable.

#

Obviously, it is possible that this point is too narrow or impossible to get. If it is the case, then your design might be too simple.

tiny berry
#

Interesting, those sound like good ideas, ill share them with the designer and see if it helps, or if we need to find a way to be more specific with the testing and investigating - thanks for the info

tiny berry
# chrome steeple Give him a shield

Hmm, we could try playing with the idea of a shield, which could help the "getting into combat" part, though I feel like it might not provide too much options when in combat, though it could still help

late vapor
#

!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

royal lichen
sudden pendant
#

Read the bot, it tells you where to post these things.

proud sequoia
#

Fog or no fog (for a horror game)

soft whale
valid hound
rare scroll
soft whale
rare scroll
tiny berry
# proud sequoia Fog or no fog (for a horror game)

As others have said, I think the first one looks better, depending on the kind of horror you are going for - in a open outdoors area like a forest, even a dense one would have a lot of natural moon light, so dense fog can feel more "alone" than everything being nearly pitch-black, but for rooms or areas the player is required to use a flashlight, pitch-black works for "jump-scare" horror, where fog works for more "phycological" horror - you can also use audio and fast-moving silhouettes, show grass/leaves moving as if something passed by recently or focus on cinematic moments like a tree falling, etc with a bit more light thats harder to do with a pitch-black scene

obsidian briar
#

Anyone got any ideas for objects that could be used as interactable scene transition objects? things the player walks upto, has a cutscene and moves on to the next part of the story. It seems to be pretty common tactic in linear games but I have no clue what to do for my game

sharp zinc
obsidian briar
#

would a statue / fountain be too basic? I cant think of other objects someone would have a reason to even walk upto

sharp zinc
#

It could be a portal, a "time fissure", a memory, a fantasy devices.

#

There is so many possibility.

#

Think of the aesthetic you want for your game.

obsidian briar
#

This is what I currently have but to me it looks so stupid but I have no experience with story telling especially textless storytelling.

#

like why is the player suddenly in a different location lol

sharp zinc
#

I'm not particulary good, in story telling myself. But usually those type of interaction requires confirmation from the player.

obsidian briar
#

rn you just press space

sharp zinc
#

Yeah, but you usually have a pop-up confirming you truly want to go ahead

obsidian briar
#

oh ok

sharp zinc
#

Also, why not use the stair case ?

obsidian briar
#

guess I should rlly have that :p

tight berry
#

What do u wanna say?

obsidian briar
# tight berry What is the theme of ur game

Its all about light and dark, shadows and rays. I need something that happens before each level where the gameplay inverts (like going from a level about light to a level about dark)

proud sequoia
sudden pendant
lone trellis
#

Hello, does anyone have experience with picture in picture ADS and if so is it worth it or just too costly?

late vapor
#

are you talking about dual rendering scopes?

#

If so, they are very costly

shy anchor
#

this is my header capsule. But why it shows low quality on steam? as you see in these screenshots difference

shy anchor
south pumice
#

is this advertising lol

golden laurel
golden laurel
#

Ah right, they want a 920px x 430px capsule image, but then generate smaller versions that are actually used in various places. So it just seems like quality loss. On browser for example, that capsule's size is 324x151 while the generated image is 460x215.

#

External sites also show that lower sized image (like steamdb) and it is lower quality there too

lone trellis
#

Hello, I am thinking of working on a clothing system for my game atm, but I am not sure what approach to take, I can either make 1 player model and just switch the textures whenever clothes change, or I can make multiple seperate models which have their textures applied and then switch those.
What do you think is the better approach?

hard fog
brazen flicker
#

i havent got access to that, why

hard fog
#

linked old channel, edited

tacit matrix
#

I'm having a Dillema here:
I want to make a game but i don't know who is the audience for my game.

i want to make a specific game first and then find the audience for it.
Is that a valid approach?

sudden pendant
#

Yes

#

The intended audience can also just be the people who would be interested in it the same way you are

zealous pollen
#

if you are just starting out, go wild with experimenting and market research. i recommend joining a game jam to compress that whole list.

keen crow
#

how do i make dynamic rigid body not flip in unity 2d i want my charechter to not fall and flip

sharp zinc
cerulean sinew
#

make it broad

zealous pollen
brazen thistle
late vapor
brazen thistle
late vapor
#

if it reminds me of serious sam, I will remember it :)

late vapor
brazen thistle
#

lol thanks (: unfortunately what i'm workin on is gonna be more the pace of half-life

hardy geyser
#

how's this title screen?
like just in general
(music is by me
also there's gore)

fluid agate
#

Does anyone know a good alternative to notion for team real-time collaboration on game design?

#

we barely made the GDD and we're already at 76% of notion's limit for the free plan

#

I know there's google docs, I know they're an option I just don't like it -_-

buoyant sapphire
fluid agate
buoyant sapphire
#

Point being, free stuff will always get in the way

buoyant sapphire
fluid agate
#

like google docs works

buoyant sapphire
#

Sorry, don’t know any great free options for that.

fluid agate
#

clickup seems like the only one I found so far, aside from google docs

buoyant sapphire
#

One really nice option is code with me from jetbrains, and pairing that with markdown documents in obsidian

#

you have to check if that’s accessible enough for your team and how far the free tier of that takes you

fluid agate
#

😭

buoyant sapphire
#

Jetbrains has an ide for writing documentation

buoyant sapphire
fluid agate
#

they don't, or at least it doesn't seem so

sharp robin
#

We use Google docs. For code documentation I usually use doxygen

viral swift
#

hello Im new to unity (3-4 months) and Im making a small party style game right now. (4 Players) I was gonna just go for singleplayer with cpu and local multiplayer first but people around me keep insisting to try to learn multiplayer with it. I've checked multiplayer solutions and I do not know which one I should pick at all like fishnet, fusion, unity netcode etc. Can anyone guide me a bit? Also what if I just go for singleplayer and later try to convert my game to multiplayer. Is it a bad idea? thanks

sudden pendant
#

Yes, it's a bad idea and a classic beginner trap. You make multiplayer work from the start. Unity's netcode is more than capable of doing this.

viral swift
#

so should I also continue learning unity netcode too and go from start? My game wont be that good without multiplayer

sudden pendant
#

What you should do is what many starry eyed beginners such as yourself refuse to do and learn the basics before multiplayer.

But I'm not going to try to convince you otherwise. So to answer your question, yes of course you'd have to learn the workings of multiplayer from the start. You can't convert single player to multiplayer.

viral swift
#

I made something like that as my skill level. 😄 I finished essentials, junior programmer and creative core on Unity Learn so far

sudden pendant
#

That's further than most, maybe you're ready to reach the next stage of enlightenment

#

Anyway, good luck with it. Multiplayer is not an easy thing to wrap the mind around.

viral swift
#

okay then Ill start learning unity netcode, thank you for your answer

signal mason
#

@viral swift I think the answer should always just be, do whatever is most motivating to you at the moment - comfortably challenging, and useful for your goals

sudden pendant
vital saffron
#

I have a question, if I want to make a rpg world, how to I make diffrent zones, I mean if I have a house and like when the player enter that house that isn't the part of the main map do I need a seperate scene for that?

sudden pendant
#

Sure, or you can just make it a different part of the map and teleport the player there.

You will need scenes of course, since you're not making an RPG in one massive one, but when to break the world up into scenes is really up to you.

indigo pewter
#

Right, no idea how im gonna start this but does anyone know a good place to learn about using sound input for effects? I have an idea for a game that requires the player to make noise in order for parts of the level to be instantiated.

blazing fable
#

What y’all think of this

fluid agate
rich ravine
#

In a multiplayer game, should the inventory be a game object or be attached as scripts on the player?

regal bronze
#

if its the first one, then yea you would have it as mesh/sprite renderers and offset its position with respective to the base body

#

and pass the ids of the body armors to other client only once and they load the respective meshes/sprites on their end

viral swift
rich ravine
regal bronze
#

it doesnt matter if you have scripts added to the player gameobject in multiplayer mode

rich ravine
#

The players items like coins or food

regal bronze
#

oh!

#

yea that you can have hold it in player script

#

and have it sync over the network

#

with a network variable

#

just have them as variables

vital saffron
#

anyone has like player / npc templates for an rpg game? like 32x48

dense tide
#

/help i want to add a sprite in my unity project, but it makes it pixel art when i click on play can some one help private or here its 2d btw

last pivot
dense tide
#

and this is in szene mode

#

like it gets ugly

dusk vessel
dusk vessel
dense tide
dusk vessel
#

im confused tho they look.. right?

#

do you want them to look not pixely?

dense tide
#

yes

dusk vessel
#

set this to bilenear

dense tide
#

still

last pivot
#

the images look the same to me. You said pixalated but I don't see it. Maybe I am missing something

regal patrol
# dense tide still

it looks best if the image is the same size as it appears on the screen. also, you have to make a build. images are lower quality in the editor

dense tide
#

I will make an small Test Objekt and a big to check

dense tide
#

Some YouTuber told that I can always make big Objekts small

dense tide
#

I Fixed it!

#

i just turned this on game szene

#

scene

#

god damn this took days

grand osprey
dense tide
#

Yes

grand osprey
# dense tide Yes

That's really weird. VSync should do nothing for the appearance of the game, it should only change the phase at which the game updates

dense tide
#

I don’t know I’m glad it works

#

I can now go sleep without having bad dreams

grand osprey
#

I'm wondering whether that's a bug of some sort because that to best of my knowledge shouldn't happen

hard fog
#

@keen eagle Don't promote on the server.

obsidian briar
#

trying to make my current game about a journey with your mind and following a past self. Does this look like your following or does it look like your stalking a child :/ dont rlly want it to look like that

#

Trying to make it simalar to the wanderer character in the last campfire

crimson viper
#

i need a game idea for a week with a silkworm any ideas? (My brain gets slowly cooked by thinking to much)

crimson viper
solemn oracle
#

Made With Unity

light cloak
torn blade
#

Hello peeps, I'm working on a roguelike shooter type game, the camera will be topdown, does anyone have recommendations for games with good feeling shooting mechanics? i was thinking more physics based

crimson viper
crimson viper
#

btw how can i make a game more original? because every game idea i have inmind is or to much and i know i will not finish it or is a complete rip off from a other game, for example this
https://www.youtube.com/watch?v=TOK_aDS1RV8

Download for free on itch.io https://alexsussy.itch.io/root-bear?ac=qfCyYFQF-yt You are the Root Bear serving bears their root beer.
They're extremely picky on their pour, but they pay well.
Go on, Root Bear. Achieve the Perfect Pour.

➡️ More from alexsussy https://alexsussy.itch.io/?ac=qfCyYFQF-yt
➡️ More Playdate games https://itch.io/games/...

▶ Play video
regal patrol
torn blade
crimson viper
brazen thistle
#

been experimenting with using valve’s dedicated level editor for source 2, and porting it to unity

#

this shit’s so cool

#

hammer is genuinely the best level design tool i’ve ever used, leagues above probuilder

cold void
#

Hello, I'm just wondering if anyone knows if a game on Steam Deck is paused when suspended even if "run in background" is enabled in project settings?

gentle plume
#

Hi everyone
Long time user here
Wondering something niche
I have a procedurally generated game being made
I'm onto the part where I optimise it for mobile.

Now then

How the heck do I add occlusion again?
I know there's an easy solution if you have scenes and am well versed in that...
But I don't have any gameobjects in the scene
It's all generated from prefabs and planes
How does one go about adding it in that circumstance?
I've set all my objects to static as would normally be required and it all works still lovely and as intended
My framerates sit happily about 120 to 180
But my pc is awesome.
And I don't think it's indicative of a lower end machine let alone mobile devices.
Thanks in advance ☺️

night shoal
gentle plume
#

Nobody?
<@&502880774467354641>
Any docs I can use?
Googles convoluted with useless seo results.

gleaming sundial
#

prefabs exist as gameobjects in the world, so you do infact have gameobjects

untold lynx
#

Not sure if pinging admin role would ever be helpful btw. Unless you want to be muted lol

sudden pendant
#

Also searching google easily brings up the Unity docs

regal patrol
brazen thistle
#

i've been using instances, which can't be exported to FBX, so to get it ready for exporting i combine most meshes I can, like similar objects, that way all of the pillars are considered one "object"

#

and i scaled the player down to the exact size of the player start in source so I can really easily use that as a reference to scale off of

regal patrol
brazen thistle
#

more detailed models like that might be best left to blender in that case, not always though

brazen thistle
#

it’s probably best to leave complex environment stuff like that to blender but for a few extra steps on export hammer is honestly a really nice modelling tool

wicked abyss
#

I’m making a game that has customizable spells that are made of 3 words where each word determines a core function of the spell and give different effects to the spell. The issue I’m running into is figuring out how to implement it when there are going to be many combinations. Only two things I can think of are lots of if statements (the worst option) or having some data structure like an array for each word of the spell that stores all possible words for that word number (array for all of the first words, array for all the second words, etc) and referencing the each corresponding structure when the player actually creates a spell. For the structure one I’d still have to end up putting every possible combination for the first 2 words (third word will just change how many of the spell appear), but I’d rather avoid doing that if possible. Anyone have any other ways I could go about this or would the 3 arrays work well enough

late vapor
wicked abyss
#

No

#

They will collect words in the world and then they will be available to use in the spell crafting screen

late vapor
#

so each word should have its associated effect, and abilities should be a data structure with 3 word slots, right?

wicked abyss
#

Yes each word has its associated effect but No the spells would be their own objects separate from the arrays. The player will create their spell in a crafting menu. With the 3 arrays I was thinking of storing the selected words as indices to their respective structures from the crafting menu and when they click the create spell button it would look up each index in the arrays and then a spel object would be created with the selected effects.

#

And then the player would be able to use that spell object in the world without having to do index lookups every time they wanted to use the spell

wicked abyss
late vapor
#

unless you want unique behavior for certain combinations

wicked abyss
#

So I would create a class for each word effect and then when I create the spell it just calls the 3 selected ones?

late vapor
#

if you want to get into the nitty gritty of what I'd do, I'll make a thread here

wicked abyss
#

Yes that would be great

late vapor
#

spell system?

gentle plume
gleaming sundial
gentle plume
#

Indeed I am sensitive...
I felt that
It hit hard 😪

hot vapor
#

How does it compare to my first stage design?

cosmic sable
#

does anyone have any tips for making a level more readable, like in games like portal 2 you instinctively know what to do and where to go most of the time

hot vapor
#

You can use environmental elements that point in the right direction or guide the player. This could be scratches on walls, fallen objects or natural paths. Use large or interesting structures in important areas to attract the player's attention. This gives the player unconscious direction on where to go. Make sure the level design is not overly complex. Rather than offering too many options, a better solution may be to create clear paths and alternative routes.

cosmic sable
hot vapor
cosmic sable
#

I'm making a 3D dasher game

#

the art style is pretty much dark w neon lights similar to beatsaber

#

the mechanics are somewhat confusing at first, but that's intended, so I don't want to confuse my player when it comes to where to go

#

as the entire theme is moving fast and not stopping

hot vapor
cosmic sable
#

that would just make it boring, if you had to think where you need to go I mean cause you'd stop moving

hot vapor
#

you are exactly right

cosmic sable
#

A few friends complained that the levels are somewhat confusing when it comes to where to go so I'm thinking of ways to make the level more readable

#

they also said they didn't have enough incentive to move fast outside of a timer I made

#

so now I kill the player if he sits still for too long

hot vapor
#

Are there any images from the game? I was really curious

cosmic sable
#

uhh honestly I got a complex when it comes down to showing anything that I don't consider finished, so far I only have a video w me playing through a level

#

lmk if you want to see it

#

also lmk where to send it too cuz I'm lost in the amount of channels here

#

I'm on a train rn so I can't record either

hot vapor
#

oh ok no problem

#

My course will start now, I have to leave the house, see you later. ❤️

cosmic sable
#

good luck

hot vapor
hot vapor
sharp zinc
# wicked abyss I’m making a game that has customizable spells that are made of 3 words where ea...

Each words could effectively be a factory (abstract factory pattern). It would enable you to make things more specific if you desire.

public abstract class Word 
{
    public abstract Ability Build(Ability ability, List<Word> words, int index);
}

public class PowerWord
{
    public Ability Build(Ability ability, List<Word> words, int index)
    {
       if(ability != null && ability is GroundSlam)
       {
          ability.AddEffect(new SpecificEffect(...));
          return ability;  
       }
      
 
       if(IsCore())
       {
          Assert.IsNull(ability, ...);
          return GenerateCore();
       }
          
       
       Assert.IsNotNull(ability, ...);
       ability.AddEffect(new DamageEffectIncrease());
       return ability;
    }

    private Ability GenerateCore()
    {
       return new Ability(...);
    }
}

quiet grove
#

How is it possible that a native tool like Polybrush is completely broken in Unity 2022.3? Worked fine in 2019 but after upgrading both Unity and Polybrish it’s glitching the entire scene when you use it to paint vertex colors.

regal patrol
quiet grove
regal patrol
quiet grove
#

Seems Polybrush was easy with auto saving on the meshes.

weary thicket
polar jasper
#

SHould i change my camera size or is it best to leave it as defaut 5
Im working on platformer 2D game

grand osprey
river sky
broken horizon
#

Do you guys think I should make my character contrast with the environment or blend in. Green on blue seems like it might look weird

vast crypt
#

Contrast for sure

broken horizon
#

Ok thanks

polar jasper
#

How do you go about making your game screen size adjust to different screen sizes for mobile game?

formal oriole
#

Heyo- Sorry if this is the wrong chat to ask but whats the best way of implementing 2d enviorments in 3d spaces? I know I can do UI on objects but im more so refering to doing stuff like creating an arcade machine with a simple game on it n whatnot

brazen thistle
#

does anyone know why my baked lighting is looking like this every time? i've never baked in HDRP before, only URP, so i'm not entirely sure what the process would be

#

everything's static, the environment mesh has generate lightmap UVs enabled

#

(without baking)

weary thicket
brazen thistle
harsh grove
#

potentially a scoring system? maybe customisation settings

still thorn
#

my bad sketching of a game idea

#

gole (stay alive)

#

idc if anyone takes this idea because i prob wont have the time to do it

still jackal
#

So anyone got any ideas for flying enemies that don't stay still and shoot but rather chase the player and can navigate trough the environment

sharp zinc
kindred tiger
#

As I said. I know my idea is not totally unique as there is hundreds of linear story games similar to mine such as outlast. But I am toying with an idea no one’s ever done before

#

I believe if I can do it just right to hit a new spot in this genre I could pull it off

#

I have a big imagination and a lot of motivation to make this project work

snow nacelle
#

it's super unlikely that you've come up with some revolutionary idea that nobody has done before. that's not to discourage you from working on your project, but just be aware that someone has probably already done it. and a marketing strategy of offering free copies to youtubers is unlikely to pay off. what incentive does a popular youtuber have to promote your game for you?

kindred tiger
#

So I believe I could get at least one to play it

#

And I tried to look for URBEX themed games. Nothing really has popped up

#

Only games like outlast but their overall theme is completely different from mine

fathom cypress
#

you need a hook

untold lynx
#

Making a game about urbex isnt bad idea. But IG it can be not enough for a success. What makes game the most interesting is not the plot or graphics style, but original mechanics

snow nacelle
kindred tiger
#

Might be repeatable but sound, hiding in shadows, or furniture, some parkour mechanics is the type of things I have in mind

fathom cypress
untold lynx
#

Right

snow nacelle
fathom cypress
#

gotta orchestrate it all together into a success

kindred tiger
#

Don’t take this screenshot too literally. It’s heavy WIP

snow nacelle
#

you gotta come up with a better marketing plan if you want to gain any traction

fathom cypress
formal spruce
# kindred tiger Yeah 😭 basically

the execution of making the game is the most important when making a game, you can have an idea but if the execution is poor it will do nothing

kindred tiger
formal spruce
fathom cypress
kindred tiger
#

I will edit it as time goes for now I was focusing on making the outdoors

fathom cypress
#

theres money in environmental design

untold lynx
fathom cypress
#

if game-design doesnt pan out for you and u like building environments and photorealistic stuff

kindred tiger
#

I’m creative

#

Or at least I like to think so

fathom cypress
#

a good back and forth can come up with some solid results

kindred tiger
untold lynx
#

Sure thing. Just wondering if incremental clickers actually need a plot at all lol

fathom cypress
#

nah, not really..

kindred tiger
#

There is a version of chat GPT specifically designed for writing storylines

fathom cypress
#

theres was a time where no games had a plot at all

kindred tiger
fathom cypress
#

to me, a plot, is along the same lines as polish and juice

kindred tiger
#

Not talking about an entire plot idea

kindred tiger
fathom cypress
fathom cypress
#

you can take a set-piece thats in the game originally.. and just embellish it.. make a cutscene

kindred tiger
#

That’s what I’ve done at the beginning

untold lynx
#

Yeah, thought so. Well.. I'm gonna forget about the thing and add a plot when idea comes naturally. Otherwise not, forcing a plot feels like bad idea for this type of game

kindred tiger
#

I took what GPT spit out after I said my initial game idea. Corrected a couple… hundred times until I REALLY liked it. Then I wrote the script for the beginning and let GPT tell me what he thinks and improve it from there on forward

snow nacelle
kindred tiger
#

AI is a thing now. Why not make use of it?

untold lynx
kindred tiger
#

Btw if anyone wants to help me with the game (an I mean just giving me their opinion so I could make the game better) I’d appreciate DMs

#

AI is good but of course human input is 999999999x better

fathom cypress
#

and while i got the chance to say it before its "off-topic clutter" since ur talkin about photorealism and stuff..
don't expend too much energy making ur set pieces and stuff...
its a cost / reward type situation when you know or atleast assume that when people play ur game they'll notice about 1/8 of the hard work u put into environmental design

#

just a tip.. try to focus on big areas, or important areas, points of interest.. places u know the player will look..

kindred tiger
fathom cypress
#

and try to tone down the amount of work u do elsewhere.. cuz u know players.. they like to run run run to the next area.. lol

kindred tiger
#

so they will be scared to run as they would need to save it for when the enemy is coming

fathom cypress
#

since ur making a horror type game it may not be as important as other games tho

#

u can kind of get away w/ making elaborate set pieces.. b/c player will be creeping around

kindred tiger
#

here's one more perspective

fathom cypress
#

is that using any fullscreen shader effects?

kindred tiger
#

I love how the courtyard turned out. also glad for the hospital asset. saved me shit ton of work

kindred tiger
#

to make it look a bit... more grainy

fathom cypress
kindred tiger
#

but i need to keep it a lil dark as its middle of the night (story wise)

#

and the first task is to turn on the electricity

fathom cypress
#

yea, i figured the flashlight is a must.. but im talkin about environmental lighting.. it doesn't have to be alot..
just subtle shades of color here and there

#

can have a profound impact

kindred tiger
#

I see what you have in mind.

#

but I could leave that when the electricity is on? the courtyard lamps will be on and so on

#

here is some in game

#

but textures are halved when you go to play mode so it doesn't look as well

fathom cypress
kindred tiger
fathom cypress
#

just a splash of color here and there (doesn't even really need to have a light-source)

#

just environmental.. (bake that in)... then ur realtime lights would be on ur electricity

#

i find lighting one of the hardest things to do in my project

kindred tiger
#

lots and lots of messing with post processing

fathom cypress
#

there's like an entire work-flow for making night scenes...

#

all the ambient stuff, the environmental stuff, the skybox affecting it.. so on and so on

kindred tiger
#

yeah i know. but it was quite difficult making it seem more realistic.... and what i mean is the white offset bits... the dark blue illuminations and the barely visible pitch black shadows

fathom cypress
#

i think that'd be a good learning course to teach about lighting in general.. by the time you've went thru all the steps to get a good looking night scene you've come across most of the lighting components and settings and stuff

kindred tiger
#

lots of playing around with the skybox too

#

for the ambient lighting

fathom cypress
kindred tiger
#

i thought that was a feature to save resources or something?

fathom cypress
#

if its not too big i'd build a test version and see

river sky
#

Hey so I have a monster with human features should the avatar be humanoid?

weary thicket
primal chasm
#

Where can I go to find potential collabs on a project?

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

still jackal
#

So anyone have ideas on what flying enemy should do aside from stay still and shoot

#

In 3d of course

thorny mist
still jackal
thorny mist
still jackal
#

You mainly fight them

#

There's also a teleport attack feature

thorny mist
#

Do you use ranged or melee attacks?

still jackal
#

Melee

thorny mist
#

Maybe a system where you can hit flying enemies into other ones?

still jackal
#

That's a decent idea

#

But what about how the enemies move

#

Since following the player with a hovering effect seems boring

thorny mist
# still jackal But what about how the enemies move

If the game is fast paced combat make the enemy stand still (doom effect), but if the game is slower make it have a strange flight pattern for the player to get used to (quickly changing altitude or strafing around the player)

still jackal
#

Thanks a lot for the feedback

brazen thistle
#

(just a test environment to get a workflow going)

hard fog
#

@keen crow don''t cross-post. This topic has mothing to do with it either.

#

@ornate river Don't post directly hosted files here.

hard fog
#

@viral seal !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

viral seal
#

oh soz

tiny hare
#

Hello, how can I draw tiles on top of each other?

sudden pendant
swift hatch
#

Hi, i have absolutly no idea how you deal with balancing character, damage, health etc
Do you know something i could read about it ?

quick nexus
swift hatch
#

turn by turn game

#

stats like armor hp attack magic etc

#

and item who boost those stats

cursive hare
#

Can someone explain to me why my terrain is super glossy looking?

#

How do I fix this?

#

Thank you!

#

I’ll give it a try

quick nexus
quick nexus
sharp zinc
#

Do not use AI to answer question.

strange mortar
#

[MacOS] How can I make sure that the mouse pointer is captured by the game window once I start playing my game in the editor.
Most of the time I don't have to worry about this because it happens automatically. But from time to time, I find my pointer wandering around my desktop/screens and when I click I do things, not in the game but in my OS?

quick nexus
#

its from google AI, not like gpt or any ai like that

sharp zinc
quick nexus
tiny hare
#

Hellooo, i'm having a problem with a heart health, it won't display any of hearts in my screen.

#

It shows three of them, but doesn't seem that this script do something to them

#
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Health : MonoBehaviour
{
  public int lives = 3; // Pradinis gyvybių skaičius
  public Image[] hearts;
  public Sprite heartFull;
  public Sprite heartEmpty;

    void Start()
    {
        UpdateHearts();
    }

    public void LoseLife(int damage)
    {
        lives -= damage;
        Debug.Log("Gyvybės liko: " + lives);
        

        if (lives <= 0)
        {
            Debug.Log("Žaidėjas mirė!");
          
            gameObject.SetActive(false); // Pasleps žaideja kai mirs
        }
    }

    void UpdateHearts()
    {
         for (int i = 0; i < hearts.Length; i++)
        {
            if (i < lives)
            {
                hearts[i].sprite = heartFull; // Nustato pilną širdelę
            }
            else
            {
                hearts[i].sprite = heartEmpty; // Nustato tuščią širdelę
            }
        }
    }

}
night shoal
clear kettle
#

Hey guys, I've been stuck on a game mechanic that feels like it should lead to an interesting game concept, but I keep running into some walls with it. I like the idea of a game with team swapping mechanics. Sort of a paintball game where you get swapped to the enemy team when you are shot. The issue I always run into is: how do you win? If it's Red v Blue, eventually the teams will end up all red or all blue. There isn't much incentive to keep fighting once you are on the losing team. Does anyone have any input or is it just a doomed concept? I'd prefer avoiding '1 point for every conversion you score' as it sort of just makes it a free for all shooter and negates any need for the team swapping. This one has haunted me for years 💀

late vapor
#

sounds like the infected game mode popular in shooters in the 2000s, I would see people quit as soon as they got infected. In cod at least, I imagine that they used bonus xp as an incentive to keep people in. You probably don't have progression set up in a way that that'd be a meaningful reward

clear kettle
#

Yeah, it's a tough nut to crack and there may not be a graceful solution. I poke at the idea every so often but always land in the same spot. It's got a hook in me though and I can't let it go. Thanks for the input.

faint void
# clear kettle Hey guys, I've been stuck on a game mechanic that feels like it should lead to a...

i mean the simplest solution i can think of in this case is having a timer, once the timer runs out the team with the most amount of players wins, i guess it also gives the time for the losing team to also make a comeback but that would depend on your game mechanics, if your game allows for the losing side to still be able to cluctch the game just with skill then it would be a proper solution

clear kettle
faint void
#

oh i see what you mean, yeah that also would cause the problem of them maybe missing on purpose to let their older team get an advantage

i guess here are some solutions i can think of :

  • giving limited swaps before getting eleminiation, let's say after being swapped 3 times you are eliminated which would encourage them to actively try to win or they will be spectating the entire game

  • players that swap to the opposite team are debuffed or weaker, for example you said your game would be like paintball game so maybe a player swapping to the opposite team would have a very low firerate and move speed compared to other players, encouraging him to stay in his original team and helping balance the amount of players between teams

  • adding bonus points in the end of the game if you stuck with your original team to the end

vestal token
#

when youre making an fps game, does the player have a new set of arms and hands for each new gun? or is it one set of arms somehow with multiple guns?

sharp zinc
sharp zinc
#

Usually, it is 1 set of arms for most weapon. However, you can have some weapon that would be integrate directly on the arm and it would be easier to combine both. For cyborg weapon by example.

glass coyote
#

How to create a game??

snow nacelle
desert martenBOT
#

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