#archived-game-design
1 messages · Page 24 of 1
might need a tutorial though because i doubt people would know off the rip to do that
yeah u right it do sound hard asf
add a cold system too and have it break the windows making you freeze 🗣️
ngl might do this myself sounds fire
nah bro spittin
imma add that
you catch squirrels or smth idk
what about you have to go outside and collect sticks to keep the fireplace alive
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
So far its only being used to determine which tiles exist inside the polygon
I like it
simple
how does the scale look here between the houses and the player
looks scaled correctly to me
HI THERE
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
Let's plan out the layers for our top down game! We'll be adding in: Walk in front, Collision, Walk behind, and more! We'll look at collisions on tilemaps and using sorting layers to give our game an amazing sense of depth!
Sprite sheet: https://pixel-boy.itch.io/ninja-adventure-asset-pack
Old Rule Tile Vid: https://youtu.be/8UctaO5DwUE
Full ...
As you can see this works specifically for tall multi-tiled structures where unwalkable base is a dedicated tile. If you want more detailed approach, walking around or through the base of the tile you would sort on y. You can also have small colliders at the base to not just clip through it.
Tiled Map Editor is pretty cool and has a lot of support on the Discord, my experience was good at least
Just be aware if you start using Tiled! you'll have to keep updating. It's decent for use with something like Unity
i guess u should post it in #1179447338188673034 if im not wrong
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
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
placeholder art can also be anything you can grab off the asset store or places like itch.io for free
I will do that good idea
cause man this really aint it
xd
bit late but basic shadowing
just send it
surely you'd need ranked/level matchmaking in multiplayer or you'd get high levels going against lowlevels
also multiplayer is hard apparently
especially if you're new
try singleplayer first
I was thinking multiplayer would be with friends and you wouldn't get any exp from it but ranked could give exp
so multilayer with friends would be like more for fun
and ranked to actually get better
what do you think abt the idea itself
that's crzyz
that's good
idk seems like you're just yoinking plauge inc and adding a duel mode
plague inc?
oh that's game
oh right
dang it's actually so similar
and theres like a cure mode too
dang allat yap and for what 😭
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.
alr
any easy way to do the shadowing? or do I have to copy each object scale it down, position it below the mainobject and put a darker color to it
nah I mean just putting a few dark pixels on the left/right to make it look more 3d
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
Looks fine to me. If anything just toss on some post processing and fool around with that
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.
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.
alright
I've just put some much work into the visula style and don't want to just end up be called a Cassete Beasts knockoff
becase of the similar visual style and gameplay
yeah ig they both jsut creature collecters
and I'm planning a bunch of different stuff
I'm having a in-depth weather system, in game your a national park ranger
and im planning to make the monster concepts more
eh....thought out
less "fire dog" and more conceptual like pokemon
my biggest issue with cassete beasts is the monster are fairly
lame
Hi all. Anyone know a good place to ask what game name by description?
Other than google bcoz it's not finding it
dm me
i might be able to
ps1 90s 2d topdown 4 player multiplayer (J?)RPG
The name is something like Eternal Blaze, Threads of Fate,
I was like 6 years old maybe at this time..
Breath of Fire?
U can play with 4 players
Same screen i think, not split screen. Each player got a health bar
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
was it legends of mana/
This isn't the server for finding games, this channel is for discussing game designs in your own.
Yes ok..
Do you think medieval-themed game ideas are still successful nowadays?
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.
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?
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"
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
alr, thx
other option is you'll have free reign of the %appdata% folder, so you could place files in there
that wouldnt be a problem
quite easy to save .pngs or .txt files in there
I'm also wondering, if it would be possible to have the game use a borderless fullscreen, but somehow make it transparent
then put the game in the center, making it look like its in a window
would be pretty damn scary if suddenly something quickly moves from behind the window, like some nextbot face
give me a game idea and ill make it
Flappy Bird is usually one of the recommanded game to make as a beginner.
3D geometry dash
already exists
3D terraria, 2D minecraft, 2D fortnite?
wouldn't 3D terraria be minecraft?
that would be strange lol
https://www.crazygames.com/game/cubefield
Honestly most flash games like this would be perfect as very easy unity projects
Helicopter Game is one of the very first flash games ever made. Basically, you just click to keep your helicopter balanced. You guide it through a tunnel of randomly appearing obstacles for as long as you can.
It kind of reminds me of Flappy Birds really, even difficulty wise it's comparable. Somehow a 20+ year old flash game was able to out...
I've probably got hours of playtime combined for each of these games
Lots of lunch breaks at school, and weekends playing flash games
can someone tell me why i cant drag it in im on mac
Do not re/crosspost, if someone is interested and wants to give feedback they will do that
And no im not in the market for such Games, so i cannot help
i dont have experience on 2D arent you should recording the animation before drag it?
(also ty for the monkey jumpscare)
Is the Snake Game a good starting game to practice making?
I had an idea not dissimilar to this. Imagine taking a snapshot of their desktop, then create objects based on each icon, then animate the desktop icons to become enemies and NPCs, the desktop comes alive and the whole game field looks like their desktop has become a warzone or something. But without acually changing their desktop. Something out of the box?
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 
I think back to the games I've really enjoyed playing. For my first game, for instance, I've modelled it after Temple Run with a few of my own twists. I loved playing Temple Run when I was younger. I'd also suggest asking yourself which indie games did you really like, games that had small dev teams.
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.
im no that good at making maps is this a good library what should i add or remove
Sure looks like a library. But what purpose does it serve? Is it easily navigable? Will the player know what to do there? Does the layout fit what the player does there?
its supposed to be foir ahorror game so its gonna be dark so i want it to be harder a bit to navigate
Horror games often benefit from clutter, and fewer straight paths. But playtest it, and see how it feels. I don't know your game
ok sure
hey guys, pretty new to game dev so mb if this seems like a stupdi question
https://www.udemy.com/course/unity-turn-based-strategy/ I want to make a game a lot like this one, and I plan to follow this course, but I also want to modify a lot of things to make it my own
for example I wanted to make it set in warhammer40k universe
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
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
Yes you can. And it is pretty easy.
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!!
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
additional features would be nice, but I fear it might overwhelm the project in its current form
A boomer shooter, time based and with graphics like that TMNT animated movie, sounds cool?
Hi! Can anyone help me? I'm having problems with isometric view on my game
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
Help it's not setting right :<
You should always start with documentation https://docs.unity3d.com/6000.0/Documentation/Manual/tilemaps/work-with-tilemaps/isometric-tilemaps/create-tile-palette-isometric-tilemap.html it explains how to setup tiles properly. Or a comprehensive tutorial at least.
Also check your sprite pivot, is it setup differently.
And use #🖼️┃2d-tools for tilemap questions next time as well.
Thank you, will check this out!
How can I make the lines only appear when roads are next to each other?
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.
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.
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.
**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.
https://media.discordapp.net/attachments/493511037421879316/1317142761849487401/Untitled.png?ex=676190c9&is=67603f49&hm=c8b14bff3cbe45d15b8e632d6da3c4196145aa3d1ce7d224f9c3ef111cbff76a&
I have a prototype for a game where the player can stick to walls and ceilings and move on them like how you'd move normally on the floor.
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
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
It feels unnatural, what do you think?
That is a very good and unique design. I had an idea like that in which I might implement into my game soon
There is the issue of input. I was suggested this in a different server: 'If yours is 2d, what generally feels good depends on the game, but a good thing I've seen is when the controller "continues" your input until you release it. So if you keep holding right and you start going down the wall, you'll still go "right", it'll just be aligned differently until you stop pressing."
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
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)
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
I alternate the gravity by checking for collision with walls that have this property
That or you can simply change the direction of gravity using a trigger zone. Either works tbh
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?
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?
The character controller per se doesnt have physics, its mostly your job to do the stuff with it. So yes if you want something based on physic you need to use a rigidbody
But the character controller also more predictable and controllable if you want to manipulate its midair behavior
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?
here's some lunistice gameplay as a bit of a comparison point for what I'm trying to aim for
https://youtu.be/rBto8KOimgM
Pure Gameplay as I explore the game Lunistice. It's a relaxing and joyful experience.
that looks like a character controller
since its more air controllable and not very physics based
it would defenetly be easier to recreate that with a character controller
what about the extras I mentioned like accelerating the character in specific directions?
I'd just try it myself but I won't have access to my desktop until tomorrow, sorry 💦
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.
Probably some desync between the physics body and the renderer
I daresay that there'd be lots of interest in at least parts of that!
try querying the raycast and line rendering in the update() if by chance you're doing it in physics
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);
}
}
Looks fine, and I assume the transform position is changing if not just visually by swaying
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
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
when i move or rotate only the main cam's position and rotation changing, all children stays the same
maybe some specific properties inside of it that deals with how it updates
good call i will check it out. do you think it should be easier to use particle system to get the same effect?
If you wanted to do something easy, you just have a long repeating (wrapped texture) quad that uses local position of the gun
thats what i tough too, maybe the linerenderer is wonky for this job
problems with the quad idea is making sure it shrinks accordingly so it doesnt pierce through walls
yeah, i need collision sadly
honestly it's probably the same logic for the line renderer
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.
it's just how I've made lazers before which seemed to work fine, but wouldn't guarantee that fixes the sync issues ;p
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
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.
i want to be open for multiplayer so object piercing lasers are no no 🙂
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
ah, makes sense I was thinking of trying that but didn't want to bother you on it heh
either that or changing the camera updating method
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
Change the start color to an off white
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?
I'm not exactly sure the style of game you're going for but you could make it for console that if within a certain range of the zombie along the screen it'll snap to them or you could add aim assist that slowly moves the cursor towards them
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.
Well console is naturally going to be harder so do you want it to be the same or more balanced
also no idea what a rogouelite is
Thanks !
@spark star Keep it in dev-logs don't coopt other channels.
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?
This is a general design questions channel. #⚛️┃physics deals with collisions and physics simulation.
And in this case you might be moving too fast that it in next step penetrates collider and bounces off it.
Post with more information in #⚛️┃physics (movement code, character inspector showing physics component, maybe video as well)
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?
What do you want to happen instead?
Add a negative force so that the player goes in the opposite direction of the walls. Similar to how spikes in Mario games work
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.
You can duplicate the geometry and move the copy depending on the player position.
Wouldn't this be bad performance wise?
that means i will duplicate everything including the units, buildings...etc on the map
Obviously, it is not really ideal but as far as I know it is the simplest solution. You could always only duplicate what is on the edge of the world instead of the whole thing.
It would also be recommended to move teleport the player back to its original world each time to prevent floating point error due to world origin being too far.
This approach would be a bit more tricky but it should be better.
Demos anyone know where to get free low poly textures ?
Low poly are usually single color though ?
On just normal tho out not to much detail
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
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.)
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.
I think I have it figured out... objects position doesn't need to fall into the grid.
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?
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Different types of projectile attacks like a sniper or rocket launcher. You can do a gun that shoots out a pole that travels along the ground with a limited range
Okay I spent way too much time and ended up doing it myself. Thoughts on this gattling gun?
Now texturing is a different beast...
Looks really good. Maybe add another support to the end of the barrel 🤔
What game should I make?
A game that generated a random game genre and then you have to play through that genre
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
like minesweeper with an infinite board is a pretty obvious thing, but that doesnt really change much
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
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?
I meant in the sense that there are some very simple games, where it wouldnt take a lot to get something feeling really different
other games might take a number of changes to get something different
can you give an example of this?
Pong but the ball speeds up with each hit
throw in some vfx for the ball that get more intense the faster it is
or Snake but theres a CPU snake in the same level as you
i wouldnt say that that's "totally different"... thats a very minor change
this ^ is, though
well you can add a visual style on top of the game, so it doesnt immediately make you go "this is just pong"
but yeah, maybe the question wasnt worded that well
thats exactly what i would say based off of the changes you described...
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
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
mhmm
sudoku seems like its not something you could do much with, but I know there must be something
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"
I wonder what it is about sudoku that makes me feel like there's not much to work with
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...
i didnt watch the whole thing bc it seemed boring but i think its worth the watch
You would have to define what a game is. Commonly puzzles are different from games/toys.
ah, ive seen ones like this before. there are some really advanced variations of sudoku like that that are way beyond me
sudoku might not have been the best example, but its the first thing I thought of where its a game thats quite simple but seems limiting for how much you could expand on the initial idea
It’s basically a crossword puzzle. Variations abound.
It just replaces knowledge with math.
You could maybe take chess as an example, minor changes to rules fundamentally change the game. Same for all games that have strategy/meta.
I would say most iconic games, when stripped bare, make a few very simple design decisions that are extremely sensitive to modification.
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?
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
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?
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
that's not game design related, you're looking for free work
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?
Unity is very limited in it's modeling capabilities. Using a real modeling application (like Blender) is usually the preferred way of working
okay thank you
Probuilder + Polybrush works fine for lower poly-count games
im trying to make like a lower poly count game with kinda like an old playstation kinda style
You can probably get away fine with probuilder then. Smaller assets I'd do with blender though
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
unity's scene window has a toggle that lets you snap to its grid
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
It's not a texture ?
wdym
basically all clothes in unturned are textures
the only models are like backpacks and specific things
No idea how they layered multiple cloths, but it is pretty trivial to do if you want to do it.
Just sample multiple texture.
Or, use actual meshes for the clothes.
its not that easy
Yes, it is.
getting rid of skin poking through the body is very difficult
even if u transfer weights
Sample texture ?
even if you weight paint it on your own
I meant, samplying the texture.
Also, unturned model are not really detailed. It would not be that hard to rig the mesh.
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.
trust me it is
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
why not just give the method that shoots the bullet a parameter...
Arent your animation more detailed ? Also, why not use a texture like you said ?
Layering texutre is easy.
Shader. With shader graph it is really simple.
also its best to ask this in #💻┃code-beginner as it seems youre missing a lot of fundamental programming knowledge
According to what I was reading, you can't pass a method with instantiate? I'll ask in the code room to keep things clear on disc though
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.
Put this same question into Perplexity or ChatGPT and it can explain everything to you in detail, instantly 😉
i mostly know how to do it the texture way
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
We do not recommend chatgpt here, unless you want the wrath of the banhammer by a moderator, maybe reread the #📖┃code-of-conduct
i would recommend using !learn to grasp the basics better, i can also give you some really good youtube tutorials if the unity learn videos arent doing it for you, dont try to make AI explain it to you, it tends to bullshit / hallucinate a lot with Developing, especially Game Dev
:teacher: Unity Learn ↗
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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!
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
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any of you ever seen Yeeps
I just read over them, it only says to not post unverified ai responses and that you need to mark AI content as being generated by AI. I’m confused what rule Im breaking. Could you clarify that for me, I don’t want to break rules here, as I rely on this discord for some of my companies projects.
The hallucinations problem has gotten better. It’s generally not a problem anymore (especially for coding oh my god it’s amazing 🤩) unless your having it write a whole paper for you and your trying to have it quote material, that is when it will generally hallucinate information.
We dont want to suggest people that dont know what theyre doing ai, they should learn and when they know what they are doing can use ai as support
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
What are you talking about? (if used properly) AI is a great learning assistant, it’s just like having an expert or teacher right next to you. Hell i’ve used it to learn how to write shaders, code in python, etc. I’m current going to school for AI and CS. My company im working on atm completed resolves around AI.
Unless I post an unchecked response from an AI or post AI content I have not broken any rule, also I just realized you’re not a mod or affiliated with Unity.
Guess <@&502884371011731486> it is
Anyway, im simply trying to help people here.
You arent helping by sugesting AI
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.
Also you shouldn’t be using ‘we’ when referring to Unity or their guidelines unless you are affiliated with Unity. I’m sure it’s specified somewhere in their TOS.
It’s is very confusing.
Unless a mod (not you) tells me other wise I will be recommending using AI & LLM to help them solve their issues and learn.
very well then
You can do that in your own community. Do not send people new to programming to unreliable sources of information. Thanks.
very well then, I will not. Simply trying to help people, you’re welcome.
Also could you do something about this guy posing as a mod. Look above please.
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

This
Read it again
We means as people of this server, since its not allowed we dont do this
That i need to explain this stuff is embarrassing 
Im blocking you now
100% agree with you
Probably because Unity has it's own Ai product called Muse!
I'm assuming we can recommended a unity product here.
The reason was stated right there. #archived-game-design message No need to keep spamming the channel.
Alright 🤦♂️
Not a game design question #🔀┃art-asset-workflow . The normals are probably flipped on it.
Thoughts on this inventory? trying to keep the screenspace pixel perfect (aside from the player sprite) while cramming as much info as i can
I dig it, but for some of the text like the description I'd add an outline of a bounding box
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
It could be to get to X level the fastest you can compare to other players.
It could be to fulfill X objects given Y constrains.
imo change level slider position to above player image and change position of item name description texts to a bit above and add some simple icons for player stats health strength etc
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"
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
Oooo i like that
I think one of piece of advice i'd have is to maybe move the level to where the stats are, and shrink the stats (by adding icons like Rod said) so that the item name and inventory have a little more space
(I'm bad at ui design, so take this with a grain of salt)
Thanks all, how's this? fixed up some alignment and considered all feedback
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.
Better
Also u can add a thin line in this position to see if it will be better
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
It's not something that can be explained in a few messages. There are plenty of tutorials online for this sort of thing.
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• Collaboration & Jobs
What?
This is not a place to make collab posts. What's not clear in the bot message?
okay thank u
the face orientation/normals are flipped
also this is an #🔀┃art-asset-workflow question, not game design
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
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
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?
I was suggesting either of the two, but if you want movement to be based on the weapon then I'd go with something similar to the shotgun idea. Give some weapons some knockback on the user.
but I feel like that would kinda make the rocket launcher somewhat obsolete
What if you aimed the shotgun at your feet?
Then it wouldn't give you nearly as much boost
Yeah true, that's a good idea on a balance
But then shotgun jumping would be obsolete now that I think of it
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
Ah, right
so makes sense to let the rockets to give a bigger boost if you put that much more effort into using it
Plus I can give rocket jumping like some damage if necessary
Well in that case:
Rocket to initially gain speed --> shotgun for sharp turns --> rockets for verticality
Seems good enough
Additionally with strafe and bunny hopping I don't think I need to add anything else
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
Yeah that's what I was thinking actually
while the rockets themselves just give a large amount of velocity
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
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
every movement game nowadays has some sort of sliding mechanic
I might add sliding too
Solely to get under small gaps or build momentum down a slope
slopes really hard honestly. Probably spent on the most time getting it to feel good
I just found a cool port of Quake's movement system onto Unity
Since Quake's movement is open source
ah yeah about to say, don't start with Unity's. The Kinematic controller has a lot of that support already
What do you mean?
Character Controller has very minimal support
Kinematic Controller just uses rb kinematic and builds upon it
honestly unity should just make it the official CC
RB is kinda clunky I'll be honest
It works well for physics-based or more methodical movement
Yeah, rb kinematic is just you using the physics library without any force logic
CC is more responsive
For a game like the one I'm aiming for you can't really rely on the built-in physics engine
really it's all just nividia's stuff anyway with Unity's colorful wrapper around it
RB?
physx
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
Not entirely sure what CC is using, but I do dislike being stuck to only a capsule collider
Yeah I'll admit I can see how that can suck
When I use rb movement I sometimes use the box collider
Jolt physics the rave nowadays. I'd just toss that into it
Anyways, I think my movement plan is complete:
- Bunny and strafe hopping
- Rocket and shotgun jumping
- Water movement
- Sliding (potentially)
yeah sounds good
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?
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
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
I've been guilty for being more active in game view than scene view too
where could i go for help with vr in unity
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
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
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)
It’s really a ✨ depends ✨
Since both are about as hard as each other
In my experience atleast
Okay I take it back that's a very dumb question
What's the mistake?
The entire project ❤️
I’m making a railway game as my first ish project
Uhh what
What is there?
Just looks like a tram on a rail to me
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
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)
Raycast from the camera to the player and everything that it intersects you'd fade the chunk
Can probably remove y-layers too completely
The issue is that just reveals the player - the question is what else should be made visible as well
Well, it'll reveal anything under the chunks ;p
Stencil masking is another idea, but I like the raycast idea better
might be a good idea to look into splines
https://assetstore.unity.com/packages/tools/utilities/dreamteck-splines-61926?srsltid=AfmBOoqAhCV2xQaZljKaleoH8cM2-vpOAwavydj7hSl8dj_EsngpNmkG i think unity has a built in splines package, but i personally use this (it even has a train example scene)
well, how complex it'll be to code depends on how in depth the systems in the game are
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
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
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.
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
tysm 🙏 forgot to mention the art will be added later this is just very early prototype of UI
For someone who dosnt know how to code?
Hey does anyone have ideas for good/solid first person melee combat?
well, you'd still have to learn coding. but, that's true for any game you could make
Define what you actually want, and figuring out how to reach it is a lot easier
I wanted to make a game that looks like an old PS1 or Source game, but I don't know where to start.
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
cant you simulate the physics yourself, without rigidbodies?
Thats what I'm considering, but it'll take a bit to figure out how to get the right sort of feeling of them being knocked away
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
I'd slap on rigids and try it out assuming the behaviour is what you want out of the box
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
That's what I've done as a temporary measure, yeah. It does an adequate job for this stage in development, and thats all that matters! There are far more important tasks haha
But in order for me to implement one planned idea, I will switch over to a GPU based solver at that point in time
If you're creating hordes of zombies, this would probably be a good time to brush up on entities
I'm suggesting doing an ECS approach if your game is containing multiple (if hundreds) of actors at once
ECS is physics based, no?
It's not strictly tied to physics, no. But if you've a lot of operations like pathfinding, you'll benefit from it greatly
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
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
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
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
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
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
haveing the same issue
Can you be more specific?
@dim sigil !install
- 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.
next time ask in #💻┃unity-talk because this isnt game design
guys, I'm trying to implement minigame pop-ups into my game, I wonder what's the best approach here:
-
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)
-
just put it into the ui hierarchy directly, abstract and split into prefabs when needed
-
??? 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
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)
imo, I think best option is #1 considering the game might look less cluttered from the inspector, and having a new scene feels more clear, although I don't know how to get flags (or booleans) to be synced for when you complete the minigame for multiple scenes.
this is my game, currently in development, is a hard work do it alone.
https://www.youtube.com/watch?v=drg8ID7k9t0
Primer avance-concepto de TLV3 parte 1, que muestra la propuesta realizada por el estudio.
@sterile folio It still goes into #1180170818983051344
oh okay. my bad
Ookay, thanks, I will move my post there
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?
@finite folio Are you asking Minecraft modding question on Unity server?
Um, no, I mean repeat this optimization trick + it can save system resources in general
You need to explain what you are actually asking. Because I for one have no idea what you are talking about.
"Shaka, When the Walls Fell" doesn't help.
Wait, what?
Exactly
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
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.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Oke doke sweatie
temba, his arms open
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
Facepunch Steamworks is a piece of shit
xD
use Steamworks.net
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
No change the wrapper from facepunch to steamworks.net
Will it not required massiv rework? 😛
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
Is it easy to change wrapper then? Apparat from code rework?
From facepunch to steamworks?
My scripts? Using wrapper functionS?
????? Nah i cant, are you trolling
Ur scripts is the code, incase ur serious
Wrapper functions, functions is litterally a coding term
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.
It's a stylized design, which is pretty common nowadays. You'd find a lot of assets on itchio fitting that criteria
thanks
isnt that a link to facepunch steamworks. where is steamworks.net?
man im stupid
This is .net
sorry
why is this better than the other one btw?
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
alright, thats good to know
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)
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
oh no I know how to do that haha I just wanted some ideas on what I should add
but yeah the fixed camera angles
(please forgive me for this question)
Is the skibidi toilet concept protected by copyright, trademark, or other IP rights?
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?
If you open the import settings in unity are the animations there to be extracted?
i don't think i get what you mean
Hard to say for sure, but as long as you don't use any valve assets like the gman, you should be fine
A skibidi is just head inside a toilet after all
It is protected by copyright
Thank you
probably has trademark too at this point
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
you're going to need to share some more details. otherwise it could be anything
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
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?
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?
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.
I'm not sure, but if you put this in #archived-code-general it might get more reach and other people might help you.
@true bay There is no off topic here, thanks.
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
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....
oh yea we are doing fhd screen so i measure in pixels!
i do everything 2x pixel for better quality but i was never given what ratio the background should be :/
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
you mean have all pixels the same size on the screen? you can do that by giving your sprites the same pixels per unit
That is a pretty classic style, ever since the earliest ultima games, so it can certainly work.
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
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.
Yeah it would switch because the caves would obviously have mining but also interactions with creatures and attacking.
Does anyone know of resources for level layouts? Like maybe overhead view of different level layouts in games?
any1 how to make decent lasers for 2d but made up of several smaller ones so it can have several colision points?
Google ‘<name-of-game> map’
Yeah, was hoping there would be some sort of online database like the UI Database. Unfortunately, most games past 2010 don't have Prima-style level layouts anymore
Not sure what you are looking for in those maps?
Maybe this helps? https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY and https://book.leveldesignbook.com/introduction
Level Design In Pursuit of Better Levels Table of Contents 🔹Planning🔹 4 ❖ Concept process ❖ 4 ❖ Metrics ❖ 6 ❖ Prototyping & Blockout ❖ 9 ⚒ Structural geometry ⚒ 11 ⚒ Form follows function ⚒ 11 ⚒ The Backdrop ⚒ 12 ⚒ Check the scale ⚒ 12 ⚒ Empty space ⚒ 13 ⚒ Testing the leve...
Mainly looking for how levels are designed to flow from a top down view. It's really difficult for me to visualize a level when sketching a layout on a blank paper
I think those two books would help you with conceptualizing that better
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.
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?
- Block out before you decorate
- Place scale references around (such as a humanoid character)
@sudden pendant hey, that might be good to know!
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)
I would guess that the velocity is being calculated from the players local axis maybe? So if the character is upside-down on a ceiling, their x-axis might be inverted. Sort of a guess though. Maybe it will help you land on an answer?
I already coded my own answer, and it works quite well, but I could also use some help with it
{
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
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?
Sometimes there are situations where the values are near equal, which causes the player to go to use the wrong velocity value
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
Ahh, I believe you are probably looking for something like vector3.Normalize() if I remember correctly.
I'll check now
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.
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
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.
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!
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.
Minecraft ?
How do you mean?
I mean 3D cubes is minecraft. You would be making something similar to minecraft
Ah, no. The original game is a side on view, full of puzzles etc. so the actual map is 'static'. What I mean is that the 'current' map is made up of 2d sprites, but I was thinking of re-creating it using cubes to give a 3d 'effect'
It was not really clear, but that would not really change anything as far as game design is involved if it is only the visual.
You can always have a base health script and descend from it if needed for weird cases. If you mostly use the same, though, can just add specific cases to the one script.
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.
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)
(top down rpg btw)
you can do rigidbody with continuous collision maybe?
i think that's really precise
and you can use the velocity on it to get really nice movement and also no acceleration dropoff
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?
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.
The question is: I can't make any changes to the controller, what do I do now with the circular sprite?
You change the collider component on the player from being a BoxCollider to CircleCollider.
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?
I would recommend you to use URP, also you can check out the Render Pipeline Converter tools to convert the assets to URP compatible in bulk
Window > Rendering > Render Pipeline Converter
The Built-in render pipeline has not been worked on for years and now Unity is planning on combining the scriptable render pipelines (HDRP, URP) together so the workflow there is likely closer to that of URP than the BiRP. There are some subtleties between URP and BiRP but I generally like to use URP for everything and not go back to something that has not been updated for years.
Oh sweet. Thanks a lot I didn't know about that trick.
@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
Is there a particular reason why you've given a circular shaped object, a square shaped collider? You've effectively turned a circle into a square by doing so
At first I was aiming for a squared shaped character, or at least a character that makes sense to be put in a square collider, but after testing some designs, I realized that a circled shaped character fits the movement so well
Not at a game design question. Share you issue and code in #💻┃code-beginner
And you call urself smart
delete my question but can't answer something simple. Good server
I never claimed that. I asked you to post in the relevant channel. Nobody could have answered your question without seeing the code anyway.
thx
coudn't even let me copy my question first before you deleted it. I'm a programmer not a writer 😦
🤑
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.
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
im a bit confused on your question, are you looking for like an automated terrain generator?
It could be that performance isn't the actual reason for that; after all, going from an SRP back to built-in is a pain in the ass, and it is very hard to do a proper A/B comparison between built-in and your chosen SRP with a game past a certain point of development.
So why can't you change the controller? It doesn't matter how much you worked on it if it doesn't suit your needs.
I want to make game that player can make their 3D world simple drag and drop
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?
Isn't that just the unity editor?
What do you mean it 'resets' 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)
You don't need to keep reposting this.
ok
just an idea(even though I feel this is not the place for it)
soo..what do I do
About what?
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)
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.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
@forest gulch Fix your pronouns trolling while you're at it as well. You don't have to put anything there.
thanks
I don't really care about the pronouns thing so I js put random things there
but fine if you want
!kick 1010144234080309319 come back when you do then.
mahmoudcrafter was kicked.
warn me before you kick me next time
I did. I'm not here to wait for you.
you didn't tell me you'd kick me but ok
Deletes all the connections
Make sure to report the problems you are having with it on Discussions. If that's the new plugin that they are developing for beta, they would want input.
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.
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
nvm, Road Architect is the way to go
Hi, my group and I are struggling to sync our group together for Unity. can anyone help us? we are using version control
You should read up on a proper team workflow with version control. But generally, never work on the same file at the same time. Compartmentalize the project and have a dedicated person merging it.
does anyone in here know how to use a vfx from the unity asset store, im so lost, pls help me😭
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #854851968446365696
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)
not allowed here, you can do that on the Unity Forums or on Servers like GDN
where would be a place to ask questions on what people include in a pitch?
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.
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.
Well, you can certainly try posting on in those communities. It's impossible to know if someone will be interested until they see it.
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
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.
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
Video is always preferred. There's no reason why you can't make one if you were able to get screenshots.
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?
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?
i just spam look thr9ough the unity asset store and
Is that all free to use?
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
does anyone here actually enjoy 2D level design ?
what do you think for unity would be a good portfolio piece
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
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.
Yes.
Okay guys! For my first game I will make a 200,000 km² open world game with multiplayer and ray tracing
@glass rapids do I really need to update my status to include not messaging with unsolicited offers for me to do unpaid work?
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• Collaboration & Jobs
He's jus hustlin
Now get workin
Glacio has code to be written
Update it 10 times over again I still won’t care or check it, I sent you a nice and kind message you could’ve just said no but you felt the need to send it to a chat full of people like I would care, we were willing to pay too, do better in life you take discord way to serious, And we are paying 20 a hour
you should really give #📖┃code-of-conduct a read
You really should find something else to do, like who reads the community conduct
!kick 692876726472278058 Ignoring server rules, unsolicited DMs.
vglacio___ was kicked.
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 :)
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.
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?
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.
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. 
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
Hey i have add a tree pack from the uas but my material is pink how can i do ?
-Windows
-Render Pipeline Converter
-Built-in to URP
- Select all
- Initialize and convert
that should work, When I had that problem it fixed it for me
Learn how fix Pink Material problem for URP and HDRP in Unity.
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✅Introduction to Shader Graph
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✅Simple Triplanar Shader in Unity
https://youtu.be/SGXkFYS4f7I
✅Grid Shader in Unity LWRP
https://youtu.be/JgmIM7qhGh8
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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
How about using visual hints, if you have a hp bar or a status effect bar, add an icon to that and give the character a shiny effect or glowy outline
Other then that you prolly need to redraw all these animations with the armor, as it wont fit the smearframes or will look off
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 )
i thank you for your inspirational text
you could make a terrain that starts off, and when the player interacts with the terrain it "modifys" the terrain by placing game objects ( would allow you to avoid a "grid" system if you really dont want it, or if im misunderstanding what your goal is please correct me (sorry for pinging after a day)
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
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????
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?
Just use slimes to start as place holders if anything and go from there.
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
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
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
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)
Hey how know why the material of my terrain is shining ?
Does anyone here know any good 3d horror assets on the store?
You have access to the same store as everyone else, so whatever you found there is what's available.
you could also deal knockback based on how hard they get hit, to show the force
fair enough i suppose, mb
do you know why it's not right
use the sprite editor to slice it the way you expect
you should consider not cropping important info out of your screenshots. but also notice how many of the outlines pictured are larger than you are expecting
https://docs.unity3d.com/6000.0/Documentation/Manual/sprite/sprite-editor/automatic-slicing.html
thanks
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
#🖼️┃2d-tools or #archived-lighting. please check you're posting in the right channel before asking
Aight ama ask there too
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
Alternative would be to have a cost or downside per extra ability equipped, perhaps?
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
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
i always liked the approach where abilities are able to be used, just with specific ones you can only use one at a time, but you can switch any time you choose, like Hypixel SB (if anyone knows it)
or have a resource that you need for most things, to balance out
Make sure your idea isn't taken
Surprisingly many peeps forget that step.
Anyone know why I would be getting this dark circular shading problem? It flickers on and off. (URP)
Out of the 18 Models in the video, Which model looks the WORST?
i would choose 8, but only because the flag doesnt look inline with the other styles
if you want actually, number 3 (only because its on the ground)
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.
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.
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.
If you want to make a good or even decent game don’t use ai
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...
Thank you both for the info on this, it really helps me out
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?
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)
Thank you so much! That was useful!
if you are unable to come up with a unique visual style/vibe in your game you are crippling your success potential. But that doesn't mean using assets is a bad idea, just don't rely on them for creating a style. If you do, you will look like everyone else and nobody not enough people will want your games.
This is my faulty test project that I gave up on developing.
hi everyone quick question. Does anyone know how to get unity to request persmission to access the microphone on MacOS?
I agree, I will try my best
Alr I'll try that out
If you rely heavily on outsourced assets, just make sure to have something to tie things together.
Thanks!
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
Thats tuff
For the UI use a different font and better Design for the Bar On the middle Top
The playable area seems extremely flat, and there don't seem to be much variation in accessibility for different vehicles.
does anyone have a good reference for rules for unity's autotile system? I am custom-making a tilemap using this template I found but not sure how all of these can be translated to rules (tilemap is from https://youtu.be/YtvPeEMSY3k?si=v1FtTvrsM99OFG8i)
You can find the tile textures on: https://patreon.com/Nonsensical2D
(I also have a video where I talk about how I created the rock tile there).
Hi
Does anyone have the YouTube tutorial for making a 3D simulator
Isn't that what unity is?
!collab 👇
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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?
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?
You mean Netrunner? 😜
But yeah that theme is always good, gameplay is what matters
map process
Damn there really aren't any unique thoughts anymore lol
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
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
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
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
I definitely think it does, although I wouldn't say no to another set of eyes looking at my draft
(for my own benifit) !collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• Collaboration & Jobs
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?
If transfer of money (or any form of payment) is involved, it’s commercial.
thank you so much, feels wierd doing a commercial job posting as a semi-new game-dev
Weirder things have happened
yeah, need a person to help implement a unique style for a game, and that means someone will need adequate compensation.
In this case, the rule bars both commercial and non-commercial, so a bit of a moot point.
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?
You want to compress it upwards? That is literally the opposite of what compression.
probably better off using an actual modifying tool like photoshop
asperite may have some pixel art specific resizing algs too
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
You'd usually use a ScriptableObject for storing immutable data (entity presets in your case) and either reference it in an existing 'empty' entity in the scene for initialization in Awake(), or make a single 'empty' entity prefab to which you pass the SO for initialization upon instantiating it, via entityInstance.Initialize(yourEntityData) which would be called after Awake() and before Start().
ty!
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
I think dming violates one of the rules of this server, but maybe im wrong
: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
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.
Rethink the grass texture, and look into some lighting
https://assetstore.unity.com/packages/2d/textures-materials/free-stylized-pbr-textures-pack-111778
Try some of those if youre going for something sylized
Especially the lack of shadows makes the props look very isolated
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
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
No they delted the post
Hello Everyone, I'm new to this Official Unity Discord Server, and Glad to meet you all here 😀
Hi, Everyone. What do you think about my first commercial indie game project, Alzirebus? Hopefully, you will like it
Thanks
Use reference images/games and get inspired
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
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?
I'd just be 'thank fuck it isn't a gacha.'
I think the IP matters a bit; especially in terms of the size of the cast and how flexible they are.
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
other then that, i dont really care what type of fighting game it is
Gameplay type doesn’t matter for “IP vehicles”. All subgenres can work.
Arena fighters can appeal to fans because they are button mashers, but won’t gain a competitive audience.
<@&502884371011731486> scam links
!softban 1295768677945180221 bot
deafboy2881 was softbanned.
Just making a chess game in unity

Dont wanna ping all mods for this, so @sudden pendant is the chosen one, can you 
If you're sharing ideas, please keep it appropriate, thanks.
Thx
Sry
anyone wanna alpha test my new game that is supposed to be boring?
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.
Ping me if you can help.
do you guys like inventory like minecraft/stardew, or inventory like the forest, if your going for survival games
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
I don't care which style if it is done well
If it is readable and usable and doesn't waste my time, that is ace.
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
Friends how do you make 3D games, each tile of the road put manually? Or there are some assets for this?
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.
I don't want to use terrane, I need tiles.
yes, thats how terrain tools work. terrain is just a grid with a x y z position and what to smooth
you paint 1 tile of a terrain with blending off, thats a tile
if you are doing 2d, use 2d tools, but if you need a 3d game terrain, ye use terrain tools
I don't want any roads or anything, you don't understand what I want.
Is that a terrane?
is that a terrain*? it can be, it depends how the people did implementation.
but if your talking about just wanting tiles on ground you can make prefabs and use grid placing if you make them uniform
As long as the art isn't too distracting, and doesn't make it hard to locate what you want.
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?
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.
use Tilemaps?
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?

