#archived-game-design

1 messages · Page 23 of 1

vestal token
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thanks

clear kettle
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You're likely right about that. It feels like there is some solution there though. A team's objective can be separate from an individual's objectives and I'm wondering if there is some way to make it interesting to have a player continuously context switching between differing team objectives while possibly maintaining their own individual objectives. This would probably require some kind of Attack/Defense mode for the 2 teams. Possibly having everyone start as a different color and the last 2 remaining colors fight for some final objective? I'm not sure.

sharp zinc
fiery crag
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Can you please give me some ideas on making a 2d train game

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In unity

untold lynx
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MiniMetro google

errant shard
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Mornin' all.

I was just wondering if anyone would have any ideas on how to make my 'space' a bit more interesting? The game is set in an Asteroid Belt circling a planet, and there just seems to be something missing in the environment (there will be a lot of flying around, so things to add to make the experience a bit more enjoyable). As part of the game there will be wrecked ships to find/salvage and the space station at the beginning of the video is just one of (currently) 31 circling the belt.

https://streamable.com/1arkg3

Watch "2024-10-20 08-23-29" on Streamable.

▶ Play video
untold lynx
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Environment looks pretty good to me. Space is empty place ;p maybe add some DOF

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I'd replace that default white particles with some tinted volumetrics, but don't add too much objects to keep things realistic imo

errant shard
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Tempted to try a bit of Tilt Shift. Could be a fun effect. 🙂

untold lynx
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Yeah that's why I mentioned DOF. Distant asteroids or those near borders appear a bit too sharp. Can't think of actual objects you could add though

errant shard
tender tapir
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there is somthing in the terrin layer in the material properties

pastel pawn
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Is the sheer number of objects likely the reason this level lags a lot?
Is decreasing even stationary objects likely to improve performance?
Would it be helpful to add mountainous terrain to limit the number of visual objects at a time?

opaque cliff
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why am i unable to edit the Material/everything is grayed out when working with an FBX? I want to turn the Smoothness to 0. Also importing the FBX to Unity it does not look the way it looked in blender. Any Tipps?

pastel pawn
errant shard
errant shard
pastel pawn
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Manually

errant shard
# pastel pawn Manually

This may not have much impact, I dunno. But try setting all of the cube objects as Static, and then bake the lighting. Then run the game and show the Stats panel in the Game View.

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Also, if they all use the same material, go down to the bottom of the material and make sure 'enable gpu instancing' is enabled

pastel pawn
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Perfect I will try this when I can. Thanks!

pastel pawn
errant shard
pastel pawn
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thank you so much! trying to release tomorrow. Was planning an early release today but theres more to do than I thought lol

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solo dev making first game it's been 10 months

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I appreciate the help!

pastel pawn
errant shard
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Ideally yes. But, one sec, I have something that may help you a bit. And save you a crapton of time

errant shard
# pastel pawn Do I need to do that process for every single scene?

Footage from the July 24th, Patreon-supported livestream.
Download the complete project: http://quill18.com/unity_tutorials/

Here's the character controller I used: https://github.com/cjddmut/Unity-2D-Platformer-Controller

Here's where the block graphics came from: https://kenney.itch.io/kenney-game-assets-2

Make sure to SUBSCRIBE so you don'...

▶ Play video
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Give that a watch, I find that incredibly useful very often.

pastel pawn
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is the generation supposed to take a long time and lag my pc a bit? because it is lol

errant shard
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Yeah, it can take a while, but it's something that only needs doing once./

pastel pawn
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okay cool

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thanks!

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I'll check that video out, but likely can't get to it today

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simply because I have so much to finish up, and I already have all my levels created

errant shard
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What it's doing it basically rendering a texture of all the Highlights and shadows in the scene and then it applies that texture to everything in the scene, giving the illusion that it's lit.

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Ah okay, gotcha.

pastel pawn
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yeah I thought it'd be doing something like that. Good to know about 🙂 thanks!

errant shard
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With the cubes, did you make 1 cube a prefab and then use that prefab to build the scene?

pastel pawn
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yes

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I have a folder of prefabs and I use them to build out a scene

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lots of copy pasting too

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but they are prefabs

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so I set the prefab to static and they all are static now 🙂

errant shard
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Okay, cool. So you should be able to just edit the cube prefab once. 🙂

pastel pawn
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I did the same thing with other objects that should be static too

errant shard
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Do your cubes all have a collider?

pastel pawn
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yes, but I simplified all coliders to basic geometry a long time ago

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most are rectangles

errant shard
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Okay, I was going to say that the cubes themselves shouldn't have individual colliders. You should create a new Empty and add a bunch of Box colliders and edit their sizes etc. to cover large chunks of the 'walls'

pastel pawn
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wait is this real?

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like 2 hours per level?

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I may be using all time leading up to release just baking lighting haha

errant shard
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Yeah, it can be, just in your case it's the amount of objects/shadows etc. that are in the scene.

pastel pawn
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yeah

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it's probably the level that will take the longest

errant shard
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Little example of what I mean by the box colliders

pastel pawn
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I might need to release some of the baked lighting post release

lost merlin
pastel pawn
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built in

lost merlin
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is this picture how the camera renders it too?

lost merlin
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Are you static batching it all?

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Top right of the game object there's options for that which ideally you should be using in built-in

errant shard
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If it's always that close up, have a look at Fustrum Culling too.

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Or 'chunking' the blocks.

lost merlin
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URP wouldn't need it so that's an option too if you want to try that out

pastel pawn
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sorry wrong one

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this is the ice blocks

regal patrol
lost merlin
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Dont use rigidbody on non-bodies

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unless you need them to move

errant shard
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Ooooh, yeah, take rigidbodies off everything except your player (unless you're using physics to move the enemies

lost merlin
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(kinematic is an exception though for OnTrigger purposes)

pastel pawn
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trying it now

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I don't really ever use physics

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everything is done with transform

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with no rigidbody my collision logic doesn't work

errant shard
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Okay, you may run into collision issues using Transforms

pastel pawn
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I should be dead

errant shard
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Do you have a rigidbody on the player?

pastel pawn
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yes

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kinematic

regal patrol
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rigidbody should only be on things that move

pastel pawn
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thanks for the knowledge 🙂 I probably will not be doing that at the moment, I really only have one level that lags at the moment and I'll see how it performs with the static + baked lighting changes first

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I would probably delete most of the level before rewriting the collision logic at this point unfortunately

pastel pawn
# errant shard Or 'chunking' the blocks.

The light is in the oven. 1 hr left. I got this msg though.

There are 137 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Lightmaps in Lighting Settings for more information.```
lost merlin
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UVs were not unwrapped correctly in your modeling program

sharp robin
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Some things, like large distant geography for example, you often don't really need to light bake and because of the scale and distance can really slow down light baking

hexed echo
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3d horror games like fnaf and fears to fathom, the art for them is made in blending softwares right?

pastel pawn
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Does anybody know how I can change the name here? I just released this morning, but my game is called Slide Faster not just Slide.

snow nacelle
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not a unity issue. at best you could post in #1157336089242112090
however i'd recommend looking at your steamworks settings

pastel pawn
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thanks, I might have found it. I was just nervous because one of the settings is the .exe file

near magnet
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Hey! What is the best way to handle UI menus in unity? I am interested in knowing what are the best practises for handling ui menus and switching between them in unity.
For example: we have two scenes mainMenuScene and gameScene. In the mainMenuScene we have two UI documents one is mainMenu and the other is settingsMenu. What is the best way in switching between them? Hiding one and showing the other (with display.none and display.flex) or disabling one and enabling the other gameobject? Another question I came up with is what if I want to use the same settingsMenu UI document in the gameScene? The gameScene contains a pauseMenu UI doc and should contain a settingsMenu (the same as in the mainMenuScene). How do I switch between them and also how the settingsMenu UI doc back button knows what to show after it is clicked?

late vapor
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you can easily add a listender to those menus to have buttons enable/disable the menus you want

cold onyx
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Hello friends 🦋✨
I have a little idea of building an app which I need to add 2 person multiplayer function which needs to connect a server by wifi
Is there someone who is experienced in this field I would like to share the detail with them to get some help 🥲
Any help is appreciated 🦋✨

regal patrol
errant shard
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Hi all, I'm having a bit of a creative block at the minute and wondered if anyone had any ideas that they'd be willing to share?

Video for context.....
https://streamable.com/pz5mrr

I want to display 'Asteroid Data' when the player is in range and 'rollovers' the asteroid with what will be a crosshair eventually. I'm really struggling to come up with a 'design language' for everything. 😕 I want to start with the data display 'popup' and then work from there, but coming up with a complete blank. 😕

Watch "2024-10-22 18-56-57" on Streamable.

▶ Play video
cold onyx
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I want to design a multiplayer app which I can share a code to the client as I'm the host to join my server but
I would get the picture 1
And the client will see the picture 2
And when I tap on picture 1
The client with picture 2 will also notice the sign I put on picture 1

still jackal
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Anyone got any ideas on how to show damage on an melee based first person game, idk what will work best or if I even need a damage show (specifically the damage the player deals to the enemy)

crimson viper
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Does this look good?:

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and what details can i still add? this is supose to be on steam adventually so i kinda need good feedback

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sorry if wrong cha

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chat

crimson viper
crimson viper
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what do you mean? As in when you die it shows the player who killed you?

broken pumice
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Your feedback wanted!

We are a group of LUCA students from the course "Game Design" (1st and 2nd year). We are going to make a game and we could like your feedback!
Please fill in the form below. (It only takes 5 minutes!)

  • English form

https://forms.gle/jV7vwVU46E9P9iNy7

viral igloo
crimson viper
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oh in that case you can maybe make it so the player loses all its items

errant shard
dusky bobcat
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Hello, im making a zombie AI tha tcould climb other zombies and walls to get to the player, are there any better AI solutions to do that or is it douable with the present Default navigation solution?

viral seal
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dose anyone know why, i downloaded a model of a bench and it comes with everything but when i play, it doesn't have a hitbox?

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this is the same with most objects i download

snow nacelle
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build it?

hollow siren
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I just published our game, is this the right place to post the trailer?

spiral bloom
polar jasper
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Where's some good places to get 2D platformer level design ideas at?

sudden pendant
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From successful 2D Platformer games

strange sable
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I have a concept and a Game Design Document. What now? Do I make a prototype? How long should one actually take on making that prototype? When and how do I start Managing the game? How should the blueprint look like in the road map? Any help is very much appreciated 🙂

late vapor
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prototype? yes.

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spend as little time on it as you can, as long as it is a mockup that's a good representation of what main mechanics you want in your full game

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that lets you interate on what you think should be the most fun part of the game

sharp zinc
# strange sable I have a concept and a Game Design Document. What now? Do I make a prototype? Ho...
  1. Do I make a prototype?
    It depends on the objective of what you are doing and what you want.
  • If your idea is to make a successful game, you need to prove that your game would be fun before investing considerable time.
  • If your idea is to learn, then it is not necessary.
  1. How long should one actually take on making that prototype?
    There is usually no time associated with making a prototype as the objective is to prove that the game is indeed fun.

  2. When and how do I start Managing the game?
    You should already be "managing" the game. At least, if you meant giving yourself timeline and objective. (In the case you are doing it "professionally")

  3. How should the blueprint look like in the road map?
    In theory, it is better to create the main game loop first (the core of the game). So, whatever is your main game loop.

strange sable
strange sable
eager plaza
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Im pretty new to game designe and want to make a ps1 styled horror game and was wondering how to or if i could get any help

regal patrol
desert martenBOT
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:teacher: Unity Learn ↗

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

late vapor
cold onyx
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Hey I need a lot of name ideas for a VR Adventure Horror Game where you are a monkey with gorilla tag locomotion. Ai obviously isn’t much help and I’m not very creative.

river sky
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Just use chat gpt if you can't think of a name

pine kite
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Definitely check the availability of the name yourself considering the probably high odds of it pulling something that already exists.
Compiling a big list of keywords relevant to your project and deriving names yourself might be a worthwhile attempt.

errant shard
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Hi all, I'm struggling with a design decision.

I've got a little spaceship, and can't decide how to handle Upgrades etc.

One option is that the player can 'buy' new pre-built ships that have different numbers of Equipment slots (Cargo space, thruster module, weapons etc).

The other is a full ship builder, whereby the player can build their ship from scratch using 'blocks' (armour/weapons/thrusters etc. etc.)

Obviously one is a lot more work than the other, but I can't decide on which way to go. 😕

sharp zinc
polar jasper
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Anyone know any 2D platformers that have character with a side character that follows them?
trying to find some references on the best way to go about having one

void arch
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Yow, this is small question regarding Layers and Tags in combination with some design. (I believe my question falls into a design category, but apologise if I've interpreted this the wrong way)

For a project I am making, I require minions, one for each "side" of my game, so a friendly and an enemy minion.
Since this project is an assignment and I only need to create a prototype for it (I might decide to add more later, but for now a prototype will have to do), I am planning to make them just simple squares or cylinders. Both minions will look the same, but will only differ in color (to make it more obvious for the player) and, of course, in tags and layers.

I know it is possible to change a layer at runtime, and not a tag. But my question is more of what someone would advise me to do.
I am planning to add at least 3 types of minions per side, so that is why wanted to look into ways of making just 3, and making them "modular" so I could use these same 3 GameObjects for both sides, instead of having to make 6 ones, 3 for each side (since that just sounds stupid to me, but I might also be overthinking it).

Would greatly appreciate someone's thoughts on this as it's my first time working with unity!
Thanks in advance 😄

lost merlin
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Tags are optional as layers present similar behavior (and more) if you use those primarily

sharp zinc
# void arch Yow, this is small question regarding Layers and Tags in combination with some d...

Do not use tag. They are usually not really efficient and because you cannot have multiple tag they are mostly unusable in most context.
Do not categories object with Layer, layer are used for Rendering or Physics feature.

Instead use C# Monobehaviour to "Classify" your object. In your case, you could do a "Minion" class.
Also, if you want to make different variation, I suggest that you create a BasePrefab of your minion and create Prefab Variant for each variation of color.

grizzled comet
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hey, what are the rules for self promoting games?

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is there a channel for it?

weary thicket
void arch
split rain
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Guys I'm thinking to make a multiplayer game like smash karts.. it'll have lobby , friends, match making according to rank and stuff. What is the easiest way to setup this multiplayer system among the systems which are available . And i also want it to be free...

river sky
split rain
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Thank you dude

swift hatch
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Hi, i'm currently making a simple game, where you choose 4 heroes, you choose their item, then you battle a boss. THe combat is auto. The things i still don't know is, wich hero the boss will attack ? what is logical ? every hit, the boss attack a random character ? the boss focus hero from left to right ? boss attack in priority healer/mage etc

leaden cliff
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Short question, I had a preview and suddenly it went away.

split rain
random forum
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Am I allowed to share my Git here or anywhere to allow someone to review my game? I'm doing a course as an absolute beginner and I'm struggling with some parts

night shoal
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assuming what you're struggling with is code

lime rune
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does anyone know where I can find some good loot sound effects similar to path of exile/diablo?

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been looking all around on freesound, etc but none of them sound as juicy lol

lost merlin
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otherwise I would pick up some compilation from itchio

tribal harbor
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where would i ask about material issues?

feral mountain
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Try unity talk first

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If its an shader issue you will get redirected

strange sable
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I am making a Top Down 2D game, and want to use Top Down 2D Sprites. The thing is, I only have a few sprites that are actually Top Down(Bird's Eye View). I can find and already have a lot of 2D side scroller sprites. I tried to put them in game, but it looks weird with the Player being Top Down(Bird's Eye View), and the enemies being Side Scroller. Any tips?

olive jacinth
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If it's topdown, why are you using side scroller sprites

strange sable
olive jacinth
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How would you expect to mix them

strange sable
half smelt
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I want to create a turn based RPG in unity. I have programming experiance already but dont know how to start. Are there any good resources available so that I could learn? Like tutorials, books, or other stuff?

strange sable
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If anyone knows where you can find loads of Top Down (Bird's Eye View) Vector characters. Please let me know. I have not been able to find many.

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I have been able to find some, but the characters I am looking for are more than bugs(ants and spiders), Zombies and humans(soldiers). I am looking for Fantasy Characters like Goblins or any traditional Fantasy Characters.

wheat slate
olive thicket
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Im struggling to think of a fun mini game for mining

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thats a 2D non scrolling platformer? kind of

strange sable
cosmic jay
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does anyone know of any good tutorials on making a simple armor system to go along with an FPS controller health system like Duke Nukem or Doom? All the ones I've been finding only cover health.

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im assuming its basically just a second health bar with some kind of flag to use it first for damage

finite gate
chilly cove
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Guys is there a way to make a maze quickly? Or do I HAVE TO do it block by block

sudden pendant
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You can use procedural generation to create things automatically. So no, you don't have to do it by hand.

chilly cove
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Thank you!!!

cosmic jay
# finite gate Don’t attempt to find tutorials for mechanic in your game. If you’re dependant o...

I strongly disagree with this statement because how else is one supposed to learn how all the engine hooks work? Documentation is all well and good but practical application is much more useful. Yeah sure hobbling together an entire game out of YouTube tutorials is a bad idea but I don't think you should tell people to never look for tutorials for individual mechanics that have been done a thousand times over probably better than the person experimenting will lay them out.

finite gate
cosmic jay
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Okay that is entirely fair lol

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In this case though, there is a surprisingly low amount of documentation on second health bars and armor mitigation

chilly cove
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Guys how do I make my objects snap to grid, or move them with more studs because every time I have to align an object to the other one its a NIGHTMAREEEE

finite gate
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As for damage mitigation, that you would simply need to call a method whenever the player takes damage that takes the damage mitigation into account.

cosmic jay
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I figured out my method but there's barely anything online about doing that.

finite gate
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@cosmic jay Here is some qsuedo code. I didn’t test it but I think you get the idea:

int hitPoints = 2000;
const int PointsBerBar = 500;
for (int i = 0; i < _healthBars.Length; i++)
_healthBar[i].fill = Math.Min(1, (hitPoints - (i * PointsBerBar)) / PointsBerBar);```
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Hope that helps

cosmic jay
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That's pretty similar to how I ended up laying it out but I appreciate it. Was mostly using that one to say not every mechanic is documented or has a direct tutorial.

lilac shadow
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!code

desert martenBOT
half glen
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trying to create an island for my game, but it's giving me really hard time to create it, i basically want to create similar to sea of thieves islands but bigger in scale

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any tips or tricks that popped in your head when you saw this message? Since I'm solo devving i might have gotten into tunnel vision idk notlikethis

lost merlin
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throw a bunch of noise at it

half glen
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most sad part was to learn that when you add trees and stuff via terrain tool in unity, it does not work with navmesh

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so i'll use a procedural planter* for them trees n stuff

thick kettle
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When creating a world based on something like Middle Earth, let's say, doing it manually would probably take an age. But I have also seen those world builders which would at least help create the initial shape. I've only seen one or two video but I am not sure what approach do people take?

night shoal
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People don't make massive worlds by themselves. That's why game studios have entire teams doing only that. For solo/indie devs procedural generation is the most reasonable approach to make big scale worlds.

thick kettle
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Yeah, I'm not looking to build something the size of a whole continent, more like a small corner of it. I've been creating some mountain ranges, the area is mostly a plain, I just placed trees like mad but in HDRP that seems to cause trouble. Though my 1070 Ti is lacking today.

cold onyx
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How could I make this lighting in my unity (VR) game? also little lag.
also does this make textures look 3d or is that a separate thing? thanks!

orchid pollen
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Join us on this tour of the different types of volumetric lighting that you can add to your scene with Volumetric Lights: Spot, Point, Rectangle Area Light and Disc Area Light.
...

▶ Play video
#

@cold onyx

cold onyx
orchid pollen
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Yeah

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If you want to make textures shine

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Look into Normal Maps, Roughness Maps, Metallic maps, Reflective maps etc

dreamy cloak
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Question guys, I can't publish to Steam for personal reasons. It's hard to explain but I can't make money, like at all. So my only choice is gamejolt/itch. Question is, is it possible to get content creators invested in my games? I will promote them regularly

formal spruce
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sure you can, you just have to contact them and give a viable game to play which is fun, although it will be hard to do because most have other things to do

regal patrol
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cant you ask your parents to put it up on steam instead?

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or are they not allowed to make money either

dreamy cloak
# regal patrol why cant you make money

I have hypothyroidism, I require VERY EXPENSIVE medicine to live, and my insurance pays for that, and if I make money, my disability check goes away, and my insurance too with it

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My grandmother said she would put it on Steam, but I don't think she knows it requires tax information. She won't pay taxes on that, I tried asking her. And plus, she told me that if she did, she'll have to take credit for it

reef crow
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How does this UI look?

vapid stream
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Ooooo i like it

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I think the top half of the start screen looks a bit empty, but other than that, very cool 👍

feral mountain
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no

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thats not how it works

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!ask

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** Don't ask to ask, ask a full question illustrating with screenshots if needed. **

short fox
#

If you are interested, I can fully describe it to you personally

feral mountain
#

if you need some 1:1 help, pay someone for their time

short fox
feral mountain
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Not how this works

#

Thats why we have !ask in the first place

desert martenBOT
feral mountain
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And unless you have some shitty publisher in your neck its not confidential

short fox
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I have nothing more to say to you, believe me. I said this to those who might be interested and might help.

feral mountain
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yeah they wont

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that is simply not how this works

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what you want is 1:1 help and apparently not just one thing, so yeah thats gonna cost you

short fox
#

I have nothing to say or prove to you. Don't waste your time.

feral mountain
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yeah i wont waste my time and you wont waste our members time either <@&502884371011731486>

short fox
#

You can cry, but don't clog up the chat with your messages, how angry you are

pine kite
#

@short fox You aren't using this space as intended to begin with. This is not a place to recruit volunteers for 1:1 consulting/help.

short fox
feral mountain
#

you wont find what you want for free

short fox
#

You can continue to show your emotions, but I absolutely don't care, lol

pine kite
short fox
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okay thank u

pastel sundial
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im using this

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my shitty ripoff siege game is gonna have perfect lighting

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even though the gun "models" look like this

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oh my goodness gravy 55 euros

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ill make it myself

hard fog
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@feral mountain Yes, they were random ramblings from almost a day ago they moved on from. No need to add to spam in the channel.

north pasture
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What’s the best way of implementing a slide ability into my game?

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2d side scroller

#

hold shift to slide?

hard fog
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Build a prototype and see what works best.

north pasture
#

Sliding down ceilings like this wouldn't work irl but this isn't meant to be the most realistic game anyway

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I'm thinking that if you let go of shift, the slide will end

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Making for some cool platforming uses where you have to stop the slide at the right time

tranquil bay
#

Hi everyone! I'm an indie game developer, and I’ve just released my new game, Monsta Gemu, in soft launch for Android. It’s a monster-themed puzzle game, currently available in the Philippines, Indonesia, Malaysia, Canada, Australia, New Zealand, and Poland.

I'm looking for feedback and reviews to help improve the game. Would it be okay to share a message here with a brief description and a link? Or if anyone knows other places where I could share it, I’d really appreciate the advice!

Thanks so much for your help!

sudden pendant
tranquil bay
#

thank you!

drowsy dust
#

https://forms.gle/12ZEfEDj4MMhsNJq5

5 minute survey about roguelike games. Thank you for participation 🙏

civic oxide
#

Question: How would one advertise or bring more exposure to a game prototype?

scenic tree
#

Youtubers

stone maple
#

Hi I am making a game RPG. I want the environment low poly and good graphics but my game is not looks like it. My game only contain trees and rocks on terrain. I want to improve my environment. Can someone help me

sharp zinc
scenic tree
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I had no idea that's what the lite meant dx that's kinda cool

#

but yeah I just had an idea for one of the abilities in my 2d game an omnidirectional dash that's able to stun and damage enemies if you hit them with it while they're charging up an attack

#

do ya'll think that's a cool idea?

onyx citrus
#

Hello, how long did it take you to install Unity? It takes 3 days to install and still loads

onyx citrus
#

I try to download it every day after 7am

merry prairie
#

hi i have been doing some research and finding it difficult to find material on creating decent looking research tree's and how to develop one. anyone got any idea how i could get a simple one started and build off that?

#

im assuming some sort of ui system is involved ( still learning to use ui toolkit ) but is graph view something i should be looking at too?

snow nacelle
desert martenBOT
#
📝 Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

formal oriole
#

Hey yall, me and a few other students are doing some group work and a topic that we were discussing for our game is a section were enemies attack you on a moving lift of sorts.
are there any popular techniques for acomplishing this? We want to try our hand at it but we're moreso worrying about collision and ai pathing on a moving platform

#

So far after very little brainstorming we thought of just moving the enviorment instead of the platform but who knows what thats gonna end up causing

sharp zinc
formal oriole
sharp zinc
weary thicket
#

Just moving the environment is definitely the simplest / most robust method.

You could also do the gameplay on a hidden stationary platform and then just copy the movement to children of the moving platform.

#

Though that's probably overkill

wind plinth
#

Hello guys... I need help from u, I'm stuck on deciding the project ideas for my final year.. do mind giving me some .. 3D projects🥲

lost merlin
#

flabby birb 3D

formal spruce
#

mincecraft

rough shell
#

yall think you can help me with this idea i have for a game

#

i know that i dont really have a core loop yet

#

right now its a 2d project but i might expand to 3d

#

its basically a space exploration game, you have a base rocket, you can go to other planets and such and basically "suck" the materials out of them with multiple machines and stuff, and you can continuously upgrade your rocket (ill prolly limit how much you can upgrade it) and get multiple different appearing rockets

#

faster, stronger, etc

#

but i dont really have any "end" or like a "boss"

#

maybe a... black hole?

#

but yeh, i dont really have an "ending"

#

i also have plans for "lore"

#

but im not fully sure how its going to go yet

twin bay
#

chat, how would one make a game with similar graphics to re4

soft whale
stone maple
#

Hi

#

Can someone give me some examples scene of making terrain

pastel sundial
#

if not try reinstalling ig?

sharp robin
desert martenBOT
#

:teacher: Unity Learn ↗

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

tropic coyote
#

guys how do i make an ammo system the unity example fps game has inf ammo and inf reloads but i want to have limited ammo and something you touch to pickup ammo

tropic coyote
#

ok

sly linden
#

Hey, do you guys know about any game that handles well coop? I'm implementing it in my game and thought the following, it's an arcade game, and coop should be super simple to access.

In the menu you can use any controller and when you start the match, the controller will lock (I'm not sure about locking but makes it easier to join afterwards)
when anybody holds a button in another controller, they will spawn and have that controller permanently assigned.
new players can join mid game.

I'm in doubt about locking the controllers, as I feel like I loose the opportunity of people just switching controllers while playing if they like, which I really like for single player games tbf

half hedge
#

can some people tell me some scary stuff for my game, like, just give me a list of aspects which you would be scared by.

signal mason
#

I'm trying to think through time-to-kill in my PVP fighting game - does anybody have any analyses of this kind of thing? I'm finding it hard to think through, but I can't find any video essays on YouTube, which has been my MO lol

#

Scary stuff

tiny berry
stone maple
#

Hi everyone this my terrain with only 10 fps in 1920 and 1080 resolution and ultra quality

#

Can someone tell me how I can improve graphics and quality with fps

#

30 fps

#

And also improve environment.

#

Which I need to add

lost merlin
#

Need LODs on the trees, else add some fog in and play around with the camera's clipping plane and cull some out of view

stone maple
#

The tress have LODs

#

Can you tell me which skybox suit best my scene

#

And how my game do not look like soild

ebon sage
#

hey what is the best app for design documentation

lost merlin
#

google docs

#

and maybe a pen and some paper

ebon sage
#

thanks

golden marsh
#

How do we come up with a good game designs?

shrewd meteor
#

come up with a good gameloop

pastel sundial
#

give me ideas (please)

shrewd meteor
#

nuh uh this is not game design

#

and ehm palm tree

pastel sundial
#

singular palm tree

#

fire

mortal wing
pastel sundial
shrewd meteor
mortal wing
shrewd meteor
pastel sundial
mortal wing
#

i am also new haha

pastel sundial
#

i can do all the coding and stuff but im a dull soulless person and i need ideas

shrewd meteor
pastel sundial
shrewd meteor
mortal wing
shrewd meteor
shrewd meteor
pastel sundial
shrewd meteor
#

😭

mortal wing
#

or actually serious

shrewd meteor
mortal wing
#

XD

pastel sundial
#

smh

mortal wing
#

if it's about a land

hard fog
#

@pastel sundial You just had a warning for spam, and you keep spamming here now?

pastel sundial
#

they asked me a question

#

i know how to code i can do the coding and design

#

i want ideas about the survival game

pastel sundial
#

no more "spam" guys

mortal wing
#

i can give you idea in dm

shrewd meteor
#

the art of game design is 70 euros 😭

pastel sundial
#

yes flood my dms people as talking about game design in game design is spam

shrewd meteor
#

i disabled the ping so i think reacting is okay then

hard fog
#

GDD is not some magical thing that will allow you to make interesting gameplay. It's just to help with structure for your project.

shrewd meteor
#

yea ik

pastel sundial
#

fuck im gonna make a roblox game

shrewd meteor
#

but it is nice to order the things you are going to make

#

but i meant game design in general

hard fog
#

!mute 742379926736601169 1d Ignoring warnings, off-topic spam.

desert martenBOT
#

dynoSuccess bearx067max was muted.

shrewd meteor
#

hard to come up with original stuff

hard fog
#

This is your last warning btw.

hard fog
shrewd meteor
#

but yeah prob need to play games then

#

wanted to stop with it 🤣 but now it is for idea XD

#

not going to lie never play roblox but it prob has some good gameplay loops i can steal from 🤣

shrewd meteor
#

fogsight sounds kinda stupid but i think i have kinda smth i like but idk if it is possible with peer to peer but i think it is kinda fun to play 🤣

#

hehe

hard fog
#

Before even thinking about multiplayer, try making a simple shooter first.

shrewd meteor
#

yea true

#

yeah okay multiplayer is too hard

#

shouldn't go for that need to do smth easy 😭

#

xD

sacred hill
twin bay
#

so like ps2 graphics

twin bay
#

which i assume you already had in mind

formal apex
#

I like knight, dark fantasy and souls like, but i am a beginner, suggestions ?

#

I dont know what a beginner can create with this style

#

And i dont have a lot of time because im student

twin bay
formal apex
twin bay
formal apex
#

What do you mean when you say simple ?

twin bay
#

simple

formal apex
#

Ok

#

I will try

twin bay
#

2d or 3d

formal apex
#

But i need to moove my character before

formal apex
soft whale
# twin bay so like ps2 graphics

Then u have to research ps2 textures if you know drawing then you can inspire textures ps2 you can also get free textures from opengameart website

soft whale
# twin bay yeah, im an artist

same i sometimes find old surface of smth photos and drawing as low quality i usually use opengameart or other websites for low textures

formal apex
sacred hill
#

@twin bay btw u can find my game in #1180170818983051344 i would apprecoate if u give suggestions in there

#

Rn i m working on smart ai

feral mountain
#

you need to know how to actually make games first and then extend that with the knowledge of making multiplayer games

sacred hill
#

is this worth it?

#

i mean it s 1.35$ it s cheap but idk if i should buy it

night shoal
#

Well it pretty much shows everything that's included. If you need an asset like that then sure

sacred hill
#

yeah i need a better ui for my 2d game so yeah i ll buy it

signal mason
#

Does anybody have any guidance on finding people that I can bounce ideas off of for game design? my game is a fighting game, and I have IRL friends that I can hand my game to, but there are design details that I think most of them won't be privy to, so I'm struggling to find people that would chat about the details that I'm trying to iron out
As an example, @tiny berry and I chatted [here](#archived-game-design message) about time-to-kill

sharp robin
#

But here is good too, just tends to be focused on unity

signal mason
# sharp robin Fwiw it's pretty much all we talk about in the /r/gamedev discord

Yeah, I was thinking to post on reddit, and I think I would just appreciate a more personal relationship with the people that I'm discussing things with, because the forum format seems more apt for discussion of a single hypothesis at length, as opposed to a living, breathing piece of work
Oh, my bad, I missed the mention of a specific discord server - I'll check it out!

sharp robin
formal spruce
#

TTK is very dependant on a lot of things

#

Or is there something else you would like to talk about with your game design?

lost merlin
#

Probably a good time to start researching on developing a game design document if you've not touched up on that

signal mason
signal mason
signal mason
brazen thistle
tiny berry
# brazen thistle does this muzzle flash obscure the screen too much you think? still trying to di...

Personally I think so, if you pause or slow down your video at the moment you shoot to see the flash, it seems like a large fireball, you maybe want to spread it out so it has more depth, or make the edges more transparent, or decrease the size overall - it could also help to script a simple enemy that moves back and forth, then try to track them as you shoot and see how it feels, this could give you an idea on the effect, but it also depends on how powerful that shotgun is meant to feel, if it levels buildings, maybe the muzzle is okay, but it also fits your art style well and I havnt played games with that art style in a while, so maybe not everything I said would make sense in the context of your game

brazen thistle
#

i do want it to feel decently powerful but still reasonable lol

signal mason
brazen thistle
#

though the shot would usually be at the end of whatever is based on timing so technically it’d be after the danger

#

say like boosting the damage of shots after a parry, stuff like that

signal mason
#

And one more thing: I think that a player ought to earn use of such a powerful-feeling weapon, and when you say "decently powerful", it sounds like that's what you're going for here

#

Oh, interesting, so the type of shot, and this particular visual effect, would be based on proper execution of something? I can see that feeling really cool

#

Because on the flip side, if this were a default weapons of sorts, then this would probably get old really quickly (or maybe it would just be desensitized)

rough shell
#

yall think a game simulating a globe and flat earth would be cool?

#

like you can choose between them and you are actually on the earth

signal mason
#

Can you describe the idea more?

half flare
#

SO... I am making a dice game. The thought here is:
IN UNity 6 using a software RNG to define the start position of the dice > from that position do a physics roll > determine what face is up by what face is touching the floor.

Some stuff i have found sounds like this is possible, others say no cause RNG and physics do not mix.

What say you all?

signal mason
#

I don't see why this wouldn't work - I think it would just be important that the randomness is all in the initial state of the die, and the physics system would run to completion after that. However, I don't know how you'd make sure that the dice would have an even 1/6 chance for each side.
If you want more control over this such that you're not at the whims of the physics engine, you might just try to make the dice evaluation an illusion, where it looks like the face-up side is being handled by physics, but you're actually just hardcoding it.
To the player, so long as it looks convincing enough, it should all be the same.

half flare
# signal mason I don't see why this wouldn't work - I think it would just be important that the...

My thought was, irl, when you pick the dice up and shake them in your hand, that is the rng happening. You blindly shift the dice around and then toss them. Gravity and physics take over and what ends up face up is what you get. So, as in life, all 6 sides may not physically have an equal chance. I have the dice spinning and rotating on all sides for the throw and currently attempting to use animation to move them but the movement over the board isn't happening. They spin and roll in a static place 😦
I was thinking a better mind might give me a different idea.

It seems like this is a true way to do it but perhaps this dog just won't hunt.

#

Edison found a thousand ways to NOT make a light bulb...

signal mason
#

If this is your approach, then it sounds like you're not using RNG to begin with
RNG literally means "random number generation", but what you've described doesn't sound random, so I don't think there's a problem
I think you just need to toy around with the physics values to make it move the way you want

#

I think there are values for bounciness and such

half flare
#

I am using the xorshift method in my code.

#

You might be correct of just needing to keep tweeking the variables for the physics

half flare
formal apex
#

Hey

#

Ps2 graphics like is hardest to modelise than 3d object ?

sharp robin
formal apex
#

Ok

potent cipher
#

Is there any basic guide for platforms level design guys?

brazen thistle
#

maybe "decently powerful" isn't the phrase i'm looking for, but more physical than just "flame.png" being overlaid lol

shrewd meteor
# feral mountain its fine if you know how to code and make unity games, its just a secondary step

yea im currently doing software dev study but i just started so like im not that far in

i am now learning some C# in the free time tho and it is going pretty good i have some decent experience with blender too only not texturing but i want to get subtance painter and that prob makes it easier but yeah syncronizing the movement and stuff is going to be hard or if someone picks up the same item at the same time it doesnt duplicate

feral mountain
#

Yeah i wouldnt recommend you doing multiplayer

#

Do solo projects for a year and then do multiplayer

shy canopy
#

Im looking for ideas/best practices in design a appearance system in a 2D game

#

in this moment my idea is the system of body parts, and each body part have hidden clothe/colors and depends of your selection that will be visible, and the other is load clothe from assets when player change appearance

sharp zinc
sharp robin
#

You could also move it to addressables but it's a bit overkill for 2D unless you have a lot of clothing packs or want to somewhat protect the DLC.

feral mountain
#

just load all of them and then you can swap them whenever as they are all loaded

feral mountain
#

in most cases it wont matter

kind locust
#

hello i hope i'm not chat on wrong channel. im wondering In 2D games, what is usually done to cover this part (pic 1)? so that it looks natural? for now I cover it with an object like in the second picture
i have a layer setup like this. Background, Defaullt, Foreground.
ps : dont worry about the blue square it's a background that will follow player.

river sky
sudden pendant
civic oxide
#

I want my game to be on a 16:9 resolution, but I'm struggling with picking the lengths for my character: I want my character to have equal width and height, but I don't know how large it should be

grand osprey
civic oxide
#

The sizes don't matter, I'm more interested in how to make the sprites not blurry when I put them in the game

grand osprey
civic oxide
#

Not really pixel art, more so simple geometric shapes

#

This is currently the sprite I use for the character, 512*512

grand osprey
civic oxide
#

I.E, not looking smooth

grand osprey
#

If you want fully crisp edges at all resolutions, you could try the Vector Graphics package. textures are always limited in resolution

sudden pendant
#

@tawny dawn There are no job postings here, thanks.

tawny dawn
#

where would I find them?

brazen thistle
#

you can go to the texture settings and set it to point, that may be your issue

civic oxide
#

Currently its bilinear

brazen thistle
#

set it to point

#

(and apply it)

#

is that what you wanted?

formal spruce
desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

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

stuck pollen
pale terrace
#

anyone got an idea for theme song its sad game with a twist

twin bay
#

how to fix this, its telling me to do soft occlusion but its pink

burnt token
burnt token
# twin bay yes

It’s beyond me then. Some materials can’t be converted automatically by the renderer and need to be converted by updating the code, but that’s beyond me. I’ll leave this to someone with more knowledge than me.

sudden pendant
#

@meager ginkgo This is for Unity related game development only, thanks.

meager ginkgo
#

Awe smucks

reef cedar
rocky kettle
#

hey, is it better to store files im using as sprites ingame as .png or .aseprite?

burnt charm
#

need ideas for my game if you have any ideas for a forth one pls tell me

solar quail
#

how can i fuse two boxes into one model??

warped vortex
burnt charm
#

for that gun

warped vortex
#

What app are you using ?

burnt charm
#

wdym ?

warped vortex
burnt charm
burnt charm
#

its on the web

warped vortex
#

ok

warped vortex
burnt charm
#

it needs to be something that i can have 3 different "charms" and the player wont know if one is better then the other (this is why i cant think of a forth one)

warped vortex
sly linden
#

I'm designing a roguelike game with a primary focus on co-op gameplay. I love deckbuilding mechanics (like in Slay the Spire), but incorporating them into co-op feels awkward in terms of UX. For example, games like PlateUp! use card-like systems with envelopes, but the process of buying and upgrading feels cumbersome in a co-op setting. Are there any examples of games that solved this challenge well or suggestions on how to integrate deckbuilding mechanics smoothly into a co-op experience?

regal patrol
sly linden
olive dove
#

does anyone know the term for buildable terrain that morphs depending on its surroundings? (best examples I can think of are fences and minecart tracks from minecraft)

little nacelle
#

anyone have any skate park modesl an things ? im trying to build a bmx skate park?

stray hill
#

Looking for advice on designing a minimax algorithm for turn-based RPGs

I’ve implemented a minimax algorithm for my game, but I’m encountering performance issues as the complexity increases. Specifically, when the board has more than 5 targets within the AI's effective range (based on its best skill), the calculation count quickly balloons to around 40,000. This causes the AI to spend up to 1 second thinking, and the calculation time increases exponentially with larger attack ranges and more available targets.

Here are some details about my implementation:

  • Calculation Depth: It considers the full turn order dynamically. This means that more targets lead to more calculations.
  • Optimization for Idle Targets: Any character that cannot reach the AI is marked as idle, reducing that branch of the tree to a single node.
  • Maximum Characters: I’m considering capping the number of characters on the board at 10 to avoid excessive freezes.
  • Asynchronous Execution: The AI starts processing while the animation for the previous character's action is still running.
  • Alpha-Beta Pruning: This optimization is already in place.
  • Skill Limitation: The system pre-selects the preferred skill, limiting the AI’s decision-making to one skill per turn.
  • Move Management: Instead of deep cloning the game state, I use a "move" and "undo move" approach to modify the board state efficiently.
#

Despite these optimizations:

With 5 AI characters and skills limited to a 1-tile range, the AI processes a game in about 0.8 seconds (35 moves per game).
However, with a 3-tile attack range, the processing time jumps to 20 seconds (32 moves per game).
One optimization I’m considering is running the first target’s branches in parallel threads. However, my game uses an A* 2D system for pathfinding, but it is not thread-safe, which has been a blocker for implementing multithreading. I've tried using my own build Dijkstra Pathmap, but in a multithreaded run, it's also encountering strange issues, so it's presumably also not threadsafe...

Does anyone have experience optimizing minimax in similar scenarios or additional pointers to improve performance? Any advice would be greatly appreciated!

formal spruce
sharp zinc
sharp zinc
# stray hill Looking for advice on designing a minimax algorithm for turn-based RPGs I’ve im...

I would not use MinMax algorithm with games that have that many possible action. If you really want to use it, I would suggest that you reduce the exploration by reducing the amount of "possible actions". Instead of looking at every possible location an AI could move to, you might want to only explore specific action. (Closest, Farthest, In Range, etc.)

That being said, even then, MinMax is not really an algorithm that works well in practice due to how it explode really fast. There is a variante of the algorithm which only explore a specific depth and use heuristic. I would try that as well if you really want to keep the min-max algorithm.

Also, consider that playing vs an impossibly hard adversary is not necessary "fun".

hoary slate
#

Hi eveyone. I am trying to develop a candy crush clone in unity. I couldn't decide which UI element should I use for the board. What would be the best pick for a game board like the one in candy crush?
anyone have idea?

sharp zinc
blazing cypress
#

So, I‘m working on designing the concept of a open-world-ish game

Because I have bad experience with Unitys builtin tree and detail system I thought about writing a custom system - now on that part DOTS seems attractive in terms of rendering trees and plants - they even should hold some data, as the player should be able to „scan“ trees and plans and read informations about them (kinda like an exploration game). But most of the time they are going to be static.

Now, I thought, when implementing it in DOTS I‘m gonna have trouble with physics and would need to implement the entirety of the game in DOTS, right? I don‘t have a problem in learning DOTS, but wouldn‘t go for it because of only one system.

There aren‘t going to be thousands of NPCs active at a time. I don’t plan anything that MonoBehaviour hasn’t handled before - but as I am planing a mechanic, that the player should be able to „scan“ plants and trees and retrieve information, data-only components also seem better than instantiating MonoBehaviours (Scriptable Objects aside). This plant-data-system also seems to align better with DOTS

On the other hand, other mechanics (like the player controller) seem to be more painful with DOTS and, well, for collisions that‘s what I‘m going to need to do then

So, what way would you guys go? Asking it here because, seems like a core-design question for me, please correct me if I‘m wrong

regal patrol
regal patrol
sharp zinc
wraith swallow
#

I was wondering if this was good gameplay loop for horror game

1.) player chased by enemy
2.) player needs to find x number of items to power exit
3.) once exit is powered and interacted with brings player to new level with higher difficulty

weary thicket
lime rune
#

anyone have a good resource for developing a loot algorithm? or tips in general. seems like my functions get out of control at high loot bonuses or give too little at low loot bonuses

#

i want to maybe get some idea of how other games do it instead of playing around in desmos lol

cold onyx
#

im currently working on my first game, where each stage has a different mechanic or obstacle, not only for the sake of fun and variety, but also so i have an excuse to learn new stuff. does anybody have something i could try to implement?

wispy spindle
#

Hey guys, got a question for all ya here, if you would have to learn from a good course to make strategy city building game, what kind of course would you pick and what topics would be the most important to pick up?

sharp zinc
desert martenBOT
#

:teacher: Unity Learn ↗

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

wise tulip
#

Hey I am a newbie here just recently quit the animation grind to attempt to make video games. and made a flabby bird clone as my first game any advice?

thorn cove
# blazing cypress So, I‘m working on designing the concept of a open-world-ish game Because I hav...

if this is going to be a game in development for a long time, you could also just wait (although I don't know for how long). Unity is planning on releasing a world building update with way better tools for the features you described, all using DOTS under the hood https://discussions.unity.com/t/new-worldbuilding-update-q3-2024-info-revealed-at-unite/1519292. This is just my opinion, but I wouldn't use DOTS unless you truly have to. You can make a custom system without it and still have it be very efficient. You could use a third party entity-component system for the data (if you even want to bother going that far), and render it directly in code, for example. It's mostly a rendering / imposter / batching problem and less of a fundamental issue with GameObjects. You can also use Jobs to multithread certain aspects if necessary. However, I don't know the fidelity you have in mind. Some open-world games have used DOTS, such as Core Keeper (2D) and V-Rising (3D). The V-Rising devs did an interview about using DOTS https://youtu.be/HgCLe16Gmos. They talk about some issues they faced, as well as the parts they liked about it. They ended up needing to have a scripting layer for their gameplay code because DOTS would simply crash too much if encountering issues / code mistakes. Anyways, DOTS is mostly useful for when you have a complex simulation, but it sounds more like you have a simple simulation with a lot of static data.

blazing cypress
safe geyser
#

Hello I'm new-ish to coding/game design I'd say I'm maybe a moderate beginner or expert beginner. Anyway I'm trying to code my first game ever using Unity and right now I have just movement and camera following. It's going to be a 2d platformer. I'm having a couple of issues one I can jump infinitely in the air instead of just a double jump. Two I have no idea wtf I'm doing. Should I be following tutorials to the tea should I code it on my own do I use some tutorials and do other things on my own. Plus I have no idea how to start coding things on my own like I understand coding but how do I start with a new mechanic. Anyway that's just me. If anyone has idea's or tips I'm open to them.

night shoal
safe geyser
#

Yeah oops realized that afterwards

austere trail
#

what kind of physical hand interaction features does VRChat have? like haptic feedback for example. In gorilla tag you are constantly touching surfaces and objects, there's levers, buttons, etc to play with.

sharp zinc
snow nacelle
desert martenBOT
sharp zinc
willow moss
#

This channel seems appropriate for this question.

I downloaded a "modern city pack" and interestingly enough the city scene is cut up into meshes like this. For example the street, and a chunk of both sidewalks are all a single mesh.
How is someone supposed to work with this? In terms of expanding the limited pre-built city they provide. Surely you wouldn't do this all by hand

buoyant sapphire
brazen thistle
#

is this a particularly dense mesh for an environment? i don't think it's unreasonable, hasn't caused any issues

#

for more complex locations i'd handle occlusion so it would only really be one of these environments/rooms rendered at a given point anyway

#

it makes for a really nice level of detail with most of the heavy lifting just being in lighting and environment geometry

#

no issues whatsoever with baking lights

weary thicket
#

Depends on your target platform, of course, but doesn't look egregiously high poly for sure.

cedar zinc
#

Game is about someone who needs to make the right decisions with entities (killing them, recruiting them, ignoring them, etc.). Game will have multiple endings and is primarily focused on being funny but some dramatic moments are necessary. It is story-oriented but doesn't have a storyline, you make your own story by choosing to kill or not to kill.

How do I go about implementing this multiple endings twist in a modular fashion? Abstracting away most of the other mechanics for now..

#

Having a bunch of if statements cant be the only viable solution, right?

sharp zinc
# cedar zinc Having a bunch of `if` statements cant be the only viable solution, right?

It does not need to be explicit if in code. Obviously, you will most likely need if.

By example, you could have a condition that looks into a dictionary if a given "flag" was set. What flag it is can be defined in the data.
You could also use Polymorphism instead of if. In fact, this is usually a suggested approach to eliminate if in some scenario.

public abstract class End 
{
  public abstract void Execute();
}

public class GoodEnd : End { ... }

public class EndManager 
{
    public static End End {get;set;}
}

public abstract class SwitchEffect {}

public class SetGoodEnd : SwitchEffect 
{
  public override void Execute() {EndManager.End = new GoodEnd (); }
}
#

(Example is only an example, do not literally take that)

cedar zinc
#

Seems like a good implementation

#

Thx

cedar zinc
# sharp zinc It does not need to be explicit `if` in code. Obviously, you will most likely ne...
public class EndingCalculator
{
    private const int GoodEndingThreshold = 10;
    private const int NeutralEndingThreshold = 5;
    private const int BadEndingThreshold = 0;

    public string CalculateEnding(Player player)
    {
        int goodActions = 0;
        int badActions = 0;

        foreach (var action in player.GetChoiceHistory())
        {
            if (action.Contains("killed"))
                badActions++;
            else if (action.Contains("spared"))
                goodActions++;
        }

        if (goodActions >= GoodEndingThreshold)
            return "good ending";
        else if (badActions >= BadEndingThreshold)
            return "bad ending";
        else
            return "normal ending";
    }
}

Maybe something like this as well?

sharp zinc
cedar zinc
#

Im only added "killed" or "spared", never something else

#

Or is it just not a good practice?

sharp zinc
#

Because it is fragile, you could have other type of action that could be defined as Good or Bad, you could decide to change the name or you could simply make a typo.

#

Instead, you should have something like action.GetMorality().

#

Also, you might want to do the calculation elsewhere given that you most likely needs it not only for the end game.

cedar zinc
#

Mmm true

#

You make a point

daring crow
#

The lightning is soo good

silver widget
#

I have an idea for a cave themed horror game that I'm making and i thought the main character has some sort of journal with useful information about everything he encounters. For example it has information about your lantern and how to use it, other gadgets you have, and some things you can find inside the caves. Is this a good way to present information? I think it could be because it adds the sensation of learning to the game itself and feels rewarding to "figure out things for yourself"

full tangle
#

Hey guys, when blocking out your levels, how do you prevent yourself from just making rigid hallways and rooms? I'd like to add angularity and irregularity to the shapes, but then I get issues with making sure the pieces snap together properly

silver widget
# cedar zinc ```cs public class EndingCalculator { private const int GoodEndingThreshold ...

NeutralEndingThreshold seems to be useless, it's not necessary as long as you have the other two, and shouldn't the BadEndingThreshold be a non zero number? If it is set to zero, it is impossible to get the normal ending, because even no bad actions would trigger the bad ending (if good ending isn't triggered)
Also what does player.GetChoiceHistory() return? is it an array of strings? You could create a class for actions that includes an enum with {positive, neutral, negative} and check just that part of the action.

trim quarry
#

Hello ! I have absolutly no expérience in game like 3d modelling and scripting (exempt some lua in roblox studio) but i really want to create games so i want to create game Idea and find people that Can help me to do them but first what is a good game Idea ? Like when i know it ready to be created in a Real game, or when its not detailed enough what do i need to put on the description ?

formal spruce
#

Well pick any game genre and idea that you see fit to make, play games to decide if you would like to make, As for collaborating, we do not do that here, But I suggest learning how to use unity and how to code with C# #💻┃unity-talk message so you can make the game without others.

jaunty garden
#

Hey, Im making a game for a specific (somewhat limited 3D) program, and just wanted some ideas to build off of. I want to build a game where a player can build stuff in a 2D or 3D grid, and that a player would want to play more than once, by continuing their save files and whatnot. The thing is, the program can only save progress if its built within a 20x20 2D grid or 8x8x8 3D grid, and there can only be 16 different states each cell can be in. I have had a couple of ideas, such as a 2D farming sim (I dont exactly know what elements make them fun though) A 3D factory builder, where you have to produce (something?) in an 8x8x8 grid, or just something like skyblock (which I feel would be boring due to limited features). Do you guys have any ideas or ways I could make mine more engaging?

#

Btw, the game area can be much larger than 8x8x8 or 20x20, I just cant save any builds the player makes larger than that. Then again, I dont want to have the building as a side gimmick, I want it to be central to the gameplay loop, such that I dont have to design too large an environment around the buildspace

cedar zinc
silver widget
cedar zinc
#

Or better yet; ScriptableObjects

brazen thistle
sudden pendant
shrewd meteor
#

i want to make a funny lil game anyone idea?

#

smth stupid and small

#

just to learn unity

#

and make something on my own

finite gate
#

Oh wait that was the wrong one but I swear there is another subrredit like that

normal spire
#

does anyone have any tips on how i can handle level design, when one of my games core mechanics is high speed?

#

not sure if thats the best way to describe it. but it seems nearly impossible to design obstacles, when the player just speeds right past anything i throw at them

#

honestly, any general level design tips would help too. im pretty experienced in programming but less so game design

normal spire
#

i'd assume most games dont give the player this much control, because of the exact issue im having. it makes designing obstacles and objectives difficult

#

the only similar game i've been able to find is cluster truck and (didn't show as many elements of in the video, but also) titanfall 2

lost merlin
#

I am a solo dev that have been making games with passion for years, I hope you will enjoy Hoverflow, my first big project 🖤Inspired from the famous mod from Counter Strike, surf on all kinds of ramps ! Intuitive tutorials will help you learn and master this unique mechanic and cool audio design makes it even more fun !Jump, double jump, and even...

Price

$11.99

▶ Play video
normal spire
#

i didn't actually know about ghost runner or hoverflow. thanks for the suggestion

#

from what i can see from the trailer for hoverflow, it seems like the map is quite empty while also keeping important obstacles and speed boosts available. i'll try out something similar

lost merlin
#

I think the genre people would consider these as Surf games from counter strike custom maps

normal spire
#

i think i've got a better idea of what i want to do with the level design now

#

i've been keeping the spaces too open and directionless

lost merlin
#

Yeah, keep stuff linear if possible. Makes for easy game loops and less to think about

#

If players do diverge off the course and break the game for the sake of speedrunning, just call that a feature

normal spire
#

oh, yeah. those are some great points. i haven't actually played the game but, im pretty sure i remember neon white having a similar thing; but on purpose.

#

completely off topic, but that reminds me i really need to buy neon white, its a great speedrunning game.

#

anyway, im going to try designing a new level real quick with some of this in mind. i'll update later (or tomorrow if i fall asleep, it's already 5am here ._.)

pine kite
blazing swan
#

what gameplay makes the player feel more powerfull?
2D Hack'n'Slash (Cult of the Lamb, Blud) or a fast paced metroidvania? (Hollow Knight maybe, maybe with some coffe added)

tender elm
#

I have a question to people who have made or is making a horror game.

What for you is the most important aspect people show plan and focus when starting doing horror games?

sharp zinc
wicked abyss
#

I'm making a game in which the player can craft spells, and they can choose a base spell form and an auxillary effect (so many possible combinations when i end up adding more aux effects in the future). when the player casts the spell, I was originally going to spawn in the spell object and attach the chosen aux effect script to the projectile at runtime, but after being suggested to use prefabs, I'm trying to figure out if they are what I'm looking for, but I'm still confused about them. from my understanding, i can create a prefab for each base spell form, but creating a prefab for each base spell form/aux effect combo seems completely unnecessary, which is why i was originally going to attach the aux effect script at runtime. would i want to attach a script to the prefab instance after creation or do something else?

or could I make prefabs of each base spell form, and when the player crafts their spell, i use their chose spell form prefab and add their aux effect script and make that a new prefab for their completed spell?

or would i actually want to make a prefab for each possible base spell form/aux effect combination?

late vapor
blazing swan
#

I was wondering if it would have a side-plataform shot or a uppercamera rpg shot, but i stick with the side one

#

i like it more, But what advices can i get to make my character fell "OP"

sharp zinc
# wicked abyss I'm making a game in which the player can craft spells, and they can choose a ba...

Not really a question of design but more of architecture.

That being said, prefab are not really what you are looking for. They are obviously a part of the puzzle, but not the core of it. What you want is to use composition pattern. Here an example of what it could look like:

public class ProjectileEffect {}
public class ProjectileOnHitEffect : ProjectileEffect 
{
    public void Apply() { ... }
}

public class Projectile : Monobehaviour
{
    private List<ProjectileEffect> effets;

    public void Initialize(List<ProjectileEffect> effects) 
    {
      this.effects = effects;
    }
    
    private void OnHit()
    {
       foreach(ProjectileOnHitEffect effect in effects.OfType<ProjectileOnHitEffect>())
         effect.Apply();
    }
}

The projectile is compose of ProjectileEffect. You could even make the effect be compose of other element (ProjectileOnHitEffect owns either a ApplyModifier, Damage or Heal effect).

wicked abyss
#

in the future if i have architecture questions what channel do i put them in?

glass pebble
late vapor
#

the models look good. This is personal taste, but I strongly dislike the specular reflection on that default unity material on the right@flat meteor

flat meteor
late vapor
#

the combo of simple grass and oddly detailed water surface is a little conflicting

late vapor
flat meteor
#

yeah

late vapor
#

im back on the clock, cant reply more

flat meteor
#

thanks for the feedback ill look into it!

soft whale
#

in my opinion change speed timer position to right and make grey background opacity low and add a digital font for the timer text and lap timer text

flat meteor
#

I appreciate all of you for your feedback!! This is so useful I will play around with materials and post processing

narrow valve
#

This might be weird, but for my class, we had to make a 2D paper map on Photoshop, and then we have to make it in Unity. The map on Photoshop was 100 by 100 pixels, and now I'm wondering, if I should make my camera on Unity 100 by 100 pixels?

sudden pendant
clear meadow
#

LOOKING FOR PLAYTESTERS My students are currently developing a visual novel game for their senior capstone and needs playtesters as they move forward. We would appreciate any feedback by Monday, Dec 2nd.

If you have a passion for visual novels and would like to give some helpful feedback to the next generation of game designers please check the game out at: https://csgutulsa.itch.io/critical-density
The password is: 24-25-CSG

The feedback form is linked at the bottom of the itch.io page.

finite gate
hard fog
fringe crystal
#

hey guys im tryna create a singleplayer first person shooter, but idk anything about how unity works, and I only have some knowledge with C#

hard fog
desert martenBOT
#

:teacher: Unity Learn ↗

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

fringe crystal
deft patio
#

Hi all i got an opinion question
When talking about level design, i believe there's so much value in having the tools inside unity. Asset store or whatever
Is there level design tool that's so good that u'd go out of unity to use?

#

At the same time, i'm kinda tired trying to modify/extend some asset, mainly technical art related, to fit the art style that i want
I think relying on only 1 tech art asset/tool and modifying that to fit ur needs, is too hard
Should be open to use more than just 1 tool to reach the level design/art style
But related to the previous question, what kinda of combination of tools do others use to get their needs? And how much modifications for each? And how many of those tools are inside/outside unity?

sharp zinc
# deft patio At the same time, i'm kinda tired trying to modify/extend some asset, mainly tec...

It really depends on each and individual person. It also varies on the project.

Personally, whenever I'm working alone I barely use any tool and simply works with the constraint of what I use. (I do not take that much time to develop a nice editor interface). That being said, I am a programmer by profession and I can mostly do everything I need.

When working in a professional project with a larger team, I try to reduce the amount of assets used because most of the time, you are fighting against them. They all have their particularities, and if you do not accept them it can become hard to with those assets.

That being said, I suggest for smaller team, with less technical knowledge, to use assets whenever it make sense. Recently, I help on a project where we used (https://assetstore.unity.com/packages/tools/behavior-ai/dialogue-system-for-unity-11672). In the context of the project, it probably was the best thing to do. The down side is that you need to accept the limitation and design in function of them.

sharp zinc
deft patio
#

I'm also a programmer but mainly gameplay/multiplayer. I'm just starting to nail down the technical art, then art style, and wow it's a whole different thing
For gameplay, it just has to work (efficiently too)
But for art style, it has to look good

#

The tools i use/extend/make, i do it to get a workflow that is convenient for the level designer, considering the art style goal. But.. since we've decided to not be too picky with art style, we do in reverse. Try out a few level design assets, and tech art stuff, and be happy with what those tools can do

#

I'm mainly talking about level design btw. The terrain, grass, grid style, 2.5D, whatever art style we're thinking of achieving, and figuring out which off the shelf (combination of) tools we can use

#

Btw can i talk about asset store stuff here too?

sharp zinc
regal patrol
sharp zinc
sudden pendant
#

@blazing swan There's no off topic here, thanks.

blazing swan
#

What? Oh wait. Dont tell me i...

#

Im so sorry, i confused servers

sudden pendant
#

No problem 👍

blazing swan
#

Thanks

grand osprey
#

Don't know if it fits with your gameplay needs but what came to my mind was to have similar trimming that you currently have but it would be based on the visibility of the player (like raycast from player towards the camera to figure out any obstacles on the way, wait, actually I think you do that already don't you?) and instead of trimming everything above the Y threshold, you would do it only within certain radius around the player to create sort of see through tunnel to the players point of view. This might be even more of a pain to achieve but this is what I thought

grand osprey
#

Can you easily generate two images of situation like this with the trimming on and off? I could try to combine the images to what I meant to see whether it would look any good

#

Yeah, that's what I thought

#

I would render the top most meshes with something like 10 % opacity to more clearly indicate that the player is currently behind something though (instead of fully transparent)

#

It would definitely require some shaders and maybe not the most simple ones though, you are right on that it wouldn't likely be very easy

#

There could be a button to switch between horizontal and vertical cut but that would definitely be a lot more work and edge cases to worry about

#

Cannot think of any magic solutions at least. This is exactly the type of feature a game designer might want to have and the graphics programmer might have huge trouble implementing

lost merlin
#

I'm not seeing anything intensive rendering going on here assuming you are fustrum culling / chunking the layers. Unity did just release a GPU culling solution so probably something to look into if it's a problem.
Ah, sorry when I see cull I immediately think rendering problems with voxel games lol. Looks like depth/stenciling is something to look into. Check out URP Rendering objects and get acquainted with more of the pipeline

lost merlin
#

What you have so far seems pretty good and I'm having trouble finding issues with it. If you need more trimming of the area, like a cull mask with stencils would be an idea, but that itself would need a lot of refining.

#

I would probably cull everything like you're doing if it's a layer higher than the player in a circle revealing mask, but then you have edge cases where perhaps you don't want to cull stuff if it's no occluding the player.

regal patrol
chrome steeple
#

Can you use the scroll wheel to zoom in and out, while it also changes the y cutoff?

simple tulip
#

Question for those who played Midnight Suns and maybe other card games: What's with the 360-degree flip animation on card highlight (focus/hover) during combat?
I love the game, but for the life of me, I don't understand that animation, it just seems out of place. Is it a nod/reference to another game?
Or is it just one of those game design quirks: "Why do the pop animation everybody else does, let's add our spin to it!" and they did it literally?

#

I mean, you already have all the cards visible in your hand. You mouse over one and it spins 360 degrees in about 200ms-500ms? Why bother?

#

And I know it's such a weird thing to nitpick, but it's starting to nag me. I NEED to know!

vivid bluff
#

What would you expect/want to see in a sandbox toy "non-game". Games like Tiny Glade or Townscaper.

I'm making a purely casual/cozy game about creating a Japanese garden. I've thought of the most obvious things like raking and placing rocks.
What would you like to see/do?

last cedar
#

@vivid bluff Also PLWASE GIVE IT VR SUPPORT!!!!!

#

Its not that hard to setup vr and it can be done in no time so i beg you GIVE IT VR SUPPORT!!!!!

pulsar flint
cold onyx
#

Had to make this for my level design class 😭

#

It turned out pretty cool I think

simple tulip
# cold onyx It turned out pretty cool I think

Looks decent enough... what were the requirements?

Two things:

  1. That ball of energy at the end doesn't seem to have dynamic lightning (if that wasn't a requirement, that, I guess it's fine, but I suspect it would get you extra points)
  2. The doors look like an accessibility nightmare - again, depends on the requirements, on what the context is, I would see it as a negative

And then, the background visible through the windows does nothing for me. Setting it to night time might up the atmosphere, but. That would be 3 things...

Those lights seem a bit too strong during daytime - 4th thing or tie it up to number 3

vivid bluff
#

And for the moment I'm aiming for a relatively small garden size. Nothing super small, but maybe a little bigger than this garden

#

The sound of running water is very relaxing to me, so water features are a must have

cold onyx
last cedar
vivid bluff
#

Oh, is it??

#

I hadn't actually thought about a game like Townscaper being played in VR, but I can see the appeal

#

I've been working in stages, I'm happy with how the sand layer is, and I managed to complete most of the full water layer (along with some WIP additional bonus features that work as much as they need to, I'm paying close mind to scope creep fwiw)

#

I'd say its probably worth working on a better object placement class, I wrote a barebones thing a couple months ago that just lets me drag a cube around and it also conforms to the rotation and position of the ground

last cedar
#

maybe a water wheel would look nice aswell!

#

ALSO I DIDNT KNOW THAT BIG GRASS PATCHES COULD BE MADE IN TOWNSCAPER WTH?!?!?!?!

last cedar
vivid bluff
vivid bluff
#

put a lot in place, and its functional, but its got quite a few bugs but thats totally fine, it does all it needs for the moment

vivid bluff
#

you can rotate the object, but I couldnt be bothered to get the mouse out my laptop bag just so I could access the middle mouse button 😅 (I hate working with a trackpad)

prisma fable
#

how is this game design.

lucid stirrup
#

Hi can anyone help me with my game's design. I'm making a multiplayer card/board game, in which I want to create a board around players. How can I make it?

regal patrol
lucid stirrup
#

Just to show their names and pictures.

#

I'm making a sequence board game.

regal patrol
lucid stirrup
#

It's 2D

#

I have 2 teams, blue and green.

regal patrol
lucid stirrup
#

I added textmeshprougui for players.

#

Something like this

#

M is my own
P is other players

#

Two teams with 3 players each

#

Or any other new UI suggestions

rare lily
#

Hello. I would like to get an objective feedback on the following ground tileset.
It consists of the 15 rotating 512x512 tiles, usually bigger than their square, which makes them overlap with the player and place it behind them. I want to know whether it looks ok and if I am supposed to change something. Since I don't think the colors match, because of the theme being rather "forest" (green), I also feel like the block's colors are supposed to be more green-like as well

marsh bramble
#

looks like rocky mountains, but it looks good for me (purely aesthetical)

rare lily
urban bobcat
#

anyone deal with fog of war that when a player moves its revealing areas it shouldnt?

for example see screen shot. its grid populated, with a pool size, when I move its showing other tiles along the top right hand side and its driving me nuts lol

#

Fixed it nevermind! Sorting layers...

leaden void
#

Hello everyone, i’m a complete beginner trying to plan out my first unity project/game. I want to make a PvE Tactical FPS and would greatly appreciate any input on the general idea of the game.
Any tactical shooter really relies upon two key design choices:
Stealth (avoid detection through hiding or causing distractions etc) or a gimmick ( like super hot’s time stop effect etc )

So my main question is: Besides for generic stealth, what key game mechanics would make an interesting tactical FPS shooter

lost merlin
#

I'd start with flabby birb

formal spruce
sharp robin
#

I don't think there is really anything unique to be done in that area personally

river sky
vestal laurel
#

How do you all come up with game ideas i have no clue how to do that

vestal laurel
urban bobcat
vestal laurel
vivid bluff
#

I find I also struggle with game design, which is frustrating as I'm good at programming

vestal laurel
urban bobcat
#

We are our own biggest critics

vestal laurel
urban bobcat
vestal laurel
urban bobcat
vestal laurel
vivid bluff
#

I dont want to focus on stuff that doesnt matter like making the grass look better or improving the UI, that wont have any impact right now and its totally fine as it is

#

the actual terrain painting/creation system will need a big overhaul, but I dont know if thats the right thing to focus on

#

you know what, I'll work on that. Almost all the ideas I want to work on, will need a more robust set of terrain tools

river sky
feral mountain
#

Like why make games if you dont even know what to make, just making for the sake of it doesnt sound fun to me, but each to their own i guess.

river sky
vestal laurel
river sky
vestal laurel
river sky
vestal laurel
river sky
vestal laurel
regal patrol
vestal laurel
regal patrol
dawn ridge
#

Guys for a more modern arena shooter would you prefere Quake I or II or II style movement?

formal spruce
#

Quake 1 and 2 is pretty good because it has strafing with the WA/WD keys, I believe they got rid of it in 3 but it depends on the type of arena shooter you are looking for

dawn ridge
#

It's actually the opposite I think?

dawn ridge
#

CPMA specifically

#

Ah wait nevermind CPMA is modification of the original movement system that adds all the air control and such

#

Nevermind

#

Quake I and II it is then, thanks

#

I haven't played Quake in a while 😅

formal spruce
#

I don't really remember about quake 3 though

regal patrol
#

they must have worked hard on deciding that

pliant ferry
silent heart
#

quake champs was a lot like source movement

#

but faster obviously

#

lot of slide hopping and air strafing

sharp robin
#

(From what I can gather anyway, and not taking into account the obvious making sure your parents are on board with this plan)

vestal laurel
regal patrol
vestal laurel
regal patrol
vestal laurel
silk badge
#

Yea

sudden pendant
#

@mint remnant You can use !collab for these kinds of posts.

desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

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

hard fog
#

@tropic grove There's no advertising on the server.

low field
#

Is it a good idea, for a highscore based singleplayer game, to combine killedEnemyCount with SurvivalTime for one score or to have them as separate scores and then implement another sorting (rank) alogrithm?

#

or maybe could I do two separate highscores - one survival - one killedenemies

cold onyx
#

does anybody have any game ideas that require minimal design i.e models, maps etc... ? I wanna make my own game but I am very bad at design.

vivid bluff
#

game board can be anything, just put a grid of dots on anything thats flat. Ships could just be cubes if you wanted to be ultra minimal

#

lots of ways to do the actual gameplay for the ships.
ultra easy option is to just give all the ships a box collider each. When you make a guess on where a ship is, fire a raycast above where the ship might be on the other players board, if it collides you guessed correctly

#

whats good is Battleship is such a dead simple and basic game, theres a lot of ways you can alter it into something new

cold onyx
vivid bluff
#

you could also scrap the need for pegs in a grid, thats a constraint that only works as its a board game. In an video game, youve got the ability to put the boat anywhere in the water. Youre still guessing which parts of the map a boat exists in. Just do a search within radius of where the player fires at.

vivid bluff
#

It could be interesting if you could move a boat as part of a turn, along with attacking. Maybe if you suspect your opponent is onto you, you could attempt to evade detection by moving

#

also, instead of using a cubes to represent ships. You can use a sphere to represent blimps!

#

Blimpleship

#

And then you see your opponents board as a bunch of cloud, providing fog of war so you know where youve guessed (which is the same thing as the putting pegs on the board)

#

funny that its literally just a cosmetic change

vivid bluff
wicked hinge
#

it says there is an error but idk how to fix it

#

please

wicked hinge
#

i already did

formal spruce
thick herald
formal spruce
#

oh yup, that would be better

vivid bluff
#

why not just use the Resources directory, and save the hassle of needing to deal with locating file paths

#

then you can write something like (Texture)Resources.Load($"textures/{YourTextureNameString}") which looks at the path for assets/Resources/textures/texturename.png

#

I dont think Resources can only be read during runtime

sudden pendant
#

Your other account was already banned. If you're going to keep up with this kind of attitude, this one will be too.

This belongs in #1179447338188673034

hard fog
#

Normally you don't want to have many copies of material.

sudden pendant
#

!ban 1314754793549332596 Keeping up with the edgy attitude. Your next account will just be banned on sight.

desert martenBOT
hard fog
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Didn't read their response thing fully lol

sudden pendant
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Wasn't worth the barely put together rant lol

manic depot
cold onyx
hard fog
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General ideas are fine here.

pine kite
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@astral ocean Don't cross-post.

vivid bluff
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I like the way the same diagram has evolved (each along with a new evolution of the tool im building)

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v1 got too messy but did the bare basics, dialled it back in v2 to put it into a better state. v3 streamlines everything mostly by removing dependency hell.
and if my approach to v4 works, I'm aiming to get the whole thing as functional as I can, that way, as a great chess club enthusiast once said, "it just works"

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Point of all of this to deal with the actual generation/modification of the garden, so you can paint the different materials on the floor (like grass or dirt), plus it generates the mesh of the garden, as I'm going to want to allow for raised sections like this

steady frigate
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Working on using a tileset for the first time. Everytime I add the tileset collider 2d it makes it so I cant place down tiles anymore. Anyone know what the issue might be?

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After I select a tile and bring my mouse over it just has a blank box instead of the selected tile on my cursor

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it looks like it is drawing just the colliders and not the sprites

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figured it out. It was getting rid of the renderer

peak horizon
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I just read an article that said design documents are obsolete in the game designing world. Do you agree? If so, what do you use to keep track of design features not yet implemented?

buoyant sapphire
prime pagoda
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just as grungy

vivid bluff
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buckshot roulette?

final ginkgo
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can anyone guide me on how to make an controller script for a dragon. tried making it like a plane and failed miserably

coarse matrix
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Yo would anybody be down to help me with some beginner things? I'm trying to make a top down shooter game

sudden pendant
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Both of you need to share your actual attempts and questions in #💻┃code-beginner. This channel is for game design, and nobody will do complete guides when Google already exists.

final ginkgo
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ok

regal patrol
young panther
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Which one of these sounds the best for a game name?

'Shred Storm' & ' Riff Rage' & 'Shred Shock' & 'Shred Head'

dusty lily
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what kinda game

young panther
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Top down game where you hit enemes with a guitar and the guitar shatters the more enemies you hit. Cyberpunk fighting robots.

dusty lily
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riff rage

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Guitar Cyber Destroyer Punks

civic oxide
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I got a 2d platformer game where you can stick to walls and move on them like the floor, the left drawing shows a situation where the player runs on all of the walls by moving right. The right situation shows a situation where the player moves to the right and jumps on the ceiling to stick on it. But the problem is that in the right situation, if the player wants to go back after being on the floor, they'll have to STOP pressing right, and start mpressing LEFT to move to the RIGHT.

sharp robin
restive breach
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yo, im new here. does anybody now if theres a collab channel in this discord or is it here you talk about that?

sharp robin
desert martenBOT
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:loudspeaker: Collaborating and Job Posting

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

haughty pulsar
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I’m looking for a expert in code as big project and hasn’t been done but I can’t code if it saved my life

formal spruce
desert martenBOT
#

:teacher: Unity Learn ↗

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

sudden pendant
random swan
hard fog
waxen violet
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I’m really new to unity and I want to program a simple start button that will change the scene when I click on it, but I heard that I should use “UnityEngine.SceneManagement” but I’m getting an error code that says that there is no namespace called “SceneManagement” under UnityEngine I’m so confused can someone help

waxen violet
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👍

iron stump
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Anyone know how I could make a game UI similar to persona 3 that works with a controller

sudden pendant
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Not a game design question. But you would use art and code.

keen quarry
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Very broad question incoming lol.
How do you usually start your level design? Do you draw something out first or just start placing cubes and seeing where the game design gods take you?

sudden pendant
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Whatever you're comfortable with, as long as it's fast

sharp robin
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I usually start with a mindmap, break it into level flows (often with a design) and then get it quickly into an engine to see how it feels before going to far with it

pine kite
iron quail
# keen quarry Very broad question incoming lol. How do you usually start your level design? Do...

i like how hammer mappers do it with orange/grey/dev textures that show different heights, boxes of varying sizes, silhouettes of players on walls to visualise size. and also they use architectural measurement references, like how wide and tall to make doors, height of buildings, thickness of walls, and so on. that way everything can be made proportionate before you go and decide how to texture/decorate everything, and you dont have to rearrange much to make big changes if theres just placeholders anyway.

hybrid zealot
# keen quarry Very broad question incoming lol. How do you usually start your level design? Do...

Level designer here, with levels it's important to be able to iterate quickly so, really, whatever works for you.

Usually that means putting down some cubes and getting the area spatially mapped out and seeing how that feels in terms of pacing, scaling, combat etc..

It also depends what you're making a level for, the above might be true for 3d maps, but it's a different story if it's a 2d puzzle platformer. In that case, the puzzle idea usually comes first.

I also own an Arckit set which lets me play around physically with interior space design.

ornate bobcat
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Hi everyone, I am a beginner and need your skills. I am making a horror game, something like The Joy of Creation Reborn, but player is not only chased by robots, and I am stuck on one thing:

How do I make the level? I need the player to be able to be inside and outside of it, texxtures will be a bit pixelated to fit ps1 graphics, there will ne navmeshes and colliders, interactable stuff like doors, etc. Do I make it with unity's basic shapes? Or in Blender? But what about the right scale when importing it to unity? Thanks in advance!

desert martenBOT
#

:teacher: Unity Learn ↗

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

regal patrol
ornate bobcat
regal patrol
ornate bobcat
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ohh, I didnt think about that. Well guess I will try both and see which one is better then. Thx for reply tho!

sand valve
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Hi, any recommendations for reputable / trustworthy place for seeking 3d model commissions for unity in the range of < $1,000?

I'm wanting to have some sci fi turret models created such that I can redistribute them through some upcoming heavy scripting assets I plan to release. Most off the shelf resources I've found prohibit redistribution of the models in this capacity (e.g. using for examples within an asset store package)

sharp robin
# sand valve Hi, any recommendations for reputable / trustworthy place for seeking 3d model c...

You'll probably get sent to unity discussions. But I'm always nervous about that too. It sounds like your budget is great, so finding qualified talent should be good.

We have some modelers who have been with us for a long time, but I keep an eye on local groups for upcoming talent and test them out with some small projects. Local game dev groups and post secondaries for example. And I do lots of hiring from gamejams for short contracts.

Ideally, they should be able to walk through their process of modeling and texturing, talk about baking maps to reduce polygon counts, and really go into detail. I'd comission a small sample from them first, and have someone you trust review it. You probably want them to have a single texture atlas if possible, less materials is less draw calls, so better performance (likely just you'd want in an asset package).

#

That said, if it's just low poly stuff to get an asset pack out, you may not need all that effort. But no sense aiming low.

sand valve
# sharp robin That said, if it's just low poly stuff to get an asset pack out, you may not nee...

Low poly and minimal (if any) texturing or custom materials - I've built it using my own modeled assets (low quality placeholders) and purchased assets like synty but of course can't redistribute so just looking for an equivalent. The asset is 98% scripting but with functional examples I want to look half decent.

I'll take a look around unity discussions. Also tried fiver but pretty disappointed with it so willing to pay a premium just for motivated and recommended talent. Thanks Lloyd

full tangle
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I'm trying to brainstorm some powerful alt-fire modes for my game's "shotgun". Currently, I just have it fire off a wider-arc of explosive shells.

Also it's not a shotgun, it's a sword that the player punches to expel the shots. Any ideas?

#

I'd want it to be something powerful since the alt fire mode can only be accessed after building up meter

stoic canopy
sinful sandal
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Just curious, how do people here generally document their code? Just inline xml comments? I'm just struggling to find the right way to go about it that doesn't feel like I'm wasting time.

sharp robin
# sinful sandal Just curious, how do people here generally document their code? Just inline xml ...

I don't really anymore. Maybe a sentence for the base class to be nice. But with clear variable names and comments when needed, it's probably gold enough as it is. If doing something odd, like some matrix conversion, it can help to put a sentence saying why.

I used to go all out and document it with doxygen, etc. I still will if it's say something I want third parties to use or sell on a store. But for internal projects, there really isn't much of a need to document it...

#

But yeah, I'd xml inline and only if it's unexpected code.

We do have some standards for how objects are named in the hierarchy though which can be a life saver for big projects. As well as inspector tools for adding more into on the hierarchy.

I.e. anything with a controller or manager is [in brackets]. And anything that should be disabled by default has an astrix* Small things.

sinful sandal
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Nice, I document in code thoroughly and do high level planning on paper and then transfer it to obsidian. So sounds like I'm on the right track.

I'm coming back to my project after taking almost a year off from real life obligations, so I'm refactoring all my old code and updating comments to get back into it.

full tangle
twin palm
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currently working on assets for a 2.5d game, how does my progress look so far, middle image is 2d test map

sinful comet
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Yo i need a good and scary work place anyone got ideas?

muted plover
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An office.
Trapped on a sinking ship.
An abandoned shopping mall.

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Anything can be scary if you get creative enough.

sinful comet
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Something that is not used that much

sinful comet
muted plover
sinful comet
sinful comet
twin palm
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Both images are level design and visuals

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I don't have a single game worthy thing to post in dev logs

feral mountain
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i know this is a unity server, but this is gamedev related, i hope that is ok:

Regarding release on Steam would it be better to just do:
Publisher - Elry
Developer - Elry

or create a new studio name ?
Publisher - Squishy Dragon
Developer - Elry

or do players dont even care about that

sudden pendant
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I don't think anyone truly cares, it's up to your identity. I will say if it takes off and you end up making a whole studio, having a name already would be an easier transition.

feral mountain
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yeah sure so a brand name makes sense

surreal smelt
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hey every1 i have done some basic projects in unity, Now i want to learn how to create opponents with different moveset and how they use them for a combat (GoW kinda) can sm1 recommend me some resources for the same

sinful comet
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yo can anyone tell me where is the scariest job to work at night

pale bloom
#

iykyk

sinful comet
river sky
zenith oriole
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hi, there are no voice channels on this discord?

sudden pendant
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Nope

regal patrol
fallow epoch
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Question for y'all. Not even a tech question but rather that of convenience. In my game, you will have the option to combine some objects to form a new one. However, the "crafting" station will be limited in scale, so I decided to add an toggle to basicaly make an object non-interactable until untoggled (aka you wont be able to either move the objects or make other objects interact with it). I'm wondering if I should split this toggle into two: one that would make it so the object won't combine with others and second so that it becomes immovable. Or should I just make it that it is always movable, but you can toggle it's interactivity?

sharp zinc
thick token
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Hey not sure if this belongs here but how do you go with determining what art style you want for your game? Whether its low-poly or voxel, cell-shaded or hand painted, clay, etc. How do you go for choosing what would make your game the best? I've realized many of my smaller games looking very similar because I'm falling into a "i like this art-style" mindset and am applying it to everything.

sharp zinc
thick token
sharp zinc
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At the end of the day, both works.

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Take one and call it a day.

thick token
random swan
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How does one design a good telegraph for an enemy's attack when making a bullet-hell game?

rustic nebula
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so I'm currently working on a Pokemon-like creature collector set in a land based on ancient china, and I want the main gameplay loop somehow link to mapping the land and/or exploration, but I'm not sure how that'd translate into gameplay. Any advice?

odd bone
rustic nebula
odd bone
rustic nebula
odd bone
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Hmm, do you have locations set, or still in idea phase

rustic nebula
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The culture is gonna based on silk-era china

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And the lower island is Indonesia like

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The main cities are gonna be around the middle gulf of the mainland

odd bone
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Hmm, you should divide the place into regions with defined borders, and make them unique with their certain features that'd add some unique aspects to your gameplay, if you are struggling with constructing ideas. We can think in more detail if you would like to construct ideas for them in Dm if you add me.

sly python
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Ive made a game where your in a cabin surrounded by a small forest. I have already added a generator that the monster turns off to try get u to outside and kill you and you have to do a small minigame
what else can i add for the game loop
i cant think of anything

pastel sundial
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you have some food at the start