#archived-game-design
1 messages · Page 23 of 1
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.
That would make the team objective a mean for the individual objective.
And, with what you said about not wanting a free for all, I'm not sure how you could work on it.
MiniMetro 
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.
Environment looks pretty good to me. Space is empty place ;p maybe add some DOF
I'd replace that default white particles with some tinted volumetrics, but don't add too much objects to keep things realistic imo
Thanks for the input. I'm going to replace the particle texture with something a bit more interesting (Using the Default particle atm). Maybe randomise the texture and the colour tint etc.
Tempted to try a bit of Tilt Shift. Could be a fun effect. 🙂
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
Yeah no problem at all. Appreciate the feedback/input. (Asteroids are going to be mineable for resources btw, hence the different colourings)
there is somthing in the terrin layer in the material properties
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?
what are all those cubes?
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?
They're just blockers. they're 3d models that block the player in
You can either Extract the embedded materials in the blender file and make your edits, or create a new material inside of unity and apply that. Either way you'll need to 'rebuild' the material inside of Unity.
Yeah, doing it like that is going to cause you issues. Especially if they're all casting shadows. How are you building the level(s), manually or some other method?
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.
Also, if they all use the same material, go down to the bottom of the material and make sure 'enable gpu instancing' is enabled
Perfect I will try this when I can. Thanks!
Doing all this now. How do I bake lighting? and can I just do that for basically everything that doesn't move?
Yeah, anything that doesn't move should really be set to static.
And this should explain better than text 🙂
thank you so much! trying to release tomorrow. Was planning an early release today but theres more to do than I thought lol
solo dev making first game it's been 10 months
I appreciate the help!
Do I need to do that process for every single scene?
Ideally yes. But, one sec, I have something that may help you a bit. And save you a crapton of time
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'...
Give that a watch, I find that incredibly useful very often.
is the generation supposed to take a long time and lag my pc a bit? because it is lol
Yeah, it can take a while, but it's something that only needs doing once./
okay cool
thanks!
I'll check that video out, but likely can't get to it today
simply because I have so much to finish up, and I already have all my levels created
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.
Ah okay, gotcha.
yeah I thought it'd be doing something like that. Good to know about 🙂 thanks!
With the cubes, did you make 1 cube a prefab and then use that prefab to build the scene?
yes
I have a folder of prefabs and I use them to build out a scene
lots of copy pasting too
but they are prefabs
so I set the prefab to static and they all are static now 🙂
Okay, cool. So you should be able to just edit the cube prefab once. 🙂
I did the same thing with other objects that should be static too
Do your cubes all have a collider?
yes, but I simplified all coliders to basic geometry a long time ago
most are rectangles
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'
wait is this real?
like 2 hours per level?
I may be using all time leading up to release just baking lighting haha
Yeah, it can be, just in your case it's the amount of objects/shadows etc. that are in the scene.
Little example of what I mean by the box colliders
I might need to release some of the baked lighting post release
Are you using built-in or URP
built in
is this picture how the camera renders it too?
no, it's a little bit at a time, one sec ill find a video
https://www.youtube.com/watch?v=U7EagZ3xewU
Are you static batching it all?
Top right of the game object there's options for that which ideally you should be using in built-in
If it's always that close up, have a look at Fustrum Culling too.
Or 'chunking' the blocks.
if this is your view then frustum culling takes care of everything, doesnt it?
Ooooh, yeah, take rigidbodies off everything except your player (unless you're using physics to move the enemies
(kinematic is an exception though for OnTrigger purposes)
trying it now
I don't really ever use physics
everything is done with transform
with no rigidbody my collision logic doesn't work
Okay, you may run into collision issues using Transforms
I should be dead
Do you have a rigidbody on the player?
time to rewrite your collision logic
rigidbody should only be on things that move
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
I would probably delete most of the level before rewriting the collision logic at this point unfortunately
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.```
UVs were not unwrapped correctly in your modeling program
You may need to enable generate light map UVs and rebake
But let it finish first, it may bake fine
I usually recommend setting very low quality settings for light baking though and being selective over what gets light baked. That way you get quick bake times during development and early test passes
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
3d horror games like fnaf and fears to fathom, the art for them is made in blending softwares right?
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.
not a unity issue. at best you could post in #1157336089242112090
however i'd recommend looking at your steamworks settings
thanks, I might have found it. I was just nervous because one of the settings is the .exe file
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?
button onclick unityevents
you can easily add a listender to those menus to have buttons enable/disable the menus you want
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 🦋✨
its better to just ask what question you have and if somebody knowledgeable sees it then they will be able to answer
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. 😕
Alright
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
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)
Does this look good?:
and what details can i still add? this is supose to be on steam adventually so i kinda need good feedback
sorry if wrong cha
chat
depending on what type of game you can eather do it next to the enemy or above. If its a game like call of duty then i recommend not doing it
Well it's single player
what do you mean? As in when you die it shows the player who killed you?
then you can just make a text that shows text that pops up next to the enemy
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Sample Project used here: https://assetstore.unity.com/packages/essentials/tutorial-projects/survival-shooter-tutorial-40756
Alr thanks
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
does the camera shake, hit pause, and pulsing to solid white feel polished?
ye
oh in that case you can maybe make it so the player loses all its items
Was just wondering what people thought of my UI design so far? (smaller details need to be added/adjusted etc. just looking for feedback on colour scheme/design if that's okay.
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?
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?
this is the same with most objects i download
build it?
I just published our game, is this the right place to post the trailer?
i think it would be better to post it in reddit? since i saw a lot there and personally like to find new indie games there too
Where's some good places to get 2D platformer level design ideas at?
From successful 2D Platformer games
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 🙂
prototype? yes.
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
that lets you interate on what you think should be the most fun part of the game
- 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.
-
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. -
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") -
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.
That is very helpful. Thank you
Thank you so much for the insights.
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
if you are a complete beginner and know nothing about unity you should start by learning unity with !learn
otherwise if you have any specific questions just ask them
:teacher: Unity Learn ↗
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there are many youtube tutorials on how to create assets that fit the aesthetic you want
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.
Just use chat gpt if you can't think of a name
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.
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. 😕
Nobody is going to decide for you ? You already underlined the major difference between both situation and what it entails.
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
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 😄
Minion class, Minion layer, Prefab for each minion variation
Tags are optional as layers present similar behavior (and more) if you use those primarily
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.
Danganronpa 3, though that was deliberately terrible so you probably don't want to imitate it.
Alright thanks, was doing something along that way already, but I wanted to, at first combine it with the layers/tags.
I won't so that then! Thanks 😊
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...
There is no "easyway" to set up multiplayer. You should watch this video and learn more about net coding. It might be a bit easy to set up but multiplayer is always going to have some complexity. But comparing these tools to what existed 10 years ago is a massive difference.
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Thank you dude
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
Short question, I had a preview and suddenly it went away.
If i were you, i would write a logic where the boss chooses any player at random, like the player who's near to him the most, if all are in same distance from him, he'll attack randomly, and he'll mostly tend to attack the players who are doing damage to him the most. Thats it i guess... maybe this will work. Sry in advance if you don't like this idea
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
Yes, but not in this channel. #💻┃code-beginner
assuming what you're struggling with is code
does anyone know where I can find some good loot sound effects similar to path of exile/diablo?
been looking all around on freesound, etc but none of them sound as juicy lol
https://opengameart.org/
Usually where I go for audio
otherwise I would pick up some compilation from itchio
where would i ask about material issues?
Proll #💻┃unity-talk or #archived-shaders
Try unity talk first
If its an shader issue you will get redirected
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?
...don't use them?
If it's topdown, why are you using side scroller sprites
I can't find many Top Down(Bird's eye view) Vector character assets. However, the side scroller Vector character assets are real easy to find. I was just wondering if anyone knew if there was a way to mix them. But I don't think you really can.
How would you expect to mix them
I don't. But I am not expirenced with perspectives and such. So I wasn't sure if it has been done before.
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?
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.
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.
Have you seen someone to help you with this?
Im struggling to think of a fun mini game for mining
thats a 2D non scrolling platformer? kind of
I've recieved some tips from someone similar to this request. But no.
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.
im assuming its basically just a second health bar with some kind of flag to use it first for damage
after a bit of digging I found this so I'm posting it for anyone using search later
https://www.youtube.com/watch?v=2brno65Gr-8
How to make a retro style FPS in Unity.
In this video we tackle Player Health and Player Armor!
Unbeknownst to many casual classic Doom players, Doom's armour has some hidden mechanics. This video will explain everything you need to know about Doom's armour pickups.
Patreon:
https://www.patreon.com/decino
Don’t attempt to find tutorials for mechanic in your game. If you’re dependant on them to solve problems it’ll be difficult to do things on your own.
Guys is there a way to make a maze quickly? Or do I HAVE TO do it block by block
You can use procedural generation to create things automatically. So no, you don't have to do it by hand.
Thank you!!!
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.
My apologies. I left out the word “Every” by mistake: Don’t attempt to find tutorials for every mechanic in your game.
Okay that is entirely fair lol
In this case though, there is a surprisingly low amount of documentation on second health bars and armor mitigation
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
"unity grid snapping" gives this as the first result: https://docs.unity3d.com/Manual/GridSnapping.html
There are multiple ways to go about doing health bars. Most common is doing and image, setting it to fill, and then setting the value to hit points / max hit points
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.
Second health bar. Like a fighting game.
I figured out my method but there's barely anything online about doing that.
So to bars for the same value I presume?
@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);```
Hope that helps
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.
!code
📃 Large Code Blocks
Use links to services like:
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📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
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Add a comment with a line number if there is an error message.
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
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 
throw a bunch of noise at it
most sad part was to learn that when you add trees and stuff via terrain tool in unity, it does not work with navmesh
so i'll use a procedural planter* for them trees n stuff
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?
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.
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.
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!
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.
...
- Installation & Setup video: https://www.youtube.com/watch?v=p84GFv05qf4
Learn more about Volumetric Lights on the Unity Asset Store: https://bit.ly/VolumetricLights
@cold onyx
is the rest of the lighting just normal unity lighting?
Yeah
If you want to make textures shine
Look into Normal Maps, Roughness Maps, Metallic maps, Reflective maps etc
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
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
why cant you make money
cant you ask your parents to put it up on steam instead?
or are they not allowed to make money either
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
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
Ooooo i like it
I think the top half of the start screen looks a bit empty, but other than that, very cool 👍
no
thats not how it works
!ask
** Don't ask to ask, ask a full question illustrating with screenshots if needed. **
It's confidential to me. This is not a question in one script, I do not want to announce everything publicly.
If you are interested, I can fully describe it to you personally
if you need some 1:1 help, pay someone for their time
No, this is purely volunteer help, but maybe we will be able to cooperate. I'm not going to ask you to do most of the work, I need a little help with the end of the game and that's it.
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #854851968446365696
And unless you have some shitty publisher in your neck its not confidential
I have nothing more to say to you, believe me. I said this to those who might be interested and might help.
yeah they wont
that is simply not how this works
what you want is 1:1 help and apparently not just one thing, so yeah thats gonna cost you
I have nothing to say or prove to you. Don't waste your time.
yeah i wont waste my time and you wont waste our members time either <@&502884371011731486>
You can cry, but don't clog up the chat with your messages, how angry you are
@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.
And where can this be done? They are looking for paid work on the forum
Cuz, this, is, paid.
you wont find what you want for free

You can continue to show your emotions, but I absolutely don't care, lol
I believe volunteer work is also allowed there. But if it isn't, then there is no official space for it. You can try seeking other game dev spaces.
okay thank u
oh my daddy
im using this
my shitty ripoff siege game is gonna have perfect lighting
even though the gun "models" look like this
oh my goodness gravy 55 euros
ill make it myself
@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.
What’s the best way of implementing a slide ability into my game?
2d side scroller
hold shift to slide?
Build a prototype and see what works best.
You can use the slide ability in multiple ways
Sliding down ceilings like this wouldn't work irl but this isn't meant to be the most realistic game anyway
I'm thinking that if you let go of shift, the slide will end
Making for some cool platforming uses where you have to stop the slide at the right time
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!
@tranquil bay You can share your game by making a #1180170818983051344
thank you!
https://forms.gle/12ZEfEDj4MMhsNJq5
5 minute survey about roguelike games. Thank you for participation 🙏
Question: How would one advertise or bring more exposure to a game prototype?
Youtubers
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
Just a quick heads up, Rogue-like and Rogue-lite are different genre.
While Rogue-like are usually all about the run itself, Rogue-lite are more oriented towards the progression in-between run.
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?
Sure.
Hello, how long did it take you to install Unity? It takes 3 days to install and still loads
Obviously not 3 days.
I try to download it every day after 7am
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?
You need to check the hub !logs to see why it isn't installing if it never gets past this stage because this is neither the download nor the install phase
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
If the idea is to create an "endless scroller", moving the environment is what is suggested in most case. It assume that the environment is simple and procedurally generated.
its not going to be endless, its just a small level in a 3 part thing
Than make a tech prototype to figure out if it is possible for the navmesh to do what you want.
I once did a level with elevator + navmesh and we had the navmesh stay at the bottom. (Adjust the position.y of the agent for the position.y of the platform)
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
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🥲
flabby birb 3D
mincecraft
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
chat, how would one make a game with similar graphics to re4
original re4 or remake re4
I haven't tried unity 6 but it takes you 3 days it's probably a you problem
if not try reinstalling ig?
!learn should have tutorials on the terrain system
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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
If you meant in how to do it in code. #archived-code-general or #💻┃code-beginner
ok
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
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.
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
I usually watch GMTK (Game Makers Toolkit), im not sure if he has one specifically on TTK, though what kind of information are you hoping to find out about it?
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
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
The tress have LODs
Can you tell me which skybox suit best my scene
And how my game do not look like soild
hey what is the best app for design documentation
thanks
How do we come up with a good game designs?
make a GDD
come up with a good gameloop
give me ideas (please)
what game are you tryna make
idk i might let people here decide
XD
are you new on unity?
why dont you come up with a plan 😆
yes but dont hold back because of that
so am i lol
i am also new haha
i can do all the coding and stuff but im a dull soulless person and i need ideas
make a GDD XD
wgars a gdd
quick question what is a string
i will try to make a mmorpg game where you can fight and interact with people
lets check it out if you know the basics 🤣
game design document
numbger 🔥
😭
way to store text 😆
XD
maybe you should make a survival game then
if it's about a land
@pastel sundial You just had a warning for spam, and you keep spamming here now?
they asked me a question
i know how to code i can do the coding and design
i want ideas about the survival game
it's ok
no more "spam" guys
i can give you idea in dm
i prob want to buy a game design book but it is expensive you know any good cheap ones?
the art of game design is 70 euros 😭
yes flood my dms people as talking about game design in game design is spam
Don't ping people into your questions. #📖┃code-of-conduct
my bad
i disabled the ping so i think reacting is okay then
GDD is not some magical thing that will allow you to make interesting gameplay. It's just to help with structure for your project.
yea ik
fuck im gonna make a roblox game
but it is nice to order the things you are going to make
but i meant game design in general
!mute 742379926736601169 1d Ignoring warnings, off-topic spam.
bearx067max was muted.
hard to come up with original stuff
This is your last warning btw.
Playing games is good for inspiration. Original ideas are rare. Making an interesting combination of existing mechanics is what you can hope for.
yea true but need smth i can make too XD that is smth else that is hard you come up with a cool idea but then you need to make it 😆
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 🤣
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
Before even thinking about multiplayer, try making a simple shooter first.
yea true
yeah okay multiplayer is too hard
shouldn't go for that need to do smth easy 😭
xD
Hey i made this so far any suggestions?
looks great, to make up for flat grass texture add forestry
which i assume you already had in mind
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
so like dark souls, elden ring and such?
you should probably start with a simple prototype, getting the core mechanics down
Its hard to do a fight mecanic ?
fight mechanics similar to those games, yeah theyre hard, but you can always start simple, you dont have to rush into things
What do you mean when you say simple ?
like 1 slash as an attack ¯_(ツ)_/¯
simple
2d or 3d
But i need to moove my character before
3d
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
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
You know a good tutorial for this ?
I m not even close to creating the mal that s js an example for now
@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
its fine if you know how to code and make unity games, its just a secondary step
you need to know how to actually make games first and then extend that with the knowledge of making multiplayer games
Well it pretty much shows everything that's included. If you need an asset like that then sure
yeah i need a better ui for my 2d game so yeah i ll buy it
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
Fwiw it's pretty much all we talk about in the /r/gamedev discord
But here is good too, just tends to be focused on unity
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!
Yeah I'd hit the discord over the reddit itself
is the game fast paced or slow paced, does it rely on cover or does it rely on skill?
TTK is very dependant on a lot of things
Or is there something else you would like to talk about with your game design?
Probably a good time to start researching on developing a game design document if you've not touched up on that
I'm really far along with one, actually
It's a fighting game (so cover isn't applicable per se), and I'm going for rather fast paced
Yeah, it's a longer conversation, which is exactly what I'm looking for, as I said
does this muzzle flash obscure the screen too much you think? still trying to dial it in https://streamable.com/n72jve
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
yeah i def know what you mean, i’ll see what it looks like a bit more diffused
i do want it to feel decently powerful but still reasonable lol
I think it's also important to consider how important it is that your vision is obscured in your game. If reaction times are important, then I think it would feel really frustrating to be "punished for shooting" because you lose some visibility, but in a slower-paced game, it might feel satisfying to use a weapon with that much visual feedback.
i’m shooting for a mix of slow paced, with some more timing based opportunities for the player to execute on, so i’ll keep that in mind too
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
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)
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
Can you describe the idea more?
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?
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.
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...
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
I am using the xorshift method in my code.
You might be correct of just needing to keep tweeking the variables for the physics
I do have the prototype on my site but I dunno if a url is allowed here IF you wanted to see it
Not at all, photorealism is much harder
Ok
Is there any basic guide for platforms level design guys?
alr i think i've got it down to a reasonable degree, i can always change it so not a huge deal https://streamable.com/28i1i7
maybe "decently powerful" isn't the phrase i'm looking for, but more physical than just "flame.png" being overlaid lol
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
Yeah i wouldnt recommend you doing multiplayer
Do solo projects for a year and then do multiplayer
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
I mean, obviously loading/unloading the assets would be better if you have a lot of them.
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.
its 2D, it litterally doesnt matter
just load all of them and then you can swap them whenever as they are all loaded
even then, its 2D, it wont matter unless its really really really high res or for a really really really old / bad system
in most cases it wont matter
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.
Put either trees, more bushes a small house or a big boulder. See what fits your game
@rocky kettle Please don't crosspost, #🖼️┃2d-tools
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
How is having 1:1 character related to the aspect ratio of the screen?
The sizes don't matter, I'm more interested in how to make the sprites not blurry when I put them in the game
Are you aming for pixel art style?
Not really pixel art, more so simple geometric shapes
This is currently the sprite I use for the character, 512*512
What you mean by it being blurry though?
I.E, not looking smooth
Can you give an example image of it looking smooth? Looks pretty good to me on that image?
If you want fully crisp edges at all resolutions, you could try the Vector Graphics package. textures are always limited in resolution
@tawny dawn There are no job postings here, thanks.
where would I find them?
are you turning off texture filtering?
you can go to the texture settings and set it to point, that may be your issue
Currently its bilinear
take a look in the collaboration discussions, !collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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In the manual at the advanced guides section there is a e-book about level design, maybe there you can find something that can help
anyone got an idea for theme song its sad game with a twist
how to fix this, its telling me to do soft occlusion but its pink
Have you tried converting the materials to URP renders?
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.
@meager ginkgo This is for Unity related game development only, thanks.
Awe smucks
i made an online game in 2 days!
https://www.youtube.com/shorts/oj9DdHqlfM4
play now - https://hhoneysoft.itch.io/skate-chat
made with Godot Engine & SilentWolf
using assets by Kenney & Music by Tallbeard
hey, is it better to store files im using as sprites ingame as .png or .aseprite?
need ideas for my game if you have any ideas for a forth one pls tell me
how can i fuse two boxes into one model??
Can you please share more details or anything that can't be used(constrains)
i have one gun and there will be upgrades
for that gun
Special Attack - Weapon HP something like taking care of weapon to maintain performance or make that it just have HP and can't take care about it you have to change it
What app are you using ?
wdym ?
no just curious about the sticky notes in the photo
i need something that can have a couple "charms" like the ammo type : explosive ...
its miro
its on the web
ok
I meant you can have special attack or something like the weapon starts to lose power after use and it either you change it or you can fix it depending on what you want
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)
Weapon attachments - Weapon bufs like reloading time and attack something in brawlhalla where increasing speed decreases hp
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?
there is an asesprite importer
across the obelisk is co-op slay the spire
Thanks for the reference, does any deckbuilder come to mind where you actually switch from deck management to some 3d controller?
unfortunately not
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)
anyone have any skate park modesl an things ? im trying to build a bmx skate park?
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!
try looking on 3d model sites such as sketchfab or GCtrader for things like that, or you can make them yourself in blender or maya
In the engine, you save them as png (or other format for that is interpreted by unity) and you save them elsewhere as aseprite. Usually, you have two repository, one for the actual game and one for the stuff to make the game (Blender file, Photoshop, Aesprite, etc.).
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".
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?
There is no such things in Unity.
You can use a grid to set the position of your elements, but you are going to program the transition yourself. (swaping and dropping elements)
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
i wouldn't even use UI for this, just sprites
you can try asking in #1062393052863414313 if you dont get an answer here
You can use an hybride of the job system (dots) and gameobject. This is the most common approach given that DOTS is not fully mature in term of functionality.
That being said, a clever usage of caching, process staggering, pre compute or culling should give you appropriate performance.
Also, #archived-code-advanced or #archived-code-general. This is for game design, not technical design.
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
Well, that is far and away the most popular one... whether it is good is largely a matter of taste.
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
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?
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?
Instead of following a course about that, you should learn a really basic course on Unity than attempt to make something yourself without tutorial.
!learn
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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?
what kind of advice?
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.
Might take a look into it, thanks!
But I guess I‘ll just go with MonoBehaviour, including burst and jobs, then
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.
Not a game design issue. Post to #💻┃code-beginner along with code
Yeah oops realized that afterwards
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.
Not the appropriate community to discuss such things, you should look into VRChat community for that.
why not ask in the !vrchat discord?
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
its game design
I meant, the vrchat community will know way more about vrchat.
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
how to break up models in a kit to be maximally useful in a project is an art-form in itself and often dependent on what the game actually is. I would not suppose a random asset from the store is ready to be used in a procedural workflow. they often don't even use a grid or have sensible geometry.
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
Depends on your target platform, of course, but doesn't look egregiously high poly for sure.
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?
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)
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?
action.Contains("killed") is not a realiable way of doing this check but yes.
Why though?
Im only added "killed" or "spared", never something else
Or is it just not a good practice?
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.
Nice project 👍
The lightning is soo good
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"
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
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.
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 ?
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.
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
GetChoiceHistory returns an array of strings, yes
Yeah I kind of mixed up the bad ending and neutral threshold 🙃
Well i suggest making action a class and adding a cariable for the positivity/negativity of the action
Yeah that seems like a solid idea
Or better yet; ScriptableObjects
https://streamable.com/2wryd1 been messing around with smoke particles obsessively for the past couple of days, so now i've got really good lookin smoke effects but no game 😔
looks cool
You can create a #1180170818983051344 to showcase your game and progress.
i want to make a funny lil game anyone idea?
smth stupid and small
just to learn unity
and make something on my own
This entire subreddit
https://www.reddit.com/r/gameideas/top/
Oh wait that was the wrong one but I swear there is another subrredit like that
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
bit late (had to fix up a change i made), but here's some gameplay as well
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
Mirrors Edge, Ghost Runner, Neon White some ideas for linear speedrunning games
https://store.steampowered.com/app/1280060/Hoverflow/
Check this one out too
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...
$11.99
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
I think the genre people would consider these as Surf games from counter strike custom maps
oh right, i hadn't even thought about those. never even considered counter strike to be a fast game
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
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
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 ._.)
@simple kernel #1180170818983051344
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)
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?
It depends wildly.
What 'powerfull' means different greatly from player to player. It can be simply has the theme of the game (Gods, Super Heroes, etc.), it can be weave into the gameplay (Lot of enemies defeated, manipulating enemies - throw them around) , it can be a social factor (Finishing a level faster than your friend) or probably 100 other things.
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?
I think there's little to no difference. All the 'power' is given through finer game design.
Makes sense, well, my idea is too make the character like it can kill the sun, and that it will
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"
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).
in the future if i have architecture questions what channel do i put them in?
i would say style and audio are the 2 most important things.. maybe even audio alone
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
Could you pin point which default material you are talking about?
the combo of simple grass and oddly detailed water surface is a little conflicting
the asphalt on the right is reflecting what I assume is a directional light
yeah
im back on the clock, cant reply more
thanks for the feedback ill look into it!
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
I appreciate all of you for your feedback!! This is so useful I will play around with materials and post processing
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?
Create #1180170818983051344 if you want feedback for your games.
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.
Sure. I’ll check it out later. :)
@clear meadow Please post in #1180170818983051344 next time.
Will do
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#
You can find courses, and project examples on Unity !Learn
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oh thanks
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?
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.
More specifically for Level Design, we use Miro for Brainstorming, Jira for Project Planning and Photoshop/Gimp for Level Design which then is really quickly translated into Gray Block in the Engine. The gray blocking is done with Probuilder.
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?
Yes, but you mostly be redirected to the asset community. Also, this is a game design channel. If you want to talk about those things #💻┃unity-talk.
what do you use for the final result though?
Not sure what you mean ?
Unity ? There is no probuilder at the end if it is what you want to know.
@blazing swan There's no off topic here, thanks.
No problem 👍
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
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
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
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.
you mentioned that you use miro, jira, photoshop and probuilder for grayblocking but what do you use for the actual final models? blender i assume?
Yes
Can you use the scroll wheel to zoom in and out, while it also changes the y cutoff?
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!
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?
DEFINITLY THE ABILITY TO CREATE WATERFALLS AND LITTLE STEAMS WITH VARYING SIZES!!!!!!
@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!!!!!
Walk around it with ambient music and be able to just watch animals come close to a forest area. I think it'd be nice for it to be a very close color palette to the image you're showing too. That would genuinely be lovely.
Looks decent enough... what were the requirements?
Two things:
- 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)
- 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
I was a little tired when writing that post 😅 but I forgot to mention that it's probably only going to be a top-down game like these
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
It was 4 am and I wanted to get done let me live 😭
to be fair, townscaper vr is a thing...
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
if you want bonus points then you could make a simple things that could hang in the tree, like wind chimes and dream catchers. i love simple windmills aswell and try to incorperate them in my own environments
maybe a water wheel would look nice aswell!
ALSO I DIDNT KNOW THAT BIG GRASS PATCHES COULD BE MADE IN TOWNSCAPER WTH?!?!?!?!
btw are these images from in game? they look BEAUTIFLE
nah, theyre just example photos. I'm still not really sure how the game will look in terms of graphics/style
Another thing checked off!! Had my laptop with me, so I didnt have the original code on hand, so spent all day writing a new one
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
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)
how is this game design.
How is this game design made by me in Unity 3D.
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?
what do you mean by board around players
if its a 3d game you can use world space ui for that i guess. if its 2d then just regular ui
then you can use ui, specifically image component for picture and textmeshpro for name
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
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
looks like rocky mountains, but it looks good for me (purely aesthetical)
Got it. Thanks for your opinion
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...
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
I'd start with flabby birb
good AI (i.e AI with an FOV and hearing distance and has good pathfinding such as A*), Game feel, Weapons, etc. As for you being a beginner I would pick something easier to gather your skills so you know how to use unity, its API and C#.
Make it so you catch bullets instead of shooting them
I don't think there is really anything unique to be done in that area personally
Flabby Birb is a great start 🙂
How do you all come up with game ideas i have no clue how to do that
Think about it? Idk.
Isnt ther any Way to get more ideas?
Plenty of them, but you gotta make that effort pal. No one is going ot handle you ideas.
Yea ik but my ideas are weird and I can’t earn money from them or they are too complex for me
I find I also struggle with game design, which is frustrating as I'm good at programming
I also struggle with the design
You wont gain any positives if you think negatlively about your ideas.
We are our own biggest critics
Fair i can try again but is it ok for someone who is 17 to make a 18+ game (Violence and drugs)
Thats not for ANY of us to decide pal.
Oh right I am stupid
I never said that, but if you arent of legal age as your parents.
Its fine i asked my dad about that
Not really sure how to go from the state the project is, to making it more how I'd like
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
When I can't think of a game idea I usually play games set in the genre that my game will be in and I take some notes and try to twist them and make them my own ideas. Or use chat gpt to generate some ideas
Mate most of us are here cuz we want to make something a reality, idk if gamedev is for you if you have like no vision for something, its like a core part of gamedev 
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.
When I was new to unity my brain could not generate any game ideas whatsoever 😭
I just wanted to go back to making games and trying to earn money by doing so because i am broke
Why not find a part time job? Make game dev something that you do on the side.
I cant parents wont let me get one yet
Can I ask how old you are?
yes i am 17
Bro your nearly an adult don't listen to your parents get a job 😭
I cant because i need their consent
by the time your game is ready, you are 18 though
Yea but idk what game to make tho
make something you would love to play, maybe? you can think of something based on the games you like
I JUST GOT AN IDEA!!!
Guys for a more modern arena shooter would you prefere Quake I or II or II style movement?
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
It's actually the opposite I think?
Doesn't Quake III arena have strafe jumping?
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 😅
quake doesn't use A and D keys solely iirc, it uses WA/WD keys
I don't really remember about quake 3 though
quake champions is modern, i wonder what they went for?
they must have worked hard on deciding that
I working now second game and what you thinking guys ?
I never played the originals but
quake champs was a lot like source movement
but faster obviously
lot of slide hopping and air strafing
I just want to add to this, the ratings aren't by law (they vary by country) and are a guideline for parents. The bigger problem is if you are allowed to sell games on platforms - most require a contract. And the age of majority depends on the country and state/province. So, in the US for example, you usually have to be 18+ to be allowed to sign a contract. In Washington though, it's 15.
(From what I can gather anyway, and not taking into account the obvious making sure your parents are on board with this plan)
My dad came in and asked what I was doing and I just told him i am making a game about plant Selling (I used another word I can’t use here)
your DAD came in... and you told HER? 🤔
I MENT HIM!!!
😂
Now its right
Yea
@mint remnant You can use !collab for these kinds of posts.
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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
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.
mabye some trivia game?
idk
this would be very easy to recreate
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
interesting idea
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.
yeah thats a good twist
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
yeah thanks for the ideas!
no problem!
i already did
don't advertise in this channel, you can probably make a #1180170818983051344 about this though
or better #1179447338188673034
oh yup, that would be better
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
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
Not sure if it even belongs there. You should put it in #1180170818983051344 as it seems like you are workshoping an idea, or even as a thread in #archived-code-general for feedback.
Normally you don't want to have many copies of material.
!ban 1314754793549332596 Keeping up with the edgy attitude. Your next account will just be banned on sight.
mangacolorized.net was banned.
Didn't read their response thing fully lol
Wasn't worth the barely put together rant lol
https://www.youtube.com/watch?v=v3Y8fbf0vhs for my platformer, I was inspired to make a level that is this but fixed
it seems like this is not the place to ask for feedback on ideas. should I use dev-logs even if all I have is a google doc?
This channel is for general design questions that might interest everyone. If you want to poll people about something project specific like picking a font, you would post that in #1180170818983051344
General ideas are fine here.
@astral ocean Don't cross-post.
I like the way the same diagram has evolved (each along with a new evolution of the tool im building)
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"
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
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?
After I select a tile and bring my mouse over it just has a blank box instead of the selected tile on my cursor
it looks like it is drawing just the colliders and not the sprites
figured it out. It was getting rid of the renderer
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?
I think they aren’t dead in what they contain, they just aren’t necessarily all stored in a linear text based format and would usually integrate with change management, media and collaborative workspaces. Probably also depends on what kind of company you’re asking. Design evolves, changes will happen, and a document was never particularly well suited to track these.
the dev who made Shotgun Roulette made a little Battleship game too
just as grungy
buckshot roulette?
can anyone guide me on how to make an controller script for a dragon. tried making it like a plane and failed miserably
Yo would anybody be down to help me with some beginner things? I'm trying to make a top down shooter game
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.
ok
ask a specific question, people are down to help but can't help if you haven't asked anything
Which one of these sounds the best for a game name?
'Shred Storm' & ' Riff Rage' & 'Shred Shock' & 'Shred Head'
what kinda game
Top down game where you hit enemes with a guitar and the guitar shatters the more enemies you hit. Cyberpunk fighting robots.
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.
Shock Rock? Riff of Rage would be my #2. I wouldn't use Shred personally.
yo, im new here. does anybody now if theres a collab channel in this discord or is it here you talk about that?
They don't allow it on here, but they do on their discussions thing
!collab
: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
ty
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
!collab, but I suggest you !learn #💻┃unity-talk message
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
You can make a #1180170818983051344 for feedback.
Ok, I'll start my own when I have time
@tropic gazelle There's no advertizing on the server. Read #📖┃code-of-conduct
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
👍
Anyone know how I could make a game UI similar to persona 3 that works with a controller
Not a game design question. But you would use art and code.
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?
Whatever you're comfortable with, as long as it's fast
It depends a lot on the game. Often it's story driven... so where do you want to direct the player. How hard is this level. Are we introducing them to a new mechanic.
I like to make sure it has 3 angles of play for important sections. So that they can always have a different strategy but not overwhelm them, etc
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
@uncut surge Post your project on #1180170818983051344. Don't recruit testers on other channels.
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.
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.
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!
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
dont do it with unity's basic shapes. use probuilder or blender.
Well yeah, but if I should make some parts (like a part of wall) and then grid them next to each other to form a house or try to make the whole thing together and then import it to unity?
depends how big the house is, if it's not huge then you can do either way, whichever you like. if it's huge then you probably dont want it all to be one object because then it's all loaded at the same time, even the parts you don't see
ohh, I didnt think about that. Well guess I will try both and see which one is better then. Thx for reply tho!
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)
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.
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
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
What you have now reminds me of roadhog's gun primary fire and ult from overwatch. It's hard to give an idea without really knowing what style of game you're working on, but some ideas that come to mind are bouncing/explosive pellets. Or maybe even shrapnel shots that stick to the ground and deal damage when enemies walk on them.
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.
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.
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.
Oh, that's a good idea. I'll take a look at some of their weapons. Maybe it'll jog some ideas
currently working on assets for a 2.5d game, how does my progress look so far, middle image is 2d test map
Yo i need a good and scary work place anyone got ideas?
An office.
Trapped on a sinking ship.
An abandoned shopping mall.
Anything can be scary if you get creative enough.
Something that is not used that much
What scary would happend in a office tho
The people.
True they could be wierd
What about the abonded mall
it was fine here
Both images are level design and visuals
I don't have a single game worthy thing to post in dev logs
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
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.
yeah sure so a brand name makes sense
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
yo can anyone tell me where is the scariest job to work at night
night keeper
iykyk
idk i want it to be like a job where you get costumers
circus
If you can't think of anything why not use chat gpt? Or play some indie horror games on gamejolt or itch.io?
hi, there are no voice channels on this discord?
Nope
you can use speech to text as a substitute
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?
Does not seem like a huge deal. I would just keep working on something else and stop thinking about that. If you ever get to play test, it will become apparent if it is an issue.
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.
Ease of production is mostly my main factor. I'm not a really good artist, hence my choice are restricted.
that makes sense, I don't think I could every do any high-poly things or realism but how do you choose between something like cel or flat shaded? They don't really vary in difficulty but have very different looks. Do you iterate through a bunch in a test scene and see what fits or do you just choose one you'll go with at the start of the project
I do not really consider my choice. I simply take the one that inspire me at the moment. I am not a really good artist, hence I do not focus on the art part of the game as much as other part.
At the end of the day, both works.
Take one and call it a day.
LOL yeah i can completely relate missing an art bone myself, i thought winging it wasnt gonna do me go but good to see that others are doing the same :^)
How does one design a good telegraph for an enemy's attack when making a bullet-hell game?
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?
I'd probably start by documenting (mapping as a living document) all the things I'd want, writing them on a even as simple as document/text file, and then I'd start to think of ways to interconnect and integrate them to gameplay one by one, kind of like lego pieces, individually making them and adding them to the main gameplay and tweaking them to fit in to the loop.
wdym? like locations or stuff?
Everything in general, they should be documented before made a thing, that'd make it easier to implement and integrate to the game and think about them
I'm mostly unsure how to translate mapping a land into engaging gameplay
Hmm, do you have locations set, or still in idea phase
I have a map and some general locations
The culture is gonna based on silk-era china
And the lower island is Indonesia like
The main cities are gonna be around the middle gulf of the mainland
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.
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
add a food system
you have some food at the start
