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?
#archived-game-design
1 messages · Page 22 of 1
My overthinking on player stubbornness of getting past a level with a "cheese"
but yeah I will take the balatro approach and make the score requirement increase exponentially and will just set a timer per stage
That sounds like a good idea. I like the concept and I’m hoping game development goes well!
Good luck!
Tyvm, I'm currently on vacation but once I come back I sure will add all the ideas of mechanics to the prototype I have!
I would definitely like watching development of this game if you want to share it.
Sure, once I'm back I could contact you or create a page on the game dev section on this server!
Perfect!
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.
It's not a stop and go do something else, more like a gain point faster and use the game mechanics to do so
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
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
Could also have a short timer that you can add to, or increasing hazards over time.
That could also be a solution, yes
Could be as simple as 'score = time'
So time only runs out if you can't keep consistent scoring.
Probably with a threshold so you can't earn more time if you have plenty.
That way you can theoretically hold it iff for a long time but you can't bank up time for later.
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.
@river wind i like the theme your going for but i feel it is too harsh on the eyes
in what way
i dont know how to explain it but maybe its the green color you chose
it feels more like a sewage
it's meant to be a run down nuclear power plant
OKAY that makes a lot more sense lmao
do you have any more in-game screenshots? im interested in what you're creating
I have a gameplay video
have you posted it here already?
few caps from the video
good luck on your game project though, i hope you find success
looks good
Not bad Nani, I have always liked the low poly style of things.... #nostalgia
many thanks
Is there a way to simulate cloth physics with wind in 2D
Or hanging wires from one pole to another
i was thinking maybe it starts out manually but then you turn your shack into a factory or something
it wil still be done manually but faster
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.
It's just a viewmodel in front of the camera
It's rigged and animated in blender
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)
Available now on Oculus Quest! - https://www.oculus.com/experiences/quest/3235570703151406/
Job Simulator is a tongue-in-cheek virtual reality experience for motion controlled VR platforms. In a world where robots have replaced all human jobs, step into the "Job Simulator" to learn what it was like 'to job'.
Buy Job Simulator on Oculus Store:...
But, obviously in a 2d platformer kinda way
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
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?
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
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
I was wishing for something like a pinterest style gallery of game desgin styles
well there's pinterest then 😉 or for example https://www.behance.net/search/images/game design
Behance is the world's largest creative network for showcasing and discovering creative game design work
With both pinterest and behance there are not actual artistic game design images, most people just advertise their assets
Try https://www.gameuidatabase.com/ ? It's UI specific, but it's all screenshots and videos from games anyway. But it has filters for art style.
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?
You can make a #1180170818983051344 to showcase your Unity project and its updates.
Do you guys find you ever hit a point in which the gameplay loop feels fluid and dynamic enough to be serviceable?
or is it always a bit rocky trying to figure it out knowing you have the bias of how everything works
both
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
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
know some basic game design for example MAE but coming up with unique things is so hard
I think coming up with unique ideas is easy when you have a start point. Finding a game mechanic that exists that you’re interested in and then adding your own flair can lead to a completely new experience. Rollerdrome is a fusion between Tony hawk pro skater and doom yet it feels completely unique. Everyone has their own methods though.
still need to find my method i guess 😦
thanks tho
so you mean i need to get someone else's idea or smth you like from someone else and make it your own way
think i got an idea
named some things i like XD
dont exactly know what yet but i got kinda a genre
I think coming up with the idea itself is fairly easy but coming up with how that actually works is what I struggle with
Like, subnautica is for the most part, a typical survival game but underwater
But the execution there is really good
oh yeah if you think like that XD never thought like that
yeah true
want to work 2/3 years on indie game got enough time but the thing is i want to have an good idea then
I don't understand, is it good or bad to be similar to another project?
https://www.pocketgamer.com/blackfield/coming-soon
This article doesn't claim it to be good or bad to be similar, what's the confusion exactly?
Or is this just self promotion for your game?
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 😦
I think it's been done to death since it looks good
@distant juniper heightMap for Material
@distant juniper normalMap for Material
@Alfy Result of normaled Material in Plane
up is faster normal/neonLight but (feels less effective) compared to following Heightmap
@inland oar 7z can max compress textures of your house, they are mostly in a folder named Textures #💻┃unity-talk message
2 hours of unity and i added a health bar and particle when enemy dies. Man im so goated
What do you think of this main menu?
Maybe make the text a bit bigger since you have a lot of empty space but otherwise it looks cool
I like the way the UI slides in
thanksies, and thanks for the feedback!
it's all animated through code :)
That’s impressive!
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?
If you're starting from zero then it's not realistic
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.
Platformer, puzzle, tower defence, top-down racing, idle, visual novel
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)
tyty 🙏
wait what do u think about an fps/tps
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
ahh makes sense.. I think I have decided to go for an action platformer! Definitely seems easier to do. Thanks for your help!
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
Define ‚big‘
microverse can only handle approximately 2k to 4k terrain size (heightmap resolution) before it starts being painful to use.
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.
All this isn’t really microverse‘s fault, it’s just what you can get out of the Unity editor with builtin terrains
Ah gotcha, yeah i mean i'm still not 100% sure what i want to do, i was thinking of buying microverse and this, then making something out of it: https://assetstore.unity.com/packages/3d/environments/fantasy/dreamscape-nature-bundle-stylized-open-world-environment-232630
But once again, i'm not sure, i struggle a lot to find game ideas
Those assets are lies, you can theoretically use them as advertised but not with default Unity systems if you actually want to make what is typically expected from an ‚open world game‘ like BOTW
Well that was good to know before buying it
A game like for example valheim is a non-standard use of Unity (lots of trickery there)
Imo you should not make your game design dependent on tools like this. Scope it to be doable in unity, and you’ll find tools that support your vision (if it is possible at all)
Fair enough, but yeah i still don't know what i wanna do, like do i wanna do horror? Open world? not sure
Gena and Gaia have the same limitations using an entirely different approach
My rule of thumb is: put loading screens between each zone, make zones 2x2km or less
this can still feel like open world if you explain the loading screen diegetically or hide it
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
Yeah, i've tried making loading screens for stuff before, and it is indeed annoying
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.
Why you need walls ?
I put wall to not be open world game. Limitation for the player
I mean, in a narrative sense.
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
Is there a good third party service that lets you make a leaderboard that I can access from unity/C#
Yes, many, playfab for example is a good start.
How big does the map typically get before I start looking at more technical methods passed lod and occlusion
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?
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
Usually, you start looking at FPS after having a situation where it is actually an issue. So, you either wait that your game is at that stade, or your force it to be by making "stress test" that represent what you want to be able to do.
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.
Otherwise, you will never truly understand what are the implication, the limitation and the difference with all optimization method.
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
are there any games that do this?
Would anyone mind helping me create my terrain? I looked it up on youtube but cant find a tutorial on how to make it
i do wish to get my own steam page somehow
Somehow? Anyone can create one
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
Courage comes from doing new things. Gotta get past that fear and go get it created.
It's generally advised not to pitch yourself that way. Making a 'like diablo but with x' makes me want to instead go play diablo, and suggests you'll never be as good as the original. Much better not to position yourself next to titan projects you don't want want to be judged against.
I personally also don't really build things based on other people's games.
Does not seem like a good idea. Instead, try to use establish genre to describe your game. Roleplaying, Platformer, Puzzle, Rogue-lite, etc.
bakery to sell the immersion
definitly not because I am just hungry right now
Ultrakill does this, their whole thing in their early days of marketing was "DMC + doom + quake". They even own the domain "devilmayquake .com" and it takes you to the game's steam page
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
ive been doing unity for 6 days
made this
Watch Untitled and millions of other Requested videos on Medal, the largest Game Clip Platform.
all i wanted to do on day 1 was working movement and camera movement
then i wanted guns
now ive done 2 versions of guns
made it shoot back
idk what to do
What are you trying to do, also this is not the correct channel
i figurd it out
looks like csgo 3 xd
more like -3
nahh xd
Hi
I make a 2D game and i want to know if is it worth it to use material ? If yes, why use it ?
What do you mean by material?
Blink twice if you are being held hostage
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
So if I want to use some lights, it's recommand to use material ?
That'll help if you need it to perform visually like a 3D object
Any way to start in game ux design?
Definitely depends on the person
Unless you really know what you're doing, you should use Sprite-Default-Lit material with your sprite renderer, then use 2D lights
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)
Would stims work?
Or something else?
It depens how your player is being hitted (ex:how frequently) and how much is damaged in every hit, also is the player is going to be given time to heal. Or how much challenging will it be / intensive. If your provide these detail, giving the healing idea will be easy and will make sense
Actually, for pixel? Is 128x128 enough or should I make it bigger? (Mobile games)
I decided to go for stims like in jedi fallen order and survivor. They fit the theme well
Are there any VR games with fast movement that I could draw inspiration from?
fast camera movement specifically, for a platformer-type game
it's a concept and I wanna figure out if it's even possible to do without making 95% of players puke
I'd say 60% of puking players is acceptable xd
I'm aware of what I'm asking for
I don’t play a lot of VR but Gorilla tag may work?
Very beloved.
This might be the wrong channel for this (sorry in advance) but any indie/solo devs from Finland?
I made a small Discord server where Finnish game devs can help each other and show their projects, hire people etc. It's very hard to find game devs in Finland irl. Hit me up if you're interested!
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...
that's a pretty terrible video lol
but it has some good tips, most of it doesn't work for my game though
Im making a turn based combat rpg and I want to actualy make it challenging anyone have any tips?
without relying too much on rng
plenty of good examples out there: slay the spire, darkest dungeon
basically, give players meaningful choices, but don't make it too obvious which choice is the best
Oh multi choice?
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...
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
Particles and bloom
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?
#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()));
}
}
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?
It should be the size that looks good relative to the size of your character? 🤔
Scale or resolution?
Actually, for both, as Osteel said, whatever looks good lol
thank you for helping! the links really helped out
i'll work on making my code like that
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.
I'm not sure I follow. Usually the crosshair is a UI only thing, or on a firearm behind the barrel where it comes from. So it shouldn't conflict.
I'm not sure what you are looking to do with the crosshair maybe
It's not a Unity-specific question, but rather a question about the discrepancy between projectiles and crosshairs
This isn't a game design question. #💻┃unity-talk
I still don't understand what you mean about a discrepancy.
He meant the parallax effect.
Crossout
When aiming in Crossout, you can encounter a phenomenon of parallax, which is perceived as “jumping crosshairs”. As you can see from the picture, the problem is that the line of vision and the line of aiming may not match. The crosshairs are always displayed not along the line of vision, but along the line of aiming. Therefore, in some cases,...
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...
Thanks for the context! Yeah, if not in first person camera view, and doing a crosshair that's offset from the camera, and somewhere world's pace based, it makes sense to me it wouldn't line up at times.
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.
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 :/
I know rigidbodies and physics are a no-go, too random and can collide with the window, throwing the brick away
sounds like the animator is the tool to used, but otherwise just calculating a trajectory and lerping over it would be the idea
beyond keyframes, you also have curves to smooth them out using the animator if you've not played with them
Ah, i see, shame
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
i just learned how to make this. anyone have an idea what i could use it for?
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.
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
I have used such things in the ambient game design, for example an art gallery which the player enters (for entirely different reasons) as something to make the place feel more alive
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
sorry for asking, but im curious what does EventChannel.Register mean, or what is it supposed to do? i get nothing when i try to google it
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".
thank you, i will do some research on this 👍
Question, what do you guys feel about a game not allowing you to drop something, if you're too close to a wall
restricted
What do you mean?
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
how much would it cost for this description below:
how much would you pay if you need and how much would you sell for
I want to know how much would you pay to make it, someone is asking me
depends on your effort bro
That whole brief doesn’t sound like a client that wants to pay an adequate compensation. So quote a price that you want to charge and if they decline they weren’t a client for you anyway.
The hours you put in * your hourly salary
Realistically you can only charge what it’s worth to a client.
Realistically you can charge what ever you want
I mean, we’re on the same page
I can't figure out why the game view is showing so zoomed in while the camera is supposed to cover all of it 
Not a game design question, #💻┃unity-talk. Drag your scale slider all the way to the left on the game window.
Shadow, always shadow. How many point lights with shadow casting you have ?
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.
Thanks
Sorry! And thank you
uhhh what is the game your making 🤨
Like flappy bird but I decided on a plane instead 

Seems like you ll release it very very soon
I'm just doing this one for practive to get started with unity 😅 I'll probably have a better idea later on
Goodluck on the project!
Are you developing games in 2d only?
For now yes, and thank you sm!
I d suggest you make a hockey game like
Oh wow yes, that's a really nice idea thank you!
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
I have tools for this, so somewhere around 40mins of effort. But the short answer is a lot as I value my work for what I can do not how long it would take.
It depends on a lot of factors though. IP, effort of the client themselves, revision expectations, turnaround time etc
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.
What type of game is that? FPS shooter or smth
Metroidvania
oh i dont have experience on that game type but ye seems like good with idea imo
Yes, but maybe have it be that they will look like they're coming towards you but never do.
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
Make a simple game to introduce you to the mechanics of unity. Flappy bird or pong come to mind.
ight thanks
So I have this idea for an action puzzle game in the same vein as games like Panel De Pon, and I was wondering where to start on making a rough prototype of this kind of game
Tap the file to get a better idea of what I want
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.
I quit gamedev few years ago but recently trying to get back as hobby. So my answer may not be the perfect one.
But if I had to start this project now, for sure the starting point would be to create the block grid 6x12, and then after you have that, create a color row spawner + controller
Thank you
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.
The concept is very simple, it would take an experienced developer a few hours to get something up and running.
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.
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.
If your team will sell the game. I think people would rather to choose the popular games like overwatch as you said. So taking a competition with these company’s would be hard. So id go for another idea
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
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?
Not a game design issue. #🏃┃animation
Oh! My Apolagies
I'm still learning the areas of the discord. Might be why my question above was not answered.
I'd suggest you watch some videos about Concord first, before going too far down that path
Butb yeah I think you should set the bar a lot lower for your first game. Like maybe do a jam first
https://i.imgur.com/SFt277W.png
For signposts, does the text usually just overlay onto the player or do games usually make it pop out then billboard in worldspace?
God I'm so bad at UI design
can i see your ui progress
Hey y'all, would you mind taking a look at my GDD? I'm hoping it speaks for its self
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
...
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
If you are doing a sidescroller exploratory game you remove a dimension completly. It can work, but obviously it is harder to make the exploration part.
Definitely easier to implement and keep it interesting.
yeah
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
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
I need help. I'm completely lost when trying to import a model and use animations on it.
Anyone can help?
this is a game design channel
Would you prefer local multiplayer lobby before or after level selection?
Or during?
Usually I remember it being before in various old games I played
But I guess it may differ depending on the game type
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Fax look at Spectre that valorant Like Game
Oh No dont bring up concord 💀
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
Flappy Bird, Pong, Match 3 Memory, Breakout
pong might be a good decision thanks
Arcanoid
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
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?
Tile map prob
Manually
I recommend Watch a Tutorial Check how other People make it
I'm a 3D guy, so I'd focus on 1 meter chunks with prefabs and a grid system.
how long does it take you usually to write GDD?
How long does it take you to write a story?
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.
Yeah, I mean I understood my question was dumb when you asked the question yeah
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
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
the game is a horror solitaire game, should i name it Solitairror, Soli-tair-ror, or Solinightmare
or possibly
Soliterror
but that looks weird
SoliTerror
thank me later
Does it mean Game Design document?
ye
okay thx i use it myself but didn't knew abt the abbreviation
should i have my gun in the middle of my screen or on the edge like a normal FPS? this is quake/halflife movement for a package im creating
https://www.youtube.com/watch?v=mbOBR9ixFV0&ab_channel=Dec_Ves
I feel like most shovelware shooter creators would prefer the weapon model to be offset from the middle like a typical fps
since this is suppose to replicate quake and halflife do you think the weapon model should be in the middle?
both look nice to me
I feel like if it’s supposed to replicate quake/half-life then the centered gun works. I also agree that both look nice.
from a design pov, both work. from a product pov... wait why don't you just make it toggleable?
i never thought of making it toggleable, that could work
that would add a nice touch to it
In the middle looks nice
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
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 ;)
https://www.youtube.com/watch?v=9vBbg1-Bxcw
Try that one
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...
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
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
https://github.com/bytecauldron/awesome-level-design?tab=readme-ov-file
Some general resources that I do use, but I feel that it relates more to that of 3D level design.
Thank you!
Why the Hierachy gone when I started the next scenes?
(But if I turn back to edit mode or sort, it come back again.
I explain bit, I start the scenes one then goes to scenes two then hierachy scenes two is gone
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?)
click the collapse arrow
Aight, thanks.
Another little bit help if ya don't mind, how to do like close the game?
The object is its force close if we touch that yellow
I already code but... Sec
It's just stand it
you should start by learning the basics of c# using the beginner courses pinned in #💻┃code-beginner because you seem to have a wild grasp of how scope works
Aight
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
If the developer hasn't made it available, then that would fall under decompiling, which is not allowed here.
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
nvm i came up with these
modding discussions are not permitted on this server regardless of how the game developer feels about modding their game
Ah, ok. Sorry i did not see that in rules.
But in general then. If a project is added to the HUB. Is there something i can do to be able to get the shaders to work as they should?
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
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
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
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
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
Progression and difficulty is a big thing for all RPGs. You don’t want people to grind because they need to be a curtain level to win. Something like a very strong skill could also ruin the flow of the game, making all the enemies super easy until they catch up.
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
Its hard to judge the Pixelation + Gradient Volume, as the 1st is soo much darker, If both images were of similar brightness it would be harder to judge which looks better
than you for giving your opinion, but i plan on just pivoting to a higher poly style in general since i really dont like how low poly looks 😅
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
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
I feel dumb for not thinking about this when I came up with the same solution regarding the navmesh agents
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
@honest wolf You can discuss your game/feedback by making a #1180170818983051344
this is not really a #archived-game-design question and should go to #🔀┃art-asset-workflow but to answer your question its highly unlikely that it doesnt have geometry to load (although i have seen nobody using Fusion360 for models for unity) but its most likely extremely small or extremely big
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?
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.
Yea makes sense thanks anyway
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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
Ask Chatbot for idea.
Yah no in avoiding ai for this
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)
I'm so tempted to say based
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.
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
Wrong channel mate, this is for game design, ask in #💻┃unity-talk
Thoughts on this logo
I like it! Very reminiscent of Media Molecule, whom I love
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)
On which software did you design it?
r u talking to me?
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
Cool, can you suggest me some software or apps for designing?
idk anything else, i use my phoine to draw digitally
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Oop thank you so much!
Looks the same as last time
I don't see a logo, just text
ok
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
I'm struggling to rough them down into something actually manageable, because even the most barebones versions seem rough, and doing MULTIPLE of them, even as MVPs is even worse
Does anyone have any advice?
most AAA teams make shit decisions and shit games
just comes w the territory
don't sweat it
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
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
what i mean is that it's not super productive or useful to be outcome oriented to that degree
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
I've had projects that failed before, and I learned from them, I know that it's not the end of the road
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
Before even a GDD, you should do a brainstorm with your team. After, you could make a one-pager to be sure everyone is on board.
- BrainStorm
- OnePager (Pitch)
- GDD (First Draft)
- Make the Game
A good objective for the brainstorm/onepager would be to find the identity of your game. A way of doing it is by defining pillars.
(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.)
I'm just going to say that's absolutely the right approach and how we go about it.
@chrome spoke You can use a #1180170818983051344 to share your game
my bad, thank you
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
Instead of focusing on what those games did well, focus on what they did badly; that's your opportunities.
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
Combat System or Combat Theme ?
I dont know what the term is
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
I mean, what you are listing is theme which are many, many and many.
Combat System would be something like Action-Combat, Freeflow combat, Turn by Turn, etc.
yea I'm aware and i wanna know as many as i can
Why you want to know that ?
to make a unique combat system?
not that. like call of duty has guns for fighting. and minecraft has swords and bows. hogwarts legacy has magic and alchemy
that stuff
As I said, what you describing are combat theme. Combat System can be flavor with many combat theme. If you want a unique combat system you need to find a unique combat system.
After speaking with you i have more questions than i have answers 😂
Lego! Alien vs predator!
Lego???
Lego characters throwing lego bricks at each other.
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.
Scene being larger than a few km can start to have issues in animation precision and physics.
😂
Greatest weapon when fighting a Demon
How does one measure the kms in a scene?
I'm thinking my scene will be plenty small relative to that.
Approximately 256x256 tiles.
Maybe 512x512
But good to know the limits
In unity, usually 1 unity = 1 meter.
At least, in the physics space it is that.
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?
1 dimension. Also, 1 km is a really soft limit. So, if you are not planning on doing 5km-10km, I would not really think about it.
in games, the further you go from the center (0, 0, 0 coordinates) the glitchier things get when you go really far (so if you only go out 256 meters thats not a problem at all). games with huge or infinite worlds are possible too, they just need to do workarounds to make it work
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
if you have to install libraries named like that you should ponder your life choices 😛 (sorry, i don't have anything to say, besides this isn't a gamedesign question)
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?
Super cool!
I don't think I'll get there too soon but an infinite procedurally generated dungeon would be a fun thing to build for the end-game.
It sure is. You won't necessary find a lot of information on the subject because it is kinda elementary and really specific for each needs. The best you can look for is chunk I believe.
Also, in Unity, you have access to CullingGroup which can help does something similar to a small granularity. There is also LODs, that can potentially work depending on your needs.
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
haven't they taught you the necessary things before giving you the task?
what would be considerd the hardest part of game development? The trinity hook? likea idea phase etc..
Finishing what you've started
can you show without controlling?
wdym
like without bringing it back down?
yes only just use Fire dont move mouse
cool recoil but imo its need a bit recoil recovery
i was going for the rust style recoil
where the player controls it
all of it
makes it more difficult
oh i dont have experience on rust i wont give suggestion then goodluck with the project
thanks
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?
It really is hard without having more information.
If I was in your place, I would attempt to understand why it is boring. Is it to predicable ? Does it restrict the player too much ?
Also, you could look into what Overwatch does, there is really a lot of interesting design whatever you like the game or not.
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
So, the issue is that player felt like they could not do anything.
Funny enough, that could be simply a question of balancing. To validate this hypothesis, try to make the character as OP as it can gets and see if it stills feel the same way.
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.
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
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
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Is what I posted a nono?
Read the bot, it tells you where to post these things.
Fog or no fog (for a horror game)
decrease fog a bit 1st pic so much brightness 2nd is so darkness
Both of them look too dark, but the first picture is nearly right, just increase the brightness and add more density to the fog and it should be fine.
Android horror fps first environment and lighting tests , running real-time in android device
Looks cool but the line of the light its too bright
Hey , thanks for the feedback , yeah just fixed that right after uploading this video...
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
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
Those element come from the thematic/context of your game.
would a statue / fountain be too basic? I cant think of other objects someone would have a reason to even walk upto
No, it would not. At the end, it really depends on you and what you want.
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.
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
I'm not particulary good, in story telling myself. But usually those type of interaction requires confirmation from the player.
rn you just press space
Yeah, but you usually have a pop-up confirming you truly want to go ahead
oh ok
Also, why not use the stair case ?
guess I should rlly have that :p
What is the theme of ur game
What do u wanna say?
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)
thanks! even though it looks way cooler with the fog it kinda makes the game less scary especially since the enemy is trying to imitate being a tree and the fog makes it more obvious. So I decided to go with no fog.
@lilac fjord You've been told before to create and use #1180170818983051344 for feedback.
Hello, does anyone have experience with picture in picture ADS and if so is it worth it or just too costly?
this is my header capsule. But why it shows low quality on steam? as you see in these screenshots difference
looks amazing!
Thanks!
is this advertising lol
Might just be the mobile steam app being the mobile steam app. Most things on the app look slightly blurry (even scrolling the main store page). Probably for data saving purposes?
i tried on browser too
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
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?
@brazen flicker #1179447338188673034 Make sure to read post guidelines there.
i havent got access to that, why
linked old channel, edited
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?
Yes
The intended audience can also just be the people who would be interested in it the same way you are
if you are just starting out, go wild with experimenting and market research. i recommend joining a game jam to compress that whole list.
how do i make dynamic rigid body not flip in unity 2d i want my charechter to not fall and flip
It can be important to know for your game is. Is it for children, teen or adult ? Usually, it impacts how you will approach certain pattern and how much guidance is needed (Can you use writing ? How long each play session should be ? etc.). A game for you is an appropriate answer and usually it is what you should be aiming for if you are starting in game development.
just think to when you were gaming and at what age and what demographic you were when you enjoyed a game
make it broad
you can constrain the rotation axis on the rigidbody
how's the vfx lookin on this? https://streamable.com/z1z9mf
looks good, and I haven't seen you post in a while, you had those creepy hand horse things, right?
oh wow you remember that?? yeah that was an older project
if it reminds me of serious sam, I will remember it :)
I like the model, the internals are a very nice detail. The particle effects remind me of black powder, which I think is very suitable
lol thanks (: unfortunately what i'm workin on is gonna be more the pace of half-life
how's this title screen?
like just in general
(music is by me
also there's gore)
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 -_-
notion with a subscription seems to be quite commonly used
we have no revenue for now, and not for a while. I can't afford that, not even if every teammate pays for themselves
Point being, free stuff will always get in the way
What do you mean by real time?
collaboration where two people work on the same file at the same time and see each others changes in real time
like google docs works
Sorry, don’t know any great free options for that.
clickup seems like the only one I found so far, aside from google docs
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
that's inside their code editor, though, no? paid editor
😭
Jetbrains has an ide for writing documentation
Yes, the free IDE tiers probably don’t have it, but it’s really nice
do they even have free tiers?
they don't, or at least it doesn't seem so
We use Google docs. For code documentation I usually use doxygen
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
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.
so should I also continue learning unity netcode too and go from start? My game wont be that good without multiplayer
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.
I made something like that as my skill level. 😄 I finished essentials, junior programmer and creative core on Unity Learn so far
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.
okay then Ill start learning unity netcode, thank you for your answer
@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
@brazen thistle You can make a #1180170818983051344 to share your game and progress.
CRASH BASH 😍
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?
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.
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.
you can use the built-in microphone input in unity, then analyse the audioclip it returns, to see if the player is loud
In a multiplayer game, should the inventory be a game object or be attached as scripts on the player?
what do you mean by inventory? the actual item you equip? or the UI where you can see what items the player has?
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
Ahaha yesss
I have the UI created. I just don't know if it's better in a multiplayer game to add the scripts to a game objects or to the player
im still not sure what you mean. what do you mean by inventory?
it doesnt matter if you have scripts added to the player gameobject in multiplayer mode
The players items like coins or food
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
anyone has like player / npc templates for an rpg game? like 32x48
/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
can you send a pic or smt
Turn off mip mapping or whatever is called. Try checking import settings. Is it only that one asset?
here in game
and this is in szene mode
like it gets ugly
can you show me the sprite settings in the inspector?
can you try sliding this to 1x and see if that helps
doesnt
not only
yes
set this to bilenear
still
the images look the same to me. You said pixalated but I don't see it. Maybe I am missing something
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
I will make an small Test Objekt and a big to check
Some YouTuber told that I can always make big Objekts small
VSync you mean?
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
I'm wondering whether that's a bug of some sort because that to best of my knowledge shouldn't happen
@keen eagle Don't promote on the server.
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
i need a game idea for a week with a silkworm any ideas? (My brain gets slowly cooked by thinking to much)
well... if you are stalking yourself and you are underage aren't you stalking a kid? But it looks really good, you should probably not worry about it to much
Made With Unity
Haawt dayym 😵💫🫨
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
you can look at: Doom, Ultrakill, arma or many others
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/...
there are even popular games are ripoffs from another game tbh, like enter the gungeon ripped off nuclear throne but made it better
yeah I mean everything is kind off a ripoff of something else to a degree, how you can mix and match ideas to get something unique is what matters I think, this game you linked reminded me a bit of that flash game were you make cocktails, fairly different yes, but could definitelly be a source of inspiration
tanks, i shall keep this in mind and try to create my own version :D
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
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?
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 ☺️
Not a game design question. Ask in #🖼️┃2d-tools
Nobody?
<@&502880774467354641>
Any docs I can use?
Googles convoluted with useless seo results.
First off, not a game desing question, secondly, first result from google: https://docs.unity3d.com/Manual/OcclusionCulling.html
prefabs exist as gameobjects in the world, so you do infact have gameobjects
Not sure if pinging admin role would ever be helpful btw. Unless you want to be muted lol
Please don't ping usergroups or people for help. Thanks.
Also searching google easily brings up the Unity docs
how do you handle the issues that come with the porting though?
so for whatever reason, idk if it's cosmic luck or what, but the scale is entirely perfect if i export it to an FBX
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
but if you combine them then they're always loaded when one of them is in sight, and thats bad for performance isnt it?
you know that was just an oversight on my part i think you're right haha
more detailed models like that might be best left to blender in that case, not always though
i’m still trying to get a solid workflow down, but all you have to do is make your instances real objects and you’re good to export, insantaces are basically “projections” so you have to make them physical first
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
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
just making sure, you're not having the player manually write the words, are you?
No
They will collect words in the world and then they will be available to use in the spell crafting screen
so each word should have its associated effect, and abilities should be a data structure with 3 word slots, right?
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
But idk if this is the best way about doing this
I was thinking that 'words' could be a class where its effect is hardcoded, while a spell class could have 3 words, and just call all 3 effects
unless you want unique behavior for certain combinations
So I would create a class for each word effect and then when I create the spell it just calls the 3 selected ones?
if you want to get into the nitty gritty of what I'd do, I'll make a thread here
Yes that would be great
spell system?
All you succeeded in doing was belittling me...
You've not answered my question either
Rather you've misread or not at all understood me.
Prefabs instantiated at runtime are not occluded
I asked a question elsewhere and got an answer anyway
Thanks for snapping at me
??? snapping cause i told you you are in the wrong channel? sensitive much
Indeed I am sensitive...
I felt that
It hit hard 😪
How does it compare to my first stage design?
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
You can work on the lighting issue, you can show the player where to go by making the edges darker and the destination brighter, of course this is valid for 3D.
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.
I've seen smth similar in doom eternal where you look for green objects
thanks
These tactics are used in many games, which is probably why 😄
yeah, makes sense
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
hmm sounds good, good luck to you ❤️
that would just make it boring, if you had to think where you need to go I mean cause you'd stop moving
you are exactly right
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
Are there any images from the game? I was really curious
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
oh ok no problem
My course will start now, I have to leave the house, see you later. ❤️
good luck
to you too
here is 300m triss 🤫
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(...);
}
}
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.
its because nobody has submitted a bug report, so they are unaware. have you?
There are reports on this mentioned in the forum. I’m writing here to understand if this is just generally accepted? It’s Unity native vertex painting solution so I’m just baffled it’s so unstable.
yea it pissed me off too, didnt know it has already been reported though. i guess its accepted because almost nobody uses polybrush?
Are there a widely adopted alternative do you know, if you need to paint vertex colors for texture blending in the engine.
Seems Polybrush was easy with auto saving on the meshes.
If you think that is bad, try the cloth weight painting tool...
SHould i change my camera size or is it best to leave it as defaut 5
Im working on platformer 2D game
Of course you should. Use whatever value you need to make the game appear the right size. It's much easier to change that one value than the whole world, that's why it exists. In general keeping the object sizes relatively close to real world values is a good idea to avoid issues with different systems such as physics which expects values of some range
Guys I really like this camera movement, its like a complex found footage type of thing, How would I go about implementing this to my game? https://www.youtube.com/watch?v=UDF1GSzA9JQ&list=LL&index=6&ab_channel=Cruz.
You can now buy it on gumroad
Ultra Realistic VHS Effect In UE5 (test preview)
#vhs #vhsthegame #ue5 #ultrarealisticgraphics
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
Contrast for sure
Ok thanks
How do you go about making your game screen size adjust to different screen sizes for mobile game?
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
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)
Are your walls emissive? What are your lightmapping settings?
here's my lightmapping settings, and would the material emission have an effect on that? i hadn't checked it
hotline miami.
potentially a scoring system? maybe customisation settings
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
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
Vampire Bat,
Drone,
Wyvern,
Imp
Ghost
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
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?
I know a few that don’t require an incentive. They would put my project off to when they don’t have anything else to record and then make a video on it. I know people like fusion z gamer that will play indie game devs if you give them an early release key or something like so
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
you need a hook
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
by "nothing really has popped up" do you mean "nothing very popular has popped up" because simply googling "urban exploration horror game" brings up a few dozen
True. I have a lot in mind for that
Might be repeatable but sound, hiding in shadows, or furniture, some parkour mechanics is the type of things I have in mind
Yeah 😭 basically
its a combination..
the art, and graphics grab ur initial attention
the plot and story peak ur interest
the gameloop and mechanics keep u playing
Indeed
Right
and you think none of those devs happened to have your brilliant marketing scheme of . . . giving the game to youtubers?
gotta orchestrate it all together into a success
Don’t take this screenshot too literally. It’s heavy WIP
you gotta come up with a better marketing plan if you want to gain any traction
is that Flooded Grounds?
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
Wdym?
this is not to astray you in any way, its just the truth. The truth is more important than a lie that makes you feel good
No lol
ahh okay.. i knew it looked familiar
Indeed
I will edit it as time goes for now I was focusing on making the outdoors
theres money in environmental design
By the way, that made me realize that game I'm working on lacks the second - the plot. I wonder if I can drop it off entirely tho, bc the game is just a incremental clicker xd any thoughts? Now when I think of it, it would be difficult to make something that makes sense for kind of abstract style
if game-design doesnt pan out for you and u like building environments and photorealistic stuff
I like both
I’m creative
Or at least I like to think so
i like brainstorming with chatgpt for plot lines
a good back and forth can come up with some solid results
The best writer for any game lol no need to hire anyone
Sure thing. Just wondering if incremental clickers actually need a plot at all lol
nah, not really..
There is a version of chat GPT specifically designed for writing storylines
theres was a time where no games had a plot at all
Rehearsing cutscenes and stuff like that is indeed very helpful
to me, a plot, is along the same lines as polish and juice
Not talking about an entire plot idea
Well for me plot of a game is like a backbone… not sure if I’m supposed to think of it that way
i started w/ a plot and some example cut-scenes..
but ive noticed the more i work into my game w/ mechanics and stuff it actually starts shaping the cutscenes..
its more organic and you dont have to plan as far ahead.. (makes cutscenes alot easier as well)
Exactly
you can take a set-piece thats in the game originally.. and just embellish it.. make a cutscene
Indeed
That’s what I’ve done at the beginning
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
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
mechanics are the backbone of a game. you can have a shit plot but fun mechanics and people will still play the game. but if you have an excellent plot but shit mechanics, then hardly anyone is going to care enough to play to actually experience that plot
AI is a thing now. Why not make use of it?
There is at least one exception named Gothic ;p
Oh yeah you might be right actually
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
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..
the little things they wont really notice is what sells the game though. the little fog or... dust particles that wont be noticeable actually make a difference in the athmosphere
that also
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
yes thats why i purposefully make the stamina run out quite fast 😭
so they will be scared to run as they would need to save it for when the enemy is coming
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
here's one more perspective
is that using any fullscreen shader effects?
I love how the courtyard turned out. also glad for the hospital asset. saved me shit ton of work
i just made a simple noise effect
to make it look a bit... more grainy
lighting would make that scene POP
the player will have a flashlight
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
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
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
for example
yes I see what u mean
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
yeah i struggled a lot.... making the night scene look real
lots and lots of messing with post processing
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
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
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
true
what do you mean the textures are halved in playmode?
for some reason in unity 6 in the scene view all my pbr are full rez looking amazing but in play mode they seem quite bad
i thought that was a feature to save resources or something?
if its not too big i'd build a test version and see
Hey so I have a monster with human features should the avatar be humanoid?
If the rig confirms to the humanoid definition and you want to take advantage of humanoid features, yes. Otherwise no.
Where can I go to find potential collabs on a project?
!collab
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So anyone have ideas on what flying enemy should do aside from stay still and shoot
In 3d of course
Depends on the game. In a movement based game making the enemies platforms for the player to use come to mind
The game is a semi-survival game in a facility so do you have any ideas for that?
How do you interact with enemies in the game?
Do you use ranged or melee attacks?
Melee
Maybe a system where you can hit flying enemies into other ones?
That's a decent idea
But what about how the enemies move
Since following the player with a hovering effect seems boring
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)
The game is a slow paced combat so having the enemy changing altitude or strafing seems good
Thanks a lot for the feedback
Of course! Good luck!
https://streamable.com/iq18xn i've got baked lighting looking really nice
(just a test environment to get a workflow going)
Looks good 👍
@keen crow don''t cross-post. This topic has mothing to do with it either.
@ornate river Don't post directly hosted files here.
@viral seal !collab
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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:
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oh soz
Hello, how can I draw tiles on top of each other?
Not a game design question #🖼️┃2d-tools . Use multiple tile maps.
Hi, i have absolutly no idea how you deal with balancing character, damage, health etc
Do you know something i could read about it ?
what kind a game do you make?, like First Person Shooter, or RPG ( sword, bow, etc.. ) ?
turn by turn game
stats like armor hp attack magic etc
and item who boost those stats
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
yeah, good luck with your game 🔥
thanks !
your welcome!, good luck with your game
Do not use AI to answer question.
[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?
i don't know the answer, and i don't want people just asking but no one answering it.
its from google AI, not like gpt or any ai like that
It's against the rules of the server.
ok sorry than
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
}
}
}
}
Not a game design question. Ask in #💻┃code-beginner
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 💀
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
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.
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
This is a solution I had given some thought to as well. The biggest problem I found was that this sort of incentives the losing team to get shot on purpose so that they end up on the winning team before the timer runs out. It's a good thought but it lands me with a new problem. Thanks!
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
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?
If you can switch team, then any winning condition that is tie to a team is pointless. Because, whatever is the condition, the object of the player would be to be on the first team that obtains it which is inherently not a "team objective".
It can be both.
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.
How to create a game??
!learn 👇
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