#archived-game-design

1 messages · Page 24 of 1

pastel sundial
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but you have to go out into the woods to setup traps etc

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might need a tutorial though because i doubt people would know off the rip to do that

sly python
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yeah u right it do sound hard asf

pastel sundial
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add a cold system too and have it break the windows making you freeze 🗣️

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ngl might do this myself sounds fire

sly python
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imma add that

pastel sundial
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you catch squirrels or smth idk

sly python
pastel sundial
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peak

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also add random lock opening noises randomly when theyre in the house

vivid bluff
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Does it seem like there's anything obvious thats missing with my custom tilemap system? I have a spline that controls a polygonshape, and the tilemap is created from that

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So far its only being used to determine which tiles exist inside the polygon

pastel sundial
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is this fire or nah

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the background moves

vivid bluff
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I like it

formal spruce
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simple

twin palm
formal spruce
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looks scaled correctly to me

proper bridge
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HI THERE

mossy oxide
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Is using layers like this tutorial suggests for a good idea for a 2d game or should I just use the traditional approch for walking behind things by rending stuff in order of y axis

hard fog
hidden crescent
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Tiled Map Editor is pretty cool and has a lot of support on the Discord, my experience was good at least

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Just be aware if you start using Tiled! you'll have to keep updating. It's decent for use with something like Unity

hidden crescent
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I suppose my experience with game design was changed using this app and community, technically those types of link deserve to be in #1179447338188673034 but ok

steady crest
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I know we are supposed to prototype with placeholder art
But man looking at this is depressing lmao
It instantly sucks all the creativity out of me

Any advice how to make it less hard to look at it?
I mean even black outlines around the geometric forms would make it more bearable xd

lost merlin
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placeholder art can also be anything you can grab off the asset store or places like itch.io for free

steady crest
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xd

pastel sundial
tulip swallow
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would anyone like to hear my game idea?

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I Need some opinions on it

pastel sundial
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just send it

tulip swallow
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(I'm tarr I js changed back to my orginal profile)

pastel sundial
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surely you'd need ranked/level matchmaking in multiplayer or you'd get high levels going against lowlevels

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also multiplayer is hard apparently

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especially if you're new

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try singleplayer first

tulip swallow
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right

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the idea is that the game has two modes

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single player and multiplayer

tulip swallow
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so multilayer with friends would be like more for fun

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and ranked to actually get better

pastel sundial
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obscure but try it

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a lot of ui work though

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less coding

tulip swallow
tulip swallow
tulip swallow
pastel sundial
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idk seems like you're just yoinking plauge inc and adding a duel mode

tulip swallow
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oh that's game

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oh right

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dang it's actually so similar

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and theres like a cure mode too

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dang allat yap and for what 😭

sharp robin
# tulip swallow plague inc?

It's OK, it's technically a clone of Pandemic, which is a game that is technically a clone of Pandemic, a board game, iirc. None are connected to each other. No harm pursuing your idea, just need to figure out what makes yours unique and worth switching to.

steady crest
pastel sundial
rustic nebula
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So for about a year or so I've been working on an HD-2D Monster Catching RPG, and recently (like a month) I found out about Cassette Beasts, another HD-2D Monster Catching RPG. How do I differentiate my visual styles? Are they too similar now or is it fine?

Left is mine, Right is Cassete Beasts

lost merlin
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Looks fine to me. If anything just toss on some post processing and fool around with that

sudden pendant
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There's nothing similar about them aside from the fact they're mixed sprites in a 3D world, but that's just a genre at this point.

keen quarry
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What's the best way to get early feedback on your game, my player movement is almost to a stage where I would love good criticism/feedback.

rustic nebula
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becase of the similar visual style and gameplay

sudden pendant
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You mean Pokemon?

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Nobody cares as long as its a good game

rustic nebula
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and I'm planning a bunch of different stuff

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I'm having a in-depth weather system, in game your a national park ranger

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and im planning to make the monster concepts more

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eh....thought out

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less "fire dog" and more conceptual like pokemon

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my biggest issue with cassete beasts is the monster are fairly

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lame

deft patio
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Hi all. Anyone know a good place to ask what game name by description?

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Other than google bcoz it's not finding it

rustic nebula
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i might be able to

deft patio
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ps1 90s 2d topdown 4 player multiplayer (J?)RPG

rustic nebula
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a few things i found

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was it

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final fantasy gam

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or

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alundra

deft patio
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The name is something like Eternal Blaze, Threads of Fate,

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I was like 6 years old maybe at this time..

rustic nebula
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Breath of Fire?

deft patio
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U can play with 4 players

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Same screen i think, not split screen. Each player got a health bar

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It really feels like a generic rpg but can 4 player. I was too young to understand any more of it like the story, skill system, etc, so maybe it wasn't a super special game

rustic nebula
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was it legends of mana/

deft patio
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Nope

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Not Legends of x, final fantasy, tales of x,

sudden pendant
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This isn't the server for finding games, this channel is for discussing game designs in your own.

deft patio
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Yes ok..

vague blaze
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Do you think medieval-themed game ideas are still successful nowadays?

chilly cove
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Hey guys! How do I change a pivot of an object?

steady venture
# chilly cove Hey guys! How do I change a pivot of an object?

You could change the pivot point in blender, other than that I don’t think Unity has a built in method for this. Another thing you could try is making the game object a child of an empty object and move it around said parent object. Then you could move the parent object as the pivot point because it will move/rotate the child object relative to its position and rotation.

jovial harness
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eyy random nonspecific question so this is less than like a help question and more of a sort of brainstorming question, if i'm considering building a horror game that like fucks with the computer or does the sorta stuff ddlc does w/ the files or stuff with the window/desktop, or just anythin like that?

vivid bluff
# jovial harness eyy random nonspecific question so this is less than like a help question and mo...

I get the intention behind it, and I know it seems like a good idea to make the game stand out. But if the game is designed to start tampering with the systems files/settings, thats the type of thing that will end up getting flagged by an antimalware/windows defender, as that is what malicious code would do.

Also the topic, im 98% sure is forbidden in the server. Anything about using Unity for anything more "doing stuff outside of the game itself"

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but it doesnt stop you from making the game seem like it is messing with the PC itself. If you make it seem like the game has control over the mouse, you could catch the player off guard

jovial harness
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alr, thx

vivid bluff
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other option is you'll have free reign of the %appdata% folder, so you could place files in there

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that wouldnt be a problem

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quite easy to save .pngs or .txt files in there

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I'm also wondering, if it would be possible to have the game use a borderless fullscreen, but somehow make it transparent

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then put the game in the center, making it look like its in a window

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would be pretty damn scary if suddenly something quickly moves from behind the window, like some nextbot face

thorn grail
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give me a game idea and ill make it

sharp zinc
lavish quarry
formal spruce
lavish quarry
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3D terraria, 2D minecraft, 2D fortnite?

formal spruce
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wouldn't 3D terraria be minecraft?

lavish quarry
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yeah.... good point lol

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would be mc with mods

formal spruce
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2D rocket league

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unless that already exists

lavish quarry
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that would be strange lol

vivid bluff
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I've probably got hours of playtime combined for each of these games

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Lots of lunch breaks at school, and weekends playing flash games

balmy falcon
feral mountain
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Do not re/crosspost, if someone is interested and wants to give feedback they will do that

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And no im not in the market for such Games, so i cannot help

soft whale
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(also ty for the monkey jumpscare)

vast spire
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Is the Snake Game a good starting game to practice making?

bronze flicker
cold onyx
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Where do u guys look for inspirations? Ive been learning unity for like past half year and only making demo's in my uni or just playing around but never made actual project (beside flappy bird clone, lol) as i either keep being unsatisifed with idea or the scale is too large and im fully aware of it. Can't find where i should aim at or get any ideas that wouldnt end up being platformer or zombie shooter think

burnt token
fluid agate
# cold onyx Where do u guys look for inspirations? Ive been learning unity for like past hal...

I've been working in unity for close to a decade, on games overall a bit longer, so maybe I can help a bit.

I stopped relying on my own untethered imagination of "what kind of game would be cool" because that's a recipe for being out of scope, or ends up only being fun inside your brain. You need a starting point.

There are two things, that I found to be the best for getting actual, realistic inspiration.
First of all, play indie games. I don't mean the hits, like hollow knight, celeste, slay the princess or something - that's an inspiration for the how, not the what. Play the very small games, games that were made with up to a few people, over not too long. What I'm trying to say, play the "bad" games. Either the actually bad ones, or just the imperfect ones. Games that missed something, or didn't finish something, didn't explore something enough. That's where you can dig out some real qualify inspiration.

Best source for "bad" games? Ties in with my second point. Gamejams! They're perfect, and you can sometimes get some really nice inspiration out of them. Also, play the games made for gamejams, by other people! And not only the ones you participated in. Build up your library of quick, small, imperfect games full of ideas to mix match and expand upon. Look at other people's work, look at what other people LIKE YOU make. Think about them. Get inspired. Play even more. You'll find something in there, for sure.

sly python
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im no that good at making maps is this a good library what should i add or remove

fluid agate
sly python
fluid agate
pastel sundial
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cooking on the terrain generation

vital sorrel
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hey guys, pretty new to game dev so mb if this seems like a stupdi question

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for example I wanted to make it set in warhammer40k universe

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So how easy is it to change those things, for example can I just swap out the orange guys in the video for a space marine 3d model, or is it a lot more to do than that

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also since this is for a school project i dont think I'll be able to spend any money for stuff from the asset store and whatnot

sharp zinc
vital sorrel
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oh, thats nice to hear

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how so

vivid bluff
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Aside the lack of shader code to generate a material, and a pretty shoddy mesh generator. The first evolution of my garden terrain system is finally complete!!

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question is now, would it be better to
1: refactor some of the messy parts of the system
2: better implement some of the temporary code (like how my mesh is just creating floating sections which arent connected)
3: add some extra features to flesh it out a bit more

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additional features would be nice, but I fear it might overwhelm the project in its current form

tender elm
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A boomer shooter, time based and with graphics like that TMNT animated movie, sounds cool?

rain sorrel
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Hi! Can anyone help me? I'm having problems with isometric view on my game

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I've set the z position of the dirt block to 2 and it sets under the dirt block with z position set to 0

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Help it's not setting right :<

hard fog
rain sorrel
ivory violet
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How can I make the lines only appear when roads are next to each other?

vale leaf
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Is there any interest in this project I have been working on. I was inspired by the old Autodesk Kynapse AI https://youtu.be/oaDsNmbZQAQ?si=ktIXEmGgRIFEZVKD toolset (used in Medal of Honor, Watchdogs, and various other games). But I am getting burnt out, and thinking of open sourcing the project. It has a nice modular architecture and has pretty cool features like Shooter Avoidance, cover point generation, precomputed visibility between nodes, and node Cost Modifier Volumes. It is integrated with NavMesh as its base. It utilizes an octree for quick positional node lookups, and a simple A* implementation for pathfinding. Its goal is to provide data for developers to create realistic AI decisions and environmental interactions. Primarily intended for tactical military shooters.

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The green orb is a starting location. The 3 pink orbs to the left are "shooters". Notice how the generated path is not the "shortest" path, but the shortest path with the most cover from the shooters. This took about 1.4ms to calculate in editor (taking into account 3 shooter locations). A user of the toolset could identify that some of these points have 50% visibility to shooters, and play a "crouch run" animation, making the movement along the path realistic. No raycasts required.

And each node has a map of visibility to other nodes. So the user can easily ask if one point has visibility to another without needing to perform a Raycast. Visibility is a percentage value, calculated by multiple raycast.

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Additional data can be added to the graph (you can add generic metadata to MoveNodes on the graph. CoverNodes are associated with MoveNodes in this way.. that they exist as metadata) by implementing a custom GenerationPhase and adding it to your GenerationPipeline.

vale leaf
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**Features Yet To Be Added **

  • Volume Bridge Nodes - Connect graphs together by linking bridge nodes.
  • Cross volume path calculation - Allow paths to be calculated using the bridge nodes.
  • BattleMind Agent Component - This is what will allow a gameobject to follow a route, and provide communication with other agents and the "BattleMind".
  • Spatial Awareness - Identify points of interest for Agents, allowing realistic look directions for agents as they move across the graph.
civic oxide
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However, I'm unsure about to handle input. In the left drawing, the player walks to the right, goes up and the wall and then goes left on the ceiling. (The current direction held is right.) But if they would want to the other way, they'll have to start pressing left, in other words, pressing left to move to the right

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Same goes for the right drawing: after the player jumps on the ceilings, sticks to it and moves down the wall, he then moves left on the floor

civic oxide
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It feels unnatural, what do you think?

lavish quarry
civic oxide
lavish quarry
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I feel that makes the most sense because how else would you walk? You’d use the key associated with the direction you are going

civic oxide
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I had this idea: Continuing from this, after going down the wall, if I continue pressing right, I'll go left along the floor, but if I press the left input, I'll still move left, but the right input will now act as it should (move the player right)

lavish quarry
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I had a similar idea to that as well. I’d assume you’d want to use trigger zones in that case to alternate the gravity

civic oxide
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I alternate the gravity by checking for collision with walls that have this property

lavish quarry
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That or you can simply change the direction of gravity using a trigger zone. Either works tbh

fervent ivy
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yo. quick question regarding character controls and physics interactions. if I'm making a simple 3D platformer with few physics-reliant interactions a la Lunistice is a Character Controller enough for handling a player character?

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and if I were to instead have a more momentum-based system with wall jumps and altering a character's physics in midair, would a rigidbody system work better?

feral mountain
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But the character controller also more predictable and controllable if you want to manipulate its midair behavior

fervent ivy
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by physics I mostly mean acceleration, air drag or lack thereof, and thrusting the player in specific directions. should I stick to a rigidbody for those or would that be overkill?

feral mountain
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that looks like a character controller

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since its more air controllable and not very physics based

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it would defenetly be easier to recreate that with a character controller

fervent ivy
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what about the extras I mentioned like accelerating the character in specific directions?

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I'd just try it myself but I won't have access to my desktop until tomorrow, sorry 💦

stuck root
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How do you make laser for guns in fps? I throwed something together with raycast and line renderer which works but when i move it seems like the line renderer 0 pos lagging behind the played by a frame. Am i missing something? Is it a layer problem or i don't know how to fix that.

lost merlin
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Probably some desync between the physics body and the renderer

weary thicket
lost merlin
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try querying the raycast and line rendering in the update() if by chance you're doing it in physics

stuck root
# lost merlin try querying the raycast and line rendering in the update() if by chance you're ...

it's in the update or am i doing it wrong?

private void Update()
{
    Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    RaycastHit hit;  
    targetPoint = ray.GetPoint(30);


    if (Physics.Raycast(ray, out hit, maxDistance))
    {
        lineRenderer.SetPosition(0, transform.position);
        lineRenderer.SetPosition(1, hit.point); 
    }
    else
    {
        lineRenderer.SetPosition(0, transform.position);
        lineRenderer.SetPosition(1, targetPoint);
    }
}
lost merlin
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Looks fine, and I assume the transform position is changing if not just visually by swaying

stuck root
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it's two camera stacked (one for the weapon renderer to avoid clipping), inside the weapon cam there is a weapon holder and inside that there is the weapon, all attachments under the weapon and under the laser attachment is the transform

lost merlin
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Not too sure then besides maybe with the camera not updating correctly, or perhaps there's some quirks with the linerender that I'm not aware of

stuck root
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when i move or rotate only the main cam's position and rotation changing, all children stays the same

lost merlin
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maybe some specific properties inside of it that deals with how it updates

stuck root
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good call i will check it out. do you think it should be easier to use particle system to get the same effect?

lost merlin
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If you wanted to do something easy, you just have a long repeating (wrapped texture) quad that uses local position of the gun

stuck root
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thats what i tough too, maybe the linerenderer is wonky for this job

lost merlin
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problems with the quad idea is making sure it shrinks accordingly so it doesnt pierce through walls

stuck root
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yeah, i need collision sadly

lost merlin
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honestly it's probably the same logic for the line renderer

stuck root
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i tried to make just a very thin cylinder that glows and it works fine with it (i mean no delay) but it pierce thru everything.

lost merlin
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it's just how I've made lazers before which seemed to work fine, but wouldn't guarantee that fixes the sync issues ;p

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using local position and just scaling the forward direction would be different from that line render does though. I think it just rebuilds the quad

stuck root
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yeah but on the line renderer i can get a hit.point if it founds a collision and just use ray.getpoint if its not, like watching up to the skybox.

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i want to be open for multiplayer so object piercing lasers are no no 🙂

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found the solution, instead of update LateUpdate seems like it works fine. the problem was the character controller updates when i move but the update method on the laser doesnt update the transform.position. thats why it looks like it lags behind, with lateupdate it seems like they are synched

lost merlin
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ah, makes sense I was thinking of trying that but didn't want to bother you on it heh

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either that or changing the camera updating method

true geyser
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Hey, i have this snow particule systeme but for me the particule is too bright how can i do to put the snow less brighter

supple sable
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Change the start color to an off white

frozen urchin
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So my top down zombie shooting game had a cursor for aiming since it was a PC game played with a mouse.

But trying to run it with a controller, I realize how tough it is to position the cursor for aiming.

I can simply make the player shoot in the direction they are facing, but should this happen both with a mouse & controller?

Also, this would mean it would be hard to player to rotate exactly at an angle to shoot a zombie say 20 feet away. Should I add some kinda auto-aim?

pastel sundial
frozen urchin
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It's a roguelite, and I would like for the 'difficulty' to be the same irrespective of whether you play with keyboard/mouse or controller or steamdeck.

pastel sundial
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also no idea what a rogouelite is

true geyser
hard fog
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@spark star Keep it in dev-logs don't coopt other channels.

civic oxide
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I'm using raycasts to detect collisions for walls, floors and ceilings. When I collide with a wall, there's this tiny slit, which makes the player not fully seem like it's colliding with the wall. How do I fix it?

hard fog
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Post with more information in #⚛️┃physics (movement code, character inspector showing physics component, maybe video as well)

civic oxide
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In my prototype, the player can climb on special walls (for this example, the special wall is the red rectangle and the player is the blue circle), the white rectangle is a regular wall. I want to unstick the player when he touches the regular wall, but this will make the player stick to the special wall again, causing a loop. What should I do in this situation?

night shoal
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What do you want to happen instead?

stoic canopy
fossil flame
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How can I implement a seamless looping effect for a flat map of Earth in Unity, so that when a player moves continuously in one direction (e.g., east or west), the camera never reaches a hard edge or abruptly teleports? I want the movement to feel like traversing a sphere, with smooth transitions between the map's edges.

sharp zinc
fossil flame
sharp zinc
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This approach would be a bit more tricky but it should be better.

haughty pulsar
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Demos anyone know where to get free low poly textures ?

sharp zinc
haughty pulsar
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On just normal tho out not to much detail

full tangle
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I've been thinking about world scale recently for props. How big do you guys think a regular wooden crate should be? Currently, I have destructible crates that are as tall as the player

mossy sky
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I'm new to unity, coming from godot. Just bumbling through things learning as I go and I have a question that I can't seem to find much on online.
I'm using randomization with rule tiles for a top down game. In the editor, there is no way to set a weight to a specific tile. I assume this is something that would need to be coded but can't find much if any info on it. Anyone have tips or a video or post for a starting point? (I would like to keep it in the box and not download extra things from the marketplace.)

hollow drift
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I'm having a conceptual issue with a grid based building system. I have cubes that are 1x1x1 with a center pivot but can be scaled. Because they can be scaled my grid can't be 1 unit per cell, it has to be .5 (if you scale a cube to 2,1,1 it's now +.5 on each side, so the pivot now has to be offset by +/- .5x). Now my 1x1 cube is now centered in a 2x2x2 grid space, which makes everything off by .25. I'm not sure what to do, adding an offset seems like a hacky fix, and may cause other issues.

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I think I have it figured out... objects position doesn't need to fall into the grid.

radiant carbon
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Been working a lot on creating shooter enemies for my game recently. What are some features you think would make them cool or stand out from others?

sudden pendant
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!collab

desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

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

dusk laurel
sand valve
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Okay I spent way too much time and ended up doing it myself. Thoughts on this gattling gun?

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Now texturing is a different beast...

radiant carbon
heavy kraken
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What game should I make?

full tangle
vivid bluff
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Do you think there are some games, where its not really possible to transform them into something totally different, without altering them in a significant way?
Take Minesweeper and Sudoku, both are very basic so that seems like there would be a decent amount of options, but I cant really think of anything

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like minesweeper with an infinite board is a pretty obvious thing, but that doesnt really change much

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and sudoku as a game is quite restricted to its rules, I can only think that youd need to do a pretty massive change to get it to feel different

stoic canopy
# vivid bluff Do you think there are some games, where its not really possible to transform th...

is this first sentence not just an illogical question (no disrespect)? the implication of something being "totally different" is the fact that theyve been changed in a significant way. the only way this wouldnt be true is if you break it up into categories. for example, you can make minesweeper feel totally different by changing the bombs and flags into pitfalls and covers. but this doesnt actually change the nature of the game, just the way that it's perceived. am i misunderstaning what youre asking, though?

vivid bluff
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I meant in the sense that there are some very simple games, where it wouldnt take a lot to get something feeling really different

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other games might take a number of changes to get something different

stoic canopy
vivid bluff
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Pong but the ball speeds up with each hit

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throw in some vfx for the ball that get more intense the faster it is

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or Snake but theres a CPU snake in the same level as you

stoic canopy
stoic canopy
vivid bluff
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well you can add a visual style on top of the game, so it doesnt immediately make you go "this is just pong"

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but yeah, maybe the question wasnt worded that well

stoic canopy
vivid bluff
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I guess the better question is, are there some games (that are very basic) where the only way you could transform them into something new, would require far more effort than it would seem for other games

stoic canopy
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i think this is approaching the boundary of theoretical proofs 😅 im not sure how you could start to come close to a "concrete" answer if there is one

vivid bluff
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mhmm

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sudoku seems like its not something you could do much with, but I know there must be something

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but then the moment somebody figures out what that is, I'd look at that and go "thats so obvious why didnt I think of that"

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I wonder what it is about sudoku that makes me feel like there's not much to work with

stoic canopy
# vivid bluff sudoku seems like its not something you could do much with, but I know there mus...

this reminds me, i saw a lucas muscat video about a great sudoku game with a twist https://youtu.be/4Gs61djPhWU

Not a single gamer or game developer I have talked to about this has known what it is. Did you?

some starter puzzles using the rules in the examples, plus extra:
https://sudokupad.app/dvchqablb2
https://sudokupad.app/tx4uk80o6t
https://sudokupad.app/urahirjc1t

great beginner puzzle collection (includes two puzzles from the video): https://logi...

▶ Play video
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i didnt watch the whole thing bc it seemed boring but i think its worth the watch

buoyant sapphire
vivid bluff
vivid bluff
buoyant sapphire
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It just replaces knowledge with math.

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You could maybe take chess as an example, minor changes to rules fundamentally change the game. Same for all games that have strategy/meta.

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I would say most iconic games, when stripped bare, make a few very simple design decisions that are extremely sensitive to modification.

full echo
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I want to make a game which is just a table and a revolver, russian rulette in VR. but i want to make the revolver feel as realistic as possible, cylinder physics, weight physics. what would be the best way to go about making somehting like this?

grand osprey
# vivid bluff sudoku might not have been the best example, but its the first thing I thought o...

Take a look into the world of variant Sudokus. There's Killer Sudokus, Fog of War Sudokus, German Whispers, Thermometers, Knight's move Sudokus, Jigsaw Sudoku, Yin–yang Sudoku, Deconstruction Sudoku, and so on. The list is endless. There's a lot of Sudokus with varying rules and combinations of them. It is really easy to create your own Sudoku variant, it just likely already exists and creating fascinating puzzles with the rules may be hard

worthy nexus
#

Hey chat, i've been working on a game for a while now, imagine it like runescape but a bit different, it has:

  • 3 classes (archer, wizard and knight)
  • a bunch of quests to go through
    and much more

it's basically like a 2d action rpg game (art style below), however im struggling to find a name, does anyone have any ideas?

stone dirge
#

Any 3d artist that can help me out for my games creature i have a drawing of it and idk how to make a creature like that in blender so anyone that will help out that will help out a lot

late vapor
#

that's not game design related, you're looking for free work

hollow marten
#

so if im making a 3d game for me and my friends, should i be making the buildings in an application like blender and importing them or in unity itself?

grand osprey
hollow marten
#

okay thank you

lost merlin
hollow marten
#

im trying to make like a lower poly count game with kinda like an old playstation kinda style

lost merlin
#

You can probably get away fine with probuilder then. Smaller assets I'd do with blender though

hollow marten
#

alright thank you

#

am i able to make objects snap onto other objects to be right next to eachother? not sure if that makes sense

late vapor
#

unity's scene window has a toggle that lets you snap to its grid

glossy root
#

anyone know how unturned layers textures for clothes?

#

u can have a tshirt and then a coat and you can still see some of the tshirt through

glossy root
#

basically all clothes in unturned are textures

#

the only models are like backpacks and specific things

sharp zinc
#

No idea how they layered multiple cloths, but it is pretty trivial to do if you want to do it.

#

Just sample multiple texture.

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Or, use actual meshes for the clothes.

glossy root
#

its not that easy

sharp zinc
#

Yes, it is.

glossy root
#

getting rid of skin poking through the body is very difficult

#

even if u transfer weights

sharp zinc
#

Sample texture ?

glossy root
#

even if you weight paint it on your own

sharp zinc
#

I meant, samplying the texture.

#

Also, unturned model are not really detailed. It would not be that hard to rig the mesh.

mossy sky
#

I'm having a rough time trying to understand pulling a variable from another gameobject.
Essentially, I have a "weapon controller" which holds on to the attributes of a weapon and an object that follows my mouse and instantiates a bullet on click. What I'm trying to do is give that bullet a damage value when it instantiates.
Thoughts I've tried

  • Instantiate as a child and get parent damage value. (Not instantiating as a child, instantiates at the bottom of the whole scenes hierarchy. Can't seem to figure out getting it to instantiate as a child. Is this because of the "parent transform" situation? Transform itself being part of parenting is incredibly foreignt to me, I read the doc a few times and still don't feel like I understand whats going on there.)
  • Call to the weapon controller object and get the damage value. Can't seem to get the instantiated bullet to find the weapon controller on spawn. Gotta be missing something here.
    I'm suuuuper new and coming from godot, so I'm still in the process of learning. I know I want to have a lot of these items separate so they can be modular in the end. If someone can point me in the direction of what I need to be looking at, I'll gladly dig through the documentation to try and help understand.
glossy root
#

i had like 10 people help me the other day

#

here and on the blender discord

#

the less geometry the mesh has the harder it is for the clothes to not clip through

#

in my case i have a similar character to the unturned one

stoic canopy
sharp zinc
# glossy root

Arent your animation more detailed ? Also, why not use a texture like you said ?

#

Layering texutre is easy.

glossy root
#

how does one do that

#

layer the textures

sharp zinc
stoic canopy
mossy sky
signal fjord
# glossy root in my case i have a similar character to the unturned one

Your just going to have to use textures then / separate the body into separate sub-meshes that all use the same bone system. It's a relatively simple system, atleast when I think about it lmfao. Use something like ChatGPT or perplexity to give you tips/advice on how to make the system and how it would work.

signal fjord
glossy root
#

i mostly know how to do it the texture way

signal fjord
#

If your going for something like unturned you're prob going to have todo a mixture of textures and replacing meshes

#

I spent about 2 years making a game with a similar art style and that is what I had todo

feral mountain
feral mountain
desert martenBOT
#

:teacher: Unity Learn ↗

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

marsh obsidian
#

Hi all! I'm looking for participants in a quick user study:

  • Any (or zero) Unity experience is fine, casting a wide net
  • About 5-10min max, 1:1
  • I would be screensharing a Unity feature and asking a couple questions - no audio or video required, you can type responses if you prefer
  • No official reward, but as always I'm happy chat about world building features or buy a beer/coffee if you are in Denver 🙂

If you have time, please send a DM and we'll figure out a time ASAP. Thanks very much!

dawn trail
#

Hi I need help with my game

#

the camera is not working with the car

feral mountain
desert martenBOT
steady dock
#

any of you ever seen Yeeps

signal fjord
signal fjord
feral mountain
#

But suggesting AI from the start is very bad and leaves to them coming here and wanting their ai responses fixed (the rule that gets broken)

#

So youre indirectly breaking the AI rule

#

Hope you understand the problem with suggesting AI to newbies now

signal fjord
signal fjord
feral mountain
#

Guess <@&502884371011731486> it is

signal fjord
#

Anyway, im simply trying to help people here.

feral mountain
#

You arent helping by sugesting AI

signal fjord
#

and AI is a great tool when used properly. People need to learn how to use it, if not you’re going to get left in the dust my friend.

signal fjord
#

It’s is very confusing.

signal fjord
feral mountain
#

But the mods are informed, dont worry they will tell you when they have time UnityChanSleepy

signal fjord
#

very well then

hard fog
feral mountain
#

There you go

#

Thx Fog

signal fjord
feral mountain
#

Im not posing as a mod, im simply telling you what you can and cant do, so you stop breaking rules.

#

And since i cant enforce it, i pinged a mod

feral mountain
#

We means as people of this server, since its not allowed we dont do this

#

That i need to explain this stuff is embarrassing notlikethis

#

Im blocking you now

signal fjord
#

very well

#

If you say so

supple sable
hard fog
lavish quarry
#

Alright 🤦‍♂️

sudden pendant
drifting sparrow
#

Thoughts on this inventory? trying to keep the screenspace pixel perfect (aside from the player sprite) while cramming as much info as i can

lost merlin
vivid bluff
#

Say I had an idle game about a venus fly trap. With a typical loop of "Eat flies, gain nutrients, nutrients upgrade traits, prestige, repeat" like most idle games have

#

What could the late-end game be?

#

Early game has the plant not being very effective, Mid game involves you improving the traits of the plant, like being able to catch larger prey or you upgrade things like the pheromones to attract more prey

#

I think it would make sense that once they reach that mid game section, some overarching goal would be good for the player to work towards

sharp zinc
soft whale
rustic furnace
# vivid bluff What could the late-end game be?

real life fly traps have limited amount of "bites" (about 3 unsuccessful hunts can be deadly for plant)
you can add later levels with limited amount of tries like "try catch as many flies as you can without dying", but early game can be without that limit

#

so, basically, early game like sandbox "N flies per hour" and unlockable late-game levels "use plant with current upgrades and try to beat previous lifespan record"

vivid bluff
#

Having the plant die after not catching anything might be a bit too realistic. I was thinking more like there being a "jaw speed" value where in the early game youre more likely to miss the fly, but it might take 10 attempts before you catch one (giving incentive to upgrade that early)

#

typical idle game kind of logic

vapid stream
#

(I'm bad at ui design, so take this with a grain of salt)

drifting sparrow
#

Thanks all, how's this? fixed up some alignment and considered all feedback

ivory sedge
#

Does anyone have any in-engine advice for creating grey-boxed levels?

#

I've just slapped boxes around before or used blender, but I assume that there's a much better way.

soft whale
dusty frigate
#

hey can anyone help me with building the 2d climbing mechanism like Ac ,as i have known the basics and trying to implement tries a lot of ways but the design iam working on is not so unique but quite easy to develop and i lack some knowledge of the whole unity feature hey anyone here

hard fog
#

!collab

desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

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

dusty frigate
hard fog
dusty frigate
#

okay thank u

regal patrol
#

the face orientation/normals are flipped

dawn ridge
#

Guys I need ideas for movement mechanics for my movement system
It's quake-inspired. I like games that allow you to go as fast as you want to with ease. I added bunny hopping and strafe acceleration. Only issue is I also want to add weapon-based movement as well. One thing about my movement system is lack of sharp turning without losing speed. So I think I'll use shotgun-boosting to allow you to sharply turn without losing momentum. It also lack verticality, so I think rocket-jumping should fix that. Any other ideas?
I don't want it too be too convoluted or, vice-versa, too empty

lost merlin
#

Air dashes can help with sharp movement, but that's less of a weapon focus, so perhaps like a shotgun that propels you in the opposite direction if not a rocket launcher

#

usually rocket boosting in games requires being next to the point of impact but you can make that an exception

dawn ridge
#

I meant more movement tech ideas in general

#

Although I think my current setup is good enough for a simplistic retro in hindsight

#

Wouldn't air-dashes make shotgun boosting redundant?

lost merlin
#

but I feel like that would kinda make the rocket launcher somewhat obsolete

dawn ridge
#

Rocket launcher adds verticality

#

There's no way to quickly traverse upwards

lost merlin
#

What if you aimed the shotgun at your feet?

dawn ridge
#

Then it wouldn't give you nearly as much boost

lost merlin
#

Yeah true, that's a good idea on a balance

dawn ridge
#

But then shotgun jumping would be obsolete now that I think of it

lost merlin
#

Well, like I was saying that rocket jumping usually involves being near the point of impact, while a shotgun knockback can be done mid air

dawn ridge
#

Ah, right

lost merlin
#

so makes sense to let the rockets to give a bigger boost if you put that much more effort into using it

dawn ridge
#

Plus I can give rocket jumping like some damage if necessary

dawn ridge
#

Seems good enough

#

Additionally with strafe and bunny hopping I don't think I need to add anything else

lost merlin
#

Shotgun could for the most part just add a minimal amount of boost, but transfer the majority of the current speed into the new direction

dawn ridge
#

Yeah that's what I was thinking actually

lost merlin
#

while the rockets themselves just give a large amount of velocity

dawn ridge
#

Seems reasonable

#

And I'll pass with the dashing

lost merlin
#

I just was working on something similar and just added everything into it and yeah it's a little chaotic having all those options

#

more weapon based sounds fun

dawn ridge
#

The issue is the overwhelming amount of influence you get from other games

#

You suddenly get a ton of new ideas that just don't work well together

lost merlin
#

every movement game nowadays has some sort of sliding mechanic

dawn ridge
#

I might add sliding too

#

Solely to get under small gaps or build momentum down a slope

lost merlin
#

slopes really hard honestly. Probably spent on the most time getting it to feel good

dawn ridge
#

I just found a cool port of Quake's movement system onto Unity

#

Since Quake's movement is open source

lost merlin
#

ah yeah about to say, don't start with Unity's. The Kinematic controller has a lot of that support already

dawn ridge
#

What do you mean?

lost merlin
#

Character Controller has very minimal support

dawn ridge
#

Whoops

#

The entire port is built on CC 😭

lost merlin
#

Kinematic Controller just uses rb kinematic and builds upon it

#

honestly unity should just make it the official CC

dawn ridge
#

RB is kinda clunky I'll be honest

#

It works well for physics-based or more methodical movement

lost merlin
#

Yeah, rb kinematic is just you using the physics library without any force logic

dawn ridge
#

For a game like the one I'm aiming for you can't really rely on the built-in physics engine

lost merlin
#

really it's all just nividia's stuff anyway with Unity's colorful wrapper around it

dawn ridge
#

RB?

lost merlin
#

physx

dawn ridge
#

Oh

#

You mean the engine itself

#

To be fair it is open-source

#

If I were to make a game engine I'd probably not want to create a physics engine from scratch

lost merlin
#

Not entirely sure what CC is using, but I do dislike being stuck to only a capsule collider

dawn ridge
#

Yeah I'll admit I can see how that can suck

#

When I use rb movement I sometimes use the box collider

lost merlin
dawn ridge
#

Anyways, I think my movement plan is complete:

  1. Bunny and strafe hopping
  2. Rocket and shotgun jumping
  3. Water movement
  4. Sliding (potentially)
lost merlin
#

yeah sounds good

dawn ridge
#

Awesome!

#

Thanks for the ideas

#

Honestly it feels refreshing to step back from movement

#

Also do you think I should implement auto-bunny hopping (basically holding down jump will automatically make you jump once you hit the ground) or should I make it so you should manually jump every time you hit the ground?

lost merlin
#

I had a walljump mechanic and it felt better if I held the space bar when coming into contact

#

otherwise it was some limited time response, but felt hard to execute at higher speeds

dawn ridge
#

I see

#

I'll just add auto bunny hopping as an option for now and see how it plays out

lost merlin
#

yeah just play around with it. I found myself playing the prototype instead of working on it since these games are pretty fun to get a feel for

dawn ridge
#

I've been guilty for being more active in game view than scene view too

lofty jay
#

where could i go for help with vr in unity

tired hawk
#

first posts here, im working on a game called "North of the Island" a game based of the UK's tram networks and operating and serving the industries and towns on them

#

though i feel ive made a grave mistake being somone who know nothing about coding

#

well i know a bit

grand osprey
#

If it's not related to your unity project/game, I'm not sure we have one. If it is, you may use #1180170818983051344 , just make sure to check out the guidelines there. You can check out id:browse but that's the best I could find

dawn ridge
#

Artists, what is easier to pull off, a stylized toon-like aesthetic with flat colors or a classic PSX style aesthetic (extremely low poly, low res texture aesthetic)

tired hawk
#

Since both are about as hard as each other

#

In my experience atleast

dawn ridge
#

Depends on what?

#

Polygon count for each, texture resolution?

#

Etc?

dawn ridge
#

Okay I take it back that's a very dumb question

tired hawk
#

I’m making a railway game as my first ish project

dawn ridge
#

What is there?

#

Just looks like a tram on a rail to me

tired hawk
#

It’s got a tram, and it can move on da track

#

Forward and back

#

Which is alright but nowhere near good enough for what I need

#

I’ve been looking for a decent track system that’s available but haven’t found one

blazing ravine
#

Not strictly unity related, but figured this was as good a place to ask as any, but does anyone have any resources for how to handle occlusion for "far" 3rd person cameras?

I've been toying with the idea of having a go at an isometric block game with fully modifiable environment (basically an isometric minecraft clone if you will), but what is tripping me up is how to handle rendering interiors - I can't really think of a good way to decide which blocks should be rendered as solid, and which should be transparent (to allow seeing the blocks underneath). Has anyone come across this issue before?

#

(oh, please ping for reply as I don't check here often)

lost merlin
#

Can probably remove y-layers too completely

blazing ravine
#

The issue is that just reveals the player - the question is what else should be made visible as well

lost merlin
#

Well, it'll reveal anything under the chunks ;p

#

Stencil masking is another idea, but I like the raycast idea better

normal spire
normal spire
tired hawk
#

Well I don’t really know about how deep it is

#

Cause you move thing from one place to another depending on who needs it

#

And if you don’t do that you will be replaced

normal spire
#

oh, i think that's actually pretty easy to code

#

you shouldn't have many problems, if you do you can always go to one of the coding channels (like #💻┃code-beginner) if you need help

strange summit
#

Hi, im making a turn based rpg which will use pixel art (this might help with the design advice), and i was hoping for some feedback on my initial UI designs. please be brutally honest if its awful haha. any help is appreciated! i have attached captions to all of the images.

lost merlin
#

It's pretty minimal which is fine as a placeholder but if want to polish it a bit without much effort I suggest adding outlines and bounding boxes

strange summit
tired hawk
storm cloud
#

Hey does anyone have ideas for good/solid first person melee combat?

normal spire
tired hawk
#

yeah real

#

i hope i can make it atlest half as good as i imagine

weary thicket
fossil torrent
#

I wanted to make a game that looks like an old PS1 or Source game, but I don't know where to start.

vivid bluff
#

In my game, I'm planning for there to be hordes of enemies that the train can drive through, think "Vampire Survivors" for the amount of enemies there could be.
Giving the enemies rigidbodies+colliders makes little sense as it would be far too expensive, and pointless considering if you want to check if something overlaps a circle it's nothing more than if( Distance(positionA, positionB) < Radius ).

What I'm not too sure on is whether my damage system would work all that well if I dont plan on using rigidbodies. I want something where the faster you swing the body around, the more damage gets dealt and the enemy gets knocked away

#

For a game like Vampire Survivors, there isnt any reason why the enemies would need to have rigidbodies. But as my idea is a bit more dynamic, rigids would make life easier but I cant see the performance cost being worth it

regal patrol
vivid bluff
#

I'm doing the movement of the enemies in a compute shader, as it makes life so much simpler. And it'll be ideal when it comes to having a lot of units, plus I can set up some pretty simple navigation/obstacle avoidance without dealing with anything like a navmesh

lost merlin
#

regardless of what you use, they'll be some need for optimization if you do have multiple actors so I'd choose which controller to use depending on the behaviour

vivid bluff
lost merlin
vivid bluff
#

What context do you mean by Entities

#

Just to be on the same page

lost merlin
#

I'm suggesting doing an ECS approach if your game is containing multiple (if hundreds) of actors at once

vivid bluff
#

ECS is physics based, no?

lost merlin
#

It's not strictly tied to physics, no. But if you've a lot of operations like pathfinding, you'll benefit from it greatly

vivid bluff
#

As long as it can handle the memory management side of things, because thats something totally out of my depth, I could see that being beneficial

#

but regarding the movement side of things, I cant see how physics would be of any use to me. Fundamentally can just be represented as a point cloud

#

dead simple to do direction-based movement over time (no forces), lightweight enough as entities then are basically just a lightweight struct

#

non-rigidbody collision with the train, is what might be tricky to figure out. But its not like that's something that would be impossible to solve, it'll simply take time

#

I think the pathfinding that I will need, could just be accomplished with a simple obstacle avoidance for terrain (via an SDF), also push-apart entities using their radius, and if I compute a flow field in the level, it can push zombies in a direction that heads towards the player

lost merlin
#

You can probably get away with a lot of stuff. Vampire Survivors was very basic to say the least, pathfinding was nonexistent and the most that it did was collision detection between other entities

vivid bluff
#

Yeah, until I have any sort of terrain I wont know for sure what my requirements will truly be

#

doesnt seem like a priority for the moment to have any sort of collisions in the world yet

lost merlin
#

ECS/Jobs would allow more of a sequential logical workflow if you did need a lot more complex operations to happen.

#

instead of doing everything entity independent

vivid bluff
#

I'll bear that in mind. I can see the enemies needing to be more interesting later on

#

So far there's an interesting feel to the game especially for something in this genre, I've made a weirdly controlled and behaved train vehicle and it somehow fits

acoustic spruce
#

hey guys i need help with something in super new to unity just downloaded it today and i cant get it to work at all

grand moat
#

Can you be more specific?

desert martenBOT
#
When Unity fails to install checklist
  • Make sure you have enough space including on C: drive.
  • Check that it's not being blocked by antivirus/security programs.
  • Look through the logs for a real reason why the setup fails they are pinned [here](#💻┃unity-talk message).

If you still have issues, perform a clean install in another location:

  • Install the Hub and Unity in a non-system drive or a clean new folder in the root of C: drive.
  • Failing that use the recovery Refresh option or reinstall OS entirely then repeat the previous step.
regal patrol
half turret
#

guys, I'm trying to implement minigame pop-ups into my game, I wonder what's the best approach here:

  1. each game type (safe opening, hacking, etc.) is a seperate scene, rendered using a rendertexture and put into an image in this gray square (most sophisticated, but allows for easy abstraction)

  2. just put it into the ui hierarchy directly, abstract and split into prefabs when needed

  3. ??? suggestions welcome

#

I need something reliable and easy to work across multiple people, hence the multi-scene solution to minimize conflicts. But I feel like the 1. is over-engineered and there perhaps is an easier solution

low siren
#

I know it is not unity related, but I just love Trello's freedom (this is a trello checklist I preparedfor my game, so it kinda fits here)

low siren
hasty cradle
normal spire
#

cool game tho

hard fog
sterile folio
#

oh okay. my bad

hasty cradle
#

Ookay, thanks, I will move my post there

finite folio
#

Attention question! I'm playing the Tinkers Construct and Epic Fight mod once, and I combine them, and I notice that the tool tags are simple, all these thousands and thousands of options are simply attached to the data of this initial template, and then other templates with their own characteristics, colors (and models, and who wouldn't want to make their own blade of ass references to DevilJho)

#

And so, who has any ideas or hints on how to implement this?

hard fog
#

@finite folio Are you asking Minecraft modding question on Unity server?

finite folio
hard fog
#

"Shaka, When the Walls Fell" doesn't help.

finite folio
hard fog
#

Exactly

finite folio
#

I mean, I want to make a basic template for Unity on which the weapons themselves will be built and based.

(let me explain this using the example of guns and their modifiers): for example, I have a rifle (an empty skeleton is a supporting frame with certain points on which parts are hung and which the players cannot see) and I want to hang a sight (sword guard), a silencer (blade), a handle (handle by itself), etc.

#

And I think I've found some little clue @hard fog Forsi

hard fog
#

It's all just prefabs. Configure them how you wish. Set their parenting points. Track their data. Nothing difficult about that.

#

Start !learning the engine, you'll understand prefab workflow and how to store data and references.

desert martenBOT
#

:teacher: Unity Learn ↗

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

finite folio
#

Oke doke sweatie

vivid bluff
slate hound
#

This might be the wrong place to ask but is anyone using Steamworks.Facepunch as wrapper for their steam game?

All my inventory related functions crash when I use them as a steam test user but work flawlessly as my main developer user

feral mountain
#

xD

slate hound
#

So I'll figurer I need to update the wrapper yo the latest version then or does that happen automatically?

I am such a beginner here xD

feral mountain
slate hound
#

Will it not required massiv rework? 😛

feral mountain
#

Idk how much is based on steam, but normally only name, steamid and archivements

#

Normally it shlouldnt be a massive rework, if its multiplayer it might be a bigger rework, but also nothing extreme

#

But facepunch steamworks is just not good

slate hound
#

Is it easy to change wrapper then? Apparat from code rework?

feral mountain
#

What

#

Wdym apart from code rework

slate hound
#

From facepunch to steamworks?

feral mountain
#

The wrapper is only code

#

What else would you need to change

slate hound
#

My scripts? Using wrapper functionS?

feral mountain
#

????? Nah i cant, are you trolling

#

Ur scripts is the code, incase ur serious

#

Wrapper functions, functions is litterally a coding term

high jetty
#

I'm looking for examples of 3D games with top down view, which are not isometric. For isntance, auto battlers like Team fight tactics. Is it a good idea to make a game with graphics like that to practice? I need a 2D game with 3D graphics.

lost merlin
#

It's a stylized design, which is pretty common nowadays. You'd find a lot of assets on itchio fitting that criteria

high jetty
#

thanks

regal patrol
regal patrol
feral mountain
#

Facepunch is simply broken at many places

#

its also missing stuff and features

#

maybe the newer version is better tho ? Since it got a new version a few days ago

#

im happily using .net and it never game me any issue, but i know that when i used facepunch that i had multiple issues that i couldnt really fix as they were from facepunch wrapper

regal patrol
#

alright, thats good to know

limpid kraken
#

hey there people

#

I wanna make a game with the same camera styles as the older Resident evil games except not horror anyone have any ideas of what to add (I want it to be a fun little puzzle solving game whilst also keeping a difficult and somewhat rage inducing aspect to it)

normal spire
#

you mean with the fixed camera angles? (haven't played them myself. i may be mistaken)

#

if so, you might wanna ask in one of the coding channels

#

sounds pretty simple to me though. just switch cameras anytime the player goes through a trigger

limpid kraken
#

oh no I know how to do that haha I just wanted some ideas on what I should add

limpid kraken
sick dune
#

(please forgive me for this question)

Is the skibidi toilet concept protected by copyright, trademark, or other IP rights?

hazy mural
#

Hey there! For some reason, whenever i try importing a model from mixamo into the scene, it is not visible, Only the original model (without riggings and animations) is visible. Any solution to this?

lost merlin
#

If you open the import settings in unity are the animations there to be extracted?

hazy mural
#

i don't think i get what you mean

vivid bluff
#

A skibidi is just head inside a toilet after all

supple sable
sick dune
#

Thank you

regal patrol
dusty frigate
#

hey is there a way to make the 2d sprite cutting into a specified slicing length like in half or in other dynamicallyyy slicing the the 2 sprites

normal spire
#

not a game design question

pastel bear
dawn trail
#

i need help the bus is litlting bit right

normal spire
#

you're going to need to share some more details. otherwise it could be anything

limpid kraken
#

hello people

#

I'm making a game where you have a remote that plays three different types of frequencies and the frenquencies do different things does anyone have any input or anything i should add? I think I might want to have a horror game here but I'm not sure quite how to implement it

limpid kraken
fast swan
#

Hey,
I'm currently in development of a game. The game has a 2d top down view for the overworld, but i was thinking for places like a cave or inside a house then it could switch to 3d first person view to help the player immerse more in the cave system.
Do you think this is a good idea or should I stick with 2d top down for the whole thing?

civic oxide
#

For my game with stickable walls, I coded it so when jumping from one wall to another, the landing speed will be "jump_speed *Mathf.Sign(air_speed)" (the left upper drawing shows the player moving up a wall, jumping and sticking to the other wall, and continuing moving upwards. The right upper drawing shows the same except in the other direction.)However, when jumping from a wall when not moving and sticking to another wall that is within a short distance, the landing speed is always negative jum_speed, because air_speed is negative from gravity. As a result, the player goes down, which doesn't look and feel natural if the player didn't move beforehand. What's the best way to fix this?

pastel kernel
# fast swan Hey, I'm currently in development of a game. The game has a 2d top down view fo...

I don't have much game dev experience, but out of the games I played, I think that sticking to one game perspective might be better. Games are recognized mainly by the color theme and the perspective. if you keep changing the perspective, it might be confusing to keep track of changing game mechanics and theme, especially as a major change of top-down to first person pov. If you want to implement a cave or house system, you could do what most topdown games do and remove the ceiling or try to add the camera inside the cave. This would make the game have more identity rather than trying to change it. It would also be more playable and perhaps more fun. This was just my opinion, ppl might agree or disagree with me. But At the end of the day, its your game, thus your opinion. you could feel free to do whatever feels right to you.

pastel kernel
sudden pendant
#

@true bay There is no off topic here, thanks.

raw karma
#

guys... i just wanna make sure i'm not mistaken and not putting thw work on the wrong person 😭 so i'm the game artist and i've been asking my level designer for the measurements of the level/room for weeks now. now that it's time to draw the background, he's telling me to ask the developer. pissed me off tbh, it's his task isn't it?? the dev has nothing to do with it

late vapor
#

kind of true

#

ideally, whoever the dev is should let others know what units the game engine uses, so that people know if single units are meters, inches, feet....

raw karma
#

i do everything 2x pixel for better quality but i was never given what ratio the background should be :/

west merlin
#

Hi I wanna make a game with pixel art

#

But I don’t know how to make the pixel dimensions stay consistent

#

As in I want to enlarge some of the assets I import, but keep the dimensions of everything consistent if you know what I mean

#

How do I do that

#

I’m not doing a top down game

regal patrol
weary thicket
thin horizon
# fast swan Hey, I'm currently in development of a game. The game has a 2d top down view fo...

I disagree with what someone else said. I think this mechanic of changing perspective add to the uniqueness and could add in fact a lot to the immersion. You should definitely try it for yourself and see. I saw something similar in a top down shooting game where when you aimed, you would go in fps mode, it looked really good. In an horror game this would fit really well

Didn't know Ultima was a thing

weary thicket
#

I don't know if Ultima series was the first to do that style with the 2d overworld and 3d maze dungeons but there were a bunch of other games that did it too.

#

It isn't very common these days so it could be a bit unique.

fast swan
full tangle
#

Does anyone know of resources for level layouts? Like maybe overhead view of different level layouts in games?

lavish edge
#

any1 how to make decent lasers for 2d but made up of several smaller ones so it can have several colision points?

buoyant sapphire
full tangle
buoyant sapphire
#

Not sure what you are looking for in those maps?

#

What is a level, what is level design, and how to use this book

full tangle
buoyant sapphire
#

I would say it takes some practice, make a few simple designs build them as, greybox in 3D, evaluate, repeat

#

I would say that most 2D/topdown level sketches are very rough and largely symbolic these days, they would only illustrate the gameplay idea and would likely not be to scale.

fickle niche
#

Ping me when you answer!

I'm going to try and practice level design using the editor mode from Postal: Brain Damaged. It's almost the same as the Unity Editor (it is a Unity game). Can you give me advice, apart from playing the game first?

sudden pendant
fickle niche
#

@sudden pendant hey, that might be good to know!

civic oxide
#

In my game, players can stick to walls and ceilings, and have their velocity maintained upon landing on said walls and ceilings. Currently, movement on walls is achieved by rotating the velocity vector (xSpeed,ySpeed) counterclockwise every 90 degrees, and the landing speed (the speed calculated upon landing is always set to velocity.x). This works for cases where the player lands on ceilings and floors (as seen in the picture), but upon landing on walls, I get inconsistent results: Jumping on a wall from a floor works normally, but landing on a wall after jumping from the ceiling causes the player to go up the wall, and not down the wall. Jumping from a wall to a different wall is also a problem. Any suggestions to fix this?\ (edited)

clear kettle
civic oxide
#
    {
        groundSpeed = Mathf.Abs(velocity.x) >= Mathf.Abs(velocity.y) ? velX : velY;
    }

    private void handleLanding()
    {
        if (colls.signedLevelAngle == 0)
        {
            if(colls.rotation%180==0){
                groundSpeed=velocity.x;
            } else {
            getLandingSpeed(velocity.x*(rotationBeforeDetach==180?-1f:1f) , velocity.y*(colls.rotation==90?1f:-1f));
            }
        }      
        else
        {
            getLandingSpeed(velocity.x, velocity.y * -Mathf.Sign(colls.signedLevelAngle) * (Mathf.Abs(colls.signedLevelAngle) < lockAngle ? 0.5f : 1f));
        }
    }```
#

Currently, the code checks if the player is moving more horizontally or more vertically by simply comparing velocity.x and velocity.y, but I want a more lenient and less strict way to do so

clear kettle
#

I imagine you would just drop the intersecting speed to 0 and keep whatever "forward" speed the character already has. That's assuming all surfaces are full 90 degree surfaces though.
You might have to expand on what you mean by 'lenient' in this situation. What is not happening now that you want to happen?

civic oxide
#

Like, not equal, but really close to each other

#

Someone suggested to instead incorporate the magnitude of the vector, but I don't know how

clear kettle
#

Ahh, I believe you are probably looking for something like vector3.Normalize() if I remember correctly.

civic oxide
#

I'll check now

real stratus
#

I making a multiplayer 2d top-down fantasy/adventure rpg, think graal online
What's the most optimal way to create maps, keeping in mind I'm a solo dev.
I want to make nice looking (not amazing) maps of different sizes, suitable for 5-20 players.
I want to get started asap, so no huge setup times. But I am entertaining the possibility of adding procedural generation at a much later time.
What system(s) do I use for this? How do I get started? I've made maps before, but I'm wondering what the optimal future proof way is.

lilac shadow
#

Is it good for all enemies to share just a couple different health scripts (I.e, the health script can only be one of X) to allow the player to damage them in the attack script rather than the damage occurring in the health script if every type of enemy had a unique script?

Basically I'm asking if all enemies should share a common health script

buoyant sapphire
# lilac shadow Is it good for all enemies to share just a couple different health scripts (I.e,...

I would say many developers would intuitively gravitate to doing it that way. But it depends on the overall architecture and specifically whether you want to compose your actors from small independent components, or whether you want all actors to be essentially the same script with feature toggles and plugins. Most importantly it would presuppose that all actors’ health works the same way.

thin horizon
# real stratus I making a multiplayer 2d top-down fantasy/adventure rpg, think graal online Wha...

I will let others answer you since I am not sure of the answer, but tilemap would be my guess. Most importantly I want to make sure you know that developing that kind of game can take a lot of time and most of time never get finished even more when you are a single developer. This is the classic dream game that everyone wants to make but never finish, working on that game will definitely make you learn a lot but I want to make sure someone told you developing that kind of game is an error a lot of people make. You should start small with only one map and not too much features, good luck!

errant shard
#

Hi all, I was just wondering if anyone had any thoughts on this one.

https://c64.tin.at/exile/exile_map.sol.htm

This is a link to the map for an old C64 game called Exile, which I absolutely loved (kinda the first 'Open World' game I experienced).

My question is, if I were to 'rebuild' this map with 'modern' visuals, using Cubes instead of 2D Sprites, what do people think the best way to go about it would be? I have a couple of ideas myself, but not 100% if they're the best way to go about it.

errant shard
sharp zinc
errant shard
sharp zinc
weary thicket
real stratus
#

Should I use rigidbody or character controller for my game?
It's a 2d top-down action/adventure RPG with PvE and PvP.
Players might push around blocks and knock each other back on hit in PvP.
Having really responsive and precise movement is very important too.

forest gulch
#

idk NOTHING about coding

#

I js have a game idea

#

can I say it?

#

my game talks about:a 10 year old boy (or girl cuz I'm putting character choosing) lost his toy in a hidden place. he told his mom that he wants to search for it. His mom allowed him, but gave him a phone to call him. he went far to look for it. But,no clue.(it's not a horror game) then he finds a tree. He sits under the tree. but,he hears talking inside the tree. he looks inside. and he finds.......... A SQUIRREL!!(with glassed?!). turns out to be chill. wants your phone to do sm modifications on it. then....(I'll continue later)(ngl lazy af)

forest gulch
#

(top down rpg btw)

steel minnow
#

i think that's really precise

#

and you can use the velocity on it to get really nice movement and also no acceleration dropoff

civic oxide
#

Strange question: I made a character controller for a square hitbox, but a wheel (circular sprite) suits the gameplay much better, which results in this: A wheel that appears to float on the slope. I can't change the controller now because I worked so hard to refine it to a box collider. Any suggestions on how to fix this?

sudden pendant
#

What's even the question here?

#

You're confused why a square collider (which is there in the screenshot) is stopping the object when it hits a surface?

Also this isn't a game design question.

civic oxide
#

The question is: I can't make any changes to the controller, what do I do now with the circular sprite?

sudden pendant
#

You change the collider component on the player from being a BoxCollider to CircleCollider.

tender oxide
#

I have a question about URP vs standard. I'm working with URP but it seems like all the assets I import are rendered in Standard as I have to change the renderer to URP Lit for all of them. Should I be making my projects with a Standard Renderer as somebody who doesn't really care about the individual nuances of the different renderers?

mellow patrol
grand osprey
tender oxide
#

Oh sweet. Thanks a lot I didn't know about that trick.

grand osprey
#

@tender oxide I would guess for some very simple mobile games BiRP could maybe perform better but elsewhere SRP (URP for low end, HDRP for high end) seems to be the clear favor among game devs

vivid bluff
civic oxide
sudden pendant
tender oxide
#

And you call urself smart

#

delete my question but can't answer something simple. Good server

sudden pendant
#

I never claimed that. I asked you to post in the relevant channel. Nobody could have answered your question without seeing the code anyway.

tender oxide
#

thx

#

coudn't even let me copy my question first before you deleted it. I'm a programmer not a writer 😦

#

🤑

sudden pendant
#

Hey guys can somebody help me with some coding? you see my player jumps off the first one, but i made the collider extra big. You can see the I land on the platform and then my player wont jump. Probably a problem with my ground check right? im not so proficient, so if anybody has a quick idea, or can give me a Debug,Log Object Grounded code, I would appreciate it so much!

#

Enjoy, good luck.

cinder patrol
#

I am beginner in unity when player click on button (create new world ) the new empty place will generate with one terrain everytime player clicks the generate new empty place

I have no idea how to create this system

manic stag
#

im a bit confused on your question, are you looking for like an automated terrain generator?

weary thicket
weary thicket
cinder patrol
sage basalt
#

This is probably a common problem but still. I am making art for my game in aseprite, the problem is that every time I change something in the sprite and save it it resets my animator, I am using the Unity’s aseprite importer btw. I get why it’s happening, but is there a way to fix it?

weary thicket
weary thicket
forest gulch
#

my game talks about:a 10 year old boy (or girl cuz I'm putting character choosing) lost his toy in a hidden place. he told his mom that he wants to search for it. His mom allowed him, but gave him a phone to call him. he went far to look for it. But,no clue.(it's not a horror game) then he finds a tree. He sits under the tree. but,he hears talking inside the tree. he looks inside. and he finds.......... A SQUIRREL!!(with glassed?!). turns out to be chill. wants your phone to do sm modifications on it. then....(I'll continue later)(ngl lazy af)

sudden pendant
forest gulch
#

ok

#

just an idea(even though I feel this is not the place for it)

#

soo..what do I do

sudden pendant
#

About what?

forest gulch
#

about my game. like where do I begin,who do I tell it to,what is needed here

#

cuz literally I don't know a THING about coding(except for like scratch maybe)

sudden pendant
#

Well, for one thing, nobody is making your game for you.

If you just want to share your idea, then share it. Don't repost the same blob of text that you finish with "ngl lazy af". If you're too lazy to actually share the idea, then why would anyone care to spend their time reading about it.

If you want to learn how to make games, then learn. Unity has !learn tutorials.

desert martenBOT
#

:teacher: Unity Learn ↗

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

hard fog
#

@forest gulch Fix your pronouns trolling while you're at it as well. You don't have to put anything there.

forest gulch
#

but fine if you want

hard fog
#

!kick 1010144234080309319 come back when you do then.

desert martenBOT
#

dynoSuccess mahmoudcrafter was kicked.

forest gulch
#

warn me before you kick me next time

hard fog
#

I did. I'm not here to wait for you.

forest gulch
#

you didn't tell me you'd kick me but ok

sage basalt
hard fog
hoary bear
#

Hey all, just wanted to know that why the asset i had as player is hoping and moving like this as in half beyond the surface, but it is initially in x=0, y=0, z=0.
Will anyone be able to help me out on it.

dull magnet
#

Hello, I am creating a mobile racing game, I am wondering what package I should use for the roads. Easy Roads 3D is kinda limited, I saw Road Architect but I have noticed it hasn't been updated in a long time

dull magnet
#

nvm, Road Architect is the way to go

fiery scaffold
#

Hi, my group and I are struggling to sync our group together for Unity. can anyone help us? we are using version control

hard fog
earnest topaz
#

does anyone in here know how to use a vfx from the unity asset store, im so lost, pls help me😭

snow nacelle
#

!ask

desert martenBOT
kindred bison
#

how do you guys find others and pitch your game design ideas to those that might be willing to work with you? I currently have a game design idea, and a prototype game already coded, and looking for others to work with. ( i have no clue on the pitching process)

feral mountain
kindred bison
#

where would be a place to ask questions on what people include in a pitch?

sudden pendant
#

Here is fine, we just don't allow actual job/collaboration posts.

#

I've found success in finding teammates on /r/INAT, but you need to have a very strong portfolio/example for anyone of skill to be remotely interested.

#

I've made polished prototypes with lots of people I've collaborated with online. None of seen release, but that's just because games are hard to make, but they all have turned into portfolio pieces.

kindred bison
#

I only currently have 1 game that ive released as a "finished work", but the idea behind the game wasnt implemented in the way i want, so i wanted to try it, now that i had some experience creating games with all parts included. And realizing that combining 2+ heads is better then my own, so want to get others onboard. Its not exactly a prototype in that the gameplay will be different, but the idea is there. i just have no clue if i could try to find others to work with, or if its not possible till i got a ton of major experience under my belt as well. My goal is to make completed games from the getgo (completed, not the greatest), with the polish required, even if it takes many iterations/time to get it right.

sudden pendant
#

Well, you can certainly try posting on in those communities. It's impossible to know if someone will be interested until they see it.

kindred bison
#

i meant i have no idea how to pitch, do you normally just post a prototype and ask for people with specific interest/expertise? do you post a game design document?

#

i mean what is the professional or thoughtful way to pitch

sudden pendant
#

Those subreddits and the like have a template you can follow.

#

Otherwise, the basics is just showing the video, giving a good description of it and then what you're looking for in a partner. You don't need a full GDD.

kindred bison
#

ah, alright, thank you so much. one quick question, is the video a showing of the prototype? i have a page for it and many screenshots, just not a video rn

sudden pendant
#

Video is always preferred. There's no reason why you can't make one if you were able to get screenshots.

bronze venture
#

I'm working on a game project, and I have a model for my map, but I cannot for the life of me find good textures/materials for it. Any tips on finding or making good materials?

simple helm
#

Hey All! I'm trying to build a 2d game in unity 6 and it takes about 35 minutes. I finished and it was 256 MB, however my game really isn't that big beside some audio files and deleted some, rebuilit and it didn't change sizes. I went to an editor log and can't find the build report, is anyone familiar if this was rempoved from unity 6?

simple helm
bronze venture
simple helm
#

i beleive so, they all have licensing i would check out!

#

if you find stuff there and select it, their is a licensse notice on the side

#

I'm just trying to figure out the size breakdown of my build

glass rapids
#

does anyone here actually enjoy 2D level design ?

pastel sundial
#

I'm not actually sure what I want to do in the tech space but I still want to make unity projects right now

#

and having them on a portfolio would be great

sudden pendant
#

Pick a game you want to make and just do a small, but very polished, prototype of it. Game jams are a good source of scope appropriate ideas, that you can polish up after the jam is complete.

half nova
#

Okay guys! For my first game I will make a 200,000 km² open world game with multiplayer and ray tracing

weary thicket
#

@glass rapids do I really need to update my status to include not messaging with unsolicited offers for me to do unpaid work?

#

!collab

desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

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

half nova
#

Now get workin

#

Glacio has code to be written

glass rapids
glass rapids
hard fog
#

!kick 692876726472278058 Ignoring server rules, unsolicited DMs.

desert martenBOT
#

dynoSuccess vglacio___ was kicked.

vital coral
#

Just trying to come up with the name idea of a horror game I'm working on. Basic idea is a haunted life-sized porcelain doll running a house you're trapped in, you find 'fragments' of her past as you go throughout the game.

I was thinking "Brittled Veil" but that might be too corny. If anyone has name ideas I'd love to hear them :)

queen kernel
#

Hello i am making a vr game and i really need some ideas and its a gorilla tag fan game i made a forrest map that isnt done yet but i wanna know what i can add in the near future so pls suggest some ideas.

tender oxide
#

I want to make a farming game where each ground tile can be interacted with individually like in minecraft. The simple method (in my brain) is to place 4k cubes for ground, each with interact scripts and an animator. This idea seems kind of ridiculous to me, although I know it would work great despite optimization. Should I be trying to use a grid system instead?

lost merlin
#

I'd use a grid regardless, but you'll be wanting to chunk your stuff out instead of pure individuality. Minecraft chunks blocks at 16x16 so that'll cut down a lot of gameobject that would be loaded in your scene.

regal idol
#

Any suggestions to do Ragdoll and IK movement in 2D?
I already made a rig using IKManager, and HingeJoint2D for ragdoll. Each limb has a collider and a RigidBody2D.

The part I want to ask is when the character is going to be moved, not animated, as a whole.
I tried setting the RigidBody2D on each limb to kinematic, and create another RigidBody2D in dynamic that's supposed to encompass the whole thing.

The RigidBody2D that encompass doesn't use colliders that attached to each limb. And that's apparently intended.
So to workaround that, i'd just create a a few more collider for when it's not in ragdoll, disable collisions to walls for the colliders attached to each limb, but still hittable by projectiles and such.

If there's a better way to do this, let me know. UnityChanPanicWork

spring narwhal
#

how do buttons work in Unity? if i want a button to open something up like a screen

#

i didnt know where to put this im sorry

true geyser
#

Hey i have add a tree pack from the uas but my material is pink how can i do ?

river sky
#

that should work, When I had that problem it fixed it for me

river sky
# true geyser Hey i have add a tree pack from the uas but my material is pink how can i do ?

Learn how fix Pink Material problem for URP and HDRP in Unity.

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✅Introduction to Shader Graph
https://youtu.be/_8_ZAoZHBho

✅Simple Triplanar Shader in Unity
https://youtu.be/SGXkFYS4f7I

✅Grid Shader in Unity LWRP
https://youtu.be/JgmIM7qhGh8

✅S...

▶ Play video
lavish edge
#

does any1 know a good way to add armor to a 2d game where the players animation frames for each limb can vary in size? since 1 armor frame added via bones isnt gonna work with smear frames and allat

feral mountain
#

Other then that you prolly need to redraw all these animations with the armor, as it wont fit the smearframes or will look off

lavish edge
#

holy s*it you just gave me a revelation while reading that and listening to doom ost, visual armor is overrated, sheer speed and power is all my game needs (also yeah thx for the armor icon idea it probably would be easier to do and be better for maximising fps :p )

lavish edge
kindred bison
kindred bison
#

How do you guys choose a Game design Studio name? Like for if its just yourself, (like my name is Firstkindgamer, but "Firstkindgamer Development" Or "Firstkindgamer Studio" doesn't sound professional?) I know its something easy, just running into an idea block basically

radiant gyro
#

Im making like a 2d sidescroller game and i really dont now how to make good enemies, like I got good moveset like kneesliding,backflipping,dashing but i really dont know how to make enemy design and the level im making is a scene where you break in to a lab and shoot everyone but i cant seem to make the game "fun" any ideas????

kindred bison
#

you want advice on gameplay design, or enemy design?

#

like your goal is to make the game entertaining to play yes,, but are you trying to like make the enemies feel good to kill?

tender oxide
dense crest
#

feel proud of my self, started game development this month. Looks like shit but still proud lol. by the way does anyone know why I get restore up all over my screen when in unity.

#

didnt realize it would make it into a download

normal spire
#

huh yeah that's weird. the mp4 must be messed up

#

if you originaly recorded it as an mov, mkv or somethin, make sure to use a conversion site instead of directly changing the file ending

earnest topaz
#

does anyone here know how to upload a 3d urp game into webgl, some shaders arent working and an entire asset wont load in since its a vfx

sacred plover
#

How do I make impacts feel powerful when they land? The last thing I'd want is to have someone upgrading their strength to max level then when they punch something the punch is a wimpy swing yet the enemy somehow instantly dies and ragdolls on the spot

#

(That was just an example, but you get the picture)

vivid bluff
#

shake the camera when a punch hits

#

create some shockwave looking particles too

true geyser
#

Hey how know why the material of my terrain is shining ?

worthy nexus
#

Does anyone here know any good 3d horror assets on the store?

sudden pendant
#

You have access to the same store as everyone else, so whatever you found there is what's available.

kindred bison
craggy topaz
#

do you know why it's not right

snow nacelle
#

use the sprite editor to slice it the way you expect

craggy topaz
#

i do but that what was done

snow nacelle
craggy topaz
#

thanks

lavish edge
#

any1 know how to make lightning in unity 2d?

#

just some basic lines that can collide and can be between 2 different shades of blue or something of the sort

normal spire
lavish edge
#

Aight ama ask there too

vivid bluff
#

What are yall's thoughts on when a game has multiple abilities to choose from, but it limits you to only being able to select one or two of them? I'm not sure if I'm an outlier for it, but it's something that I've always disliked. It's always felt a little unfair for the game to have a restriction like that, especially once I've put the effort in to unlock all the different abilities

#

I get it helps with balance otherwise you'd equip all the items at once, but I'm sure there has to be a better way to go about it

weary thicket
vivid bluff
#

Hmm, reducing the power of the abilities as you equip more could be a potential way

#

certain qualities could reduce for all items, whilst other qualities only reduce for the newly gained ability

kindred bison
#

Any advice on choosing a Game Design studio name? For being someone creating a entire game, I have a hard time with completely open ended things like names

kindred bison
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or have a resource that you need for most things, to balance out

weary thicket
sinful seal
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Anyone know why I would be getting this dark circular shading problem? It flickers on and off. (URP)

obsidian frost
kindred bison
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i would choose 8, but only because the flag doesnt look inline with the other styles

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if you want actually, number 3 (only because its on the ground)

runic rover
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Hey guys I finish my platform shooter game. And now I’m thinking of making a visual novel game using ai images and ai generates music.

Do you think this project might consider too big?

Goal is to use enums and conditionals to select which path a player takes

Certain routes can leads to mini games such as a screen clicker (like osu but more basic)

My game will feature

My ideas is to have 7 layers
Background, foreground, players,dialogue,controls,ui,and interactions(for mini games)

A save load function

An inventory with hidden items which will display on reaching certain text level

And multiple scenes for replay possibility. (Possible dialogue changes after second play through)

It feel simple since it’s mostly text based game so it’s just reusing the same mechanic but I feel like I’m overlooking its complexity.

silent hull
# kindred bison Any advice on choosing a Game Design studio name? For being someone creating a e...

I am by no means an expert, but here are my thoughts...

Just think about it continuedly, for a few days, weeks, months... eventually it will pop into your head.

You could always ask other people for ideas, play around with name generators or AI. Even if what you get from this is at best mediocre, it still has the potential to give you a base, which, with a bit of tweaks, can end up as your studio name.

If your projects are fairly similar to each other in style (pixel-art, mobile, or shooters) then maybe try going in that direction, so that your studio name is easily associated with the type of games you make, unless you plan to make other types of games in the future.

Write down any name ideas you come up with. Even if they seem bad there's a chance that a part of that name will pair well with some other idea you get later on.

Write down some important key words that describe your games best. Those words are probably pretty boring by themselves - pair them with other words, mash them together, cut them into pieces and connect different parts of these words. Let's take Pixel as the main word and connect it with other words - PixelForge, PixHarbor, PixHaven, etc...

You should probably avoid 'difficult' words, something that is easily pronounceable, relatively short and easy to remember will most likely work best.

The name doesn't really need to sound 'professional' either, take for example ConcernedApe (Stardew Valley) or Facepunch Studios (Rust). Both are really successful and I knew neither of these studio names until now (had to check).

And most of all, if you can't come up with anything perfect, it's fine to settle for something good or decent. Most players (talking mostly from my point of view, from what I've seen in myself and many friends) usually end up remembering just the game name, not the studio name. Many don't even ever read what's the studio's called, unless the game is really really good and they're interested in what other titles did the studio release.

In the end, it's the game quality that matters most.

And of course, as someone already mentioned, once you already have a decent idea make sure that it isn't already taken by someone else.

silent hull
# runic rover Hey guys I finish my platform shooter game. And now I’m thinking of making a vis...

Too big? Depends on how complex you want it to be.
Probably the biggest issue would be making a decent dialogue system that would handle all that and you'd need a manager to handle interactions and communicate between the dialogue elements and the UI elements. You can either go with a simple SO with an array of actions (change background, play sound, show character, show message, show options, etc.) or a visual node-based dialogue system. There are some tutorials on YouTube on it (with code available on GitHub), as well as a few dialogue systems on the asset store, mostly paid, but you can find some decent ones for cheap and edit them for your needs.

viral warren
viral warren
# kindred bison Any advice on choosing a Game Design studio name? For being someone creating a e...

Use your name there is a great talk from Bennet Foddy on it https://youtu.be/N4UFC0y1tY0?si=NPzmVIzzwR7V6dHK

In this 2019 GDC session, game developers Bennett Foddy and Zach Gage explore why game developers are one of the few types of craftspeople that don't sign their work, and why indie developers might benefit from putting their name on their games.

Register for GDC: https://ubm.io/2yWXW38

Join the GDC mailing list: http://www.gdconf.com/subscrib...

▶ Play video
kindred bison
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Thank you both for the info on this, it really helps me out

spring panther
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Hey everyone, I just started designing my game, but it’s taking forever… I was thinking of using a ready made asset pack for decorations and focusing on coding instead? Have any of you done this before? And how do you handle copyright or do you just credit the creator at the end of the game, or is there a specific process?

kindred bison
# spring panther Hey everyone, I just started designing my game, but it’s taking forever… I was t...

So im a major one for coding rather then assets. It also depends on where you get the license / what they use. Some assets cant be used if you make money from your game. If its from unity asset store, its fine to use in any published game (unless the license they give says otherwise) buying assets ususally mean your legit paying them for the license to use their assets. When you're dealing outside of unity, Creative commons license is usually the only one i use. CC0 is free use, CC3 is credit author/link, CC4 is credit author linkk and provide a copy iirc, (this is not legal advice and i do not in any way claim to be your laywer)

spring panther
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Thank you so much! That was useful!

buoyant sapphire
lone canyon
surreal snow
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hi everyone quick question. Does anyone know how to get unity to request persmission to access the microphone on MacOS?

weary thicket
cedar ermine
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Me and some friends have been working on a game for a while but need some feedback on design. The game is a third person tps with rts elements. It would be super nice to get some feedback on the map design, the models, the ui and if some elements doesnt fit in or if I should add something. Sorry for the 720p and the watermark lol

radiant gyro
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Thats tuff

#

For the UI use a different font and better Design for the Bar On the middle Top

weary thicket
eternal kite
icy moon
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Hi

velvet pawn
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Does anyone have the YouTube tutorial for making a 3D simulator

weary thicket
snow nacelle
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!collab 👇

desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

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

spark stag
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https://assetstore.unity.com/packages/templates/systems/beat-em-up-game-template-2d-294649

Hi everyone, how are you? I want to buy this template to make a TMNT Shredder's Revenge style game. Has anyone here worked with it? I'm just starting out in Unity and I don't know anything. Will I have a hard time learning or is it easy?

Use Beat 'Em Up - Game Template 2D from Osarion to elevate your next project. Find this & more Systems and templates on the Unity Asset Store.

elder nymph
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before I dive into this I thought I'd ask around. For people that like card games and roguelites, does a card roguelite about cyber security sound interesting?

proud prairie
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But yeah that theme is always good, gameplay is what matters

twin palm
elder nymph
kindred bison
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Theres always a way to innovate, take what you like from some games, put them together, then add your own flavor of what you wanted while playing those games

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like if you wanted in minecraft to have a better tie in to economy, or if you wanted cod to be more about helping people then just gunfights

elder nymph
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see here's the thing, I've never even heard of netrunner before lol

#

after googling it it seems similar but not the same to what I've drafted though

kindred bison
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its your choice whether you wanna make it, but you have to think about if it brings enough to the table vs other games for people to want to play it over others

elder nymph
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I definitely think it does, although I wouldn't say no to another set of eyes looking at my draft

kindred bison
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(for my own benifit) !collab

desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

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

kindred bison
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Im honestly a bit confused on what Commercial means in this context. does it mean that you are looking to pay other people upfront hr rate, or you are going to be selling the game for money?

buoyant sapphire
kindred bison
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thank you so much, feels wierd doing a commercial job posting as a semi-new game-dev

buoyant sapphire
kindred bison
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yeah, need a person to help implement a unique style for a game, and that means someone will need adequate compensation.

weary thicket
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In this case, the rule bars both commercial and non-commercial, so a bit of a moot point.

open yoke
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I made a 32x32 image of a face and want to put it on top of a 64x64 animal. Is there a way to compress the face so it fits without pixel loss?

sudden pendant
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You want to compress it upwards? That is literally the opposite of what compression.

open yoke
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I want it smaller

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Every time I reduce it to like for example 16x16 it looks messed up

normal spire
lost merlin
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probably better off using an actual modifying tool like photoshop

#

asperite may have some pixel art specific resizing algs too

stark citrus
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how should i be storing unchanging data in a unity game? i have a fairly large set of entities with sprites, moves, stats, etc and so far i've just been making a script to hold all of those presets and sprites and creating it when the game starts running, but this does seem to cause issues when other objects perform Start() and the sprites haven't been assigned yet

#

also i have to reassign sprites for every entity in each individual scene via the inspector which does not seem optimal

#

idk if this requires keeping data in an external file or some other way but idk what the general practice is. its not supposed to be a huge project

silent hull
stark citrus
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ty!

visual elk
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Guys does anyubody know where I can higher a goood 3d blender artist to desighn some maps for me.

#

DM if you know anybody or you are interrested

kindred bison
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I think dming violates one of the rules of this server, but maybe im wrong

desert martenBOT
#

:loudspeaker: Collaborating and Job Posting

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

kindred bison
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oops, maybe not collab.

#

Do you guys have any advice for wanting a specific art style from your game? I know the style i want, but with 3d its hard to create a group of art/things that mesh together well, like with this.

lost merlin
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Rethink the grass texture, and look into some lighting

grand osprey
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Especially the lack of shadows makes the props look very isolated

lost merlin
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Actually the trees make it look more low-poly flat. So having more of a flat texture for everything

#

ambient occlusion / tessellation shading and shadowing will give it detail

kindred bison
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these will be the trees i use for the better version, sorry should of shown the stuff im planning on using if i want advice. I'm going for a very cozy style, that reminds people of stardew valley, and harvest moon, with its own style to it. the props did have shadows, but at midday the shadows disappeared for 30m for some reason (in the old game / alpha)

#

i will take the props into account, there were props by the house, but i didnt want to add anything that the player could trip on while farming. but ill look into combining props with the plots. Thank you guys for the help

feral mountain
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No they delted the post

leaden dust
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Hello Everyone, I'm new to this Official Unity Discord Server, and Glad to meet you all here 😀

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Hi, Everyone. What do you think about my first commercial indie game project, Alzirebus? Hopefully, you will like it

leaden dust
nova root
olive jacinth
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For any fighting game afficionados out there, what style of fighting game do you think works best as an "IP Vehicle"? Like, assuming you've got a bunch of characters with some unique abilities and would want to peddle this both to a general genre audience but mostly fans of the IP, what kind of fighting game do you think it'd be best served as? 3v3 Hyper Fighter? Arena Fighter? Anime Fighter? Whatever the fuck Fantasy Strike tried to be?

I've got a chance to pitch a GDD to a decent sized IP and I've always been interested in trying my hand at a fighting game of some sort

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My first thought is Marvel Vs Capcom style team fighter, but that might just be because I like that style. If they announced "[Your favorite thing]: The Fighting Game", which kind of game are you secretely thinking "Boy I hope it plays like [Existing game]" while waiting for the trailer to load?

weary thicket
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I'd just be 'thank fuck it isn't a gacha.'

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I think the IP matters a bit; especially in terms of the size of the cast and how flexible they are.

kindred bison
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My personal preference with fighting games, is, if i know/like the character, and their movement is fun to use. Fun to use being before knowing the character, if i at least know the ip

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other then that, i dont really care what type of fighting game it is

finite gate
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Arena fighters can appeal to fans because they are button mashers, but won’t gain a competitive audience.

soft whale
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<@&502884371011731486> scam links

hard fog
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!softban 1295768677945180221 bot

desert martenBOT
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dynoSuccess deafboy2881 was softbanned.

true bay
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Just making a chess game in unity

normal spire
normal spire
feral mountain
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Dont wanna ping all mods for this, so @sudden pendant is the chosen one, can you this

sudden pendant
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If you're sharing ideas, please keep it appropriate, thanks.

feral mountain
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Thx

sick cobalt
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anyone wanna alpha test my new game that is supposed to be boring?

burnt turret
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Can someone help make my project look better, I’m making a vrchat world, and Ive got the design and like a little bit of textures but the design overlaps a lot and I need it to not do that and same goes for the textures idk how to mess with the tiling to make everything look even.

kindred bison
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do you guys like inventory like minecraft/stardew, or inventory like the forest, if your going for survival games

sick cobalt
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i like minecraft inventory

#

look at my pfp

#

it says it all

kindred bison
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i mean for the visual style, as in like the forest it feels like you just opened a backpack on the ground, and minecraft feels like you are opening a midair gui, i just wanted to know specifically which style everyone perferred

weary thicket
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I don't care which style if it is done well

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If it is readable and usable and doesn't waste my time, that is ace.

kindred bison
# weary thicket I don't care which style if it is done well

my goal is to create an immersive experience for the players of my game. i have a ui like then, but then again i could replace it with you "Looking" into an actual backpack, with 3d items for the ui, i dont know which players would want more. it would be the same ui mechanics, just the display being different. i just dont know if a "different" ui would turn people away

hazy hare
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Friends how do you make 3D games, each tile of the road put manually? Or there are some assets for this?

kindred bison
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use unity terrain tools, with a terrain object for simple things. for more advanced, just uh git good as they say. (get better with a terrain tool) if you wanna buy a tool gaias is good i heard.

hazy hare
kindred bison
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you paint 1 tile of a terrain with blending off, thats a tile

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if you are doing 2d, use 2d tools, but if you need a 3d game terrain, ye use terrain tools

hazy hare
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I don't want any roads or anything, you don't understand what I want.

#

Is that a terrane?

kindred bison
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is that a terrain*? it can be, it depends how the people did implementation.

hazy hare
kindred bison
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but if your talking about just wanting tiles on ground you can make prefabs and use grid placing if you make them uniform

hazy hare
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here's how to do it normally in the game so the game doesn't lag.

weary thicket
untold comet
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how can i make my snow shovelling incremental game more fun? right now ur just clicking tiles of snow and getting snow for it and buying upgrades to get even more snow. what mechanics can i add to my game to make it more enjoyable?

buoyant sapphire
# hazy hare Is that a terrane?

In games like this most meshes you see are just regular meshes, potentially with a terrain behind them as a fallback and to cover any large open areas or to display a background. The models typically follow some well defined metrics to make them fit well together, you could call this ‘tiles’. But it’s really just that models adhere to a grid.

cobalt hemlock
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im having a small problem with my platformer, could somebody more experienced than me hop in a call with me and try to help please?