#archived-game-design
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ok i completed the unit 1 in crate with code course and i learned alsmot nohting for coding to i do the unit 1 again or move to unit 2
Nobody here is your parent, do what you think is best for your learning (though personally the answer is obviously to do it again if you didn't pay attention to it).
think of how you learned math in elementary school, then middle school. You started by learning numbers, then how to add, then how to multiply them, then how to use them to figure out what a number has to be. You need to know how to declare a variable before being able to use it, amoung other things. You gotta learn "how to write numbers, and what they do" at the same time, then learn to use those numbers to do things (for futher assistance use #💻┃code-beginner instead of here)
add kids you can buy to shovel snow for you
ah yes, add a sweatshop upgrade where children automate everything
Do you guys feel that showing like the real life time in game is a hinderance to the experience, or is it a useful feature? Like the irl time will have NO impact on the game itself, just thought of like WoW where they have a realife time ingame
I could see it being helpful in the sense that you dont need to keep leaving the game (ie open the steam overlay, or press the windows key) in order to know what irl time it is
Though that's definitely more of a niche situation of why it'd be helpful
personally for me I cant see it really detracting from a games experience if it happened to show the time
currenting trying to figure out what should be shown in my inventory default area, when the player has nothing selected. i have a few ideas, but system time was one of them. thank you
hi, help me how do character controllers handle sliding along walls when the sliding vector goes beyond the boundaries of the obstacle and causes unnecessary movement to the side
They just assume the obstacle doesn’t end in this time step and continue around it in the next.
I currently have a canvas rendering everything including a camera and some ui elements, I want to add another camera renderin on top of the current canvas in a 300x300 pixel size, how could I do this. When I add a new canvas I cant change the size when it is in screen space rather than world space. I dont have a lot of knowledge so anything would help
the canvas is invisable on your entire screen, it scales with screen size. would be a question for #📲┃ui-ux rather then here.
Thanks, sent it there
I just want the camera to sit on the left top corner
think of it like a normal ui, such as your hotbar/inventory, the canvas is the entire screen, then you position a image in the top left corner and set size. if you want to render not a canvas but an entirely different camera in a 300x300 box, that would probably be #🎥┃cinemachine , or #💻┃unity-talk if you dont use cinamachine for cam
im using this asset but anyone know why they are pink and how to fix it
depends on the render pipeline, but thats the usual fix. make sure to check the render pipeline of an asset if you got it off the asset store. should say on the page.
also, not a game design question, make sure to find the right channel next time
If you want to implement all timezone correctly O.o
In theory, it should not be that hard in C# though.
the beautiful thing with programming is that you always should have acess to the system clock no matter what. you do not have to worry about timezones if the users system keeps the time up to date.
Unfortunately, it is not true. Because you need to show this time in the time zone of the user, not in UTC.
yes, the system clock gives you the system time. the time the user reads on their desktop.
the user can change this as easily as going to settings, but if it doesnt have a impact of the game you as a programmer doesnt need to worry about that
It does not work like that. By example, if you want the appropriate time with the correct formating you need to use https://learn.microsoft.com/en-us/dotnet/api/system.timezone?view=net-9.0 which in c# is supposedly trivial.
well, i should says "DateTime.Now() would be what i use
Yeah, in C# it is usually not that hard.
Hi all! Sorry for the more generalised question, I'm working on a procedural system that generates cells to populate a 3D grid. I'm doing this through a multi-step process:
Compute Pass: Generate noise maps for foliage, humidity, height, and biome etc
Cell Generation: Run through the generation of cells on the CPU based on the Biome (this is done using inheritance)
Optimisation: Does some clean up for removing data that doesn't get seen
Rendering Setup: Generates the meshes for each cell and then organises them into groups to be drawn with Graphics.DrawMeshNow
I'm now working on generating foliage, rocks and such, however the current implementation is all done on the CPU though some parts with Burst compiled Jobs. I'm a bit torn on this, as I need this all to be fast I would want to run this on the GPU however I also need to be able to deal with the fact that a lot of conditions needs to be dealt with based on different things (like neighbouring cells, mesh sizes and such).
Right now I can write a test for each indevidual entity (tree, rock and such) and then also would need to have these called based on the biome a cell sits in. Which means I would need to have CPU based info for each cell.
So my main question is, knowing roughly what I am trying to accomplish now, how do games with similar ideas, Minecraft / Terraria etc deal with this kind of thing. My current architecture works for the current setup, however its not very expandable. I'd like to get this all working to the point where I can develop new biomes, new cell mesh rules and such (below is a picture of the current generation, I've highlighted the grid in the first image, its not pretty but these are temp meshes I've made as place holders).
Please ping me / reply to the post if anyone has any info on this sort of stuff.
I would recommend you either stick to a full CPU generation stack or switch all your logic to only run on compute shaders(that includes cell generation, mesh generation, optimization, etc). Handling switching between either processor takes a lot of extra synchronization which is costly, and can result in a large amount of data waste. If you want to know how production level procedural generation works, here’s a good article on how minecraft handles it:
https://www.alanzucconi.com/2022/06/05/minecraft-world-generation/
The use of object inheritance to determine biomes doesn’t sound that efficient, objects can be very spread out and not very cache-efficient. You should consider moving to a more Data-Oriented Paradigm, such as a biome map(e.g. an index map), and all the information related to each biome’s generation step is found through some LUTs.
To answer your question on how structure generation is handled, in Minecraft, a separate step is used to generate structures after the base noise maps have been accumulated. Structures are only generated for certain chunks that are close enough to the player(i.e. not on the border), and each chunk also tracks whether it has generated its structures. This is because structures can extend across chunk boundaries which may make them cut-off if a chunk borders a not-yet-generated chunk. Structures should (generally) be organized by biomes, and thus a common strategy is to look-up the biome a cell is in, identify all structures that can generate here based on the biome, and then select a structure through some randomized criteria.
If you don’t want inter-chunk communication at all, I wrote an article a while back on this topic, though it's written for a full compute-shader implementation. Note that this isn’t an official source just a blog I wrote a while ago;
https://blackmagic919.github.io/AboutMe/2024/06/08/Structure Planning/
Learn how Minecraft creates its worlds. This article will finally explain how the world, biome and terrain generation algorithms work.
Also Minecraft uses a blend of 3D and 2D biomes, to allow for different structures in caves independent of what generates on the surface.
Thank you! I'll have a read of everything you have sent!
Hello! I would like some help with shape sprites!
I'm trying to make sprites for the world building like grass and trees in 32x32 pixels.
Just wondering if anyone know how to make a sprite layout for shape sprites?
How would i make a 3d zelda style dungeon in unity? Like the designing part, im really bad at level design lol
pen and some paper
Does this sort of art style look good for a bit of a moody old comic inspired shooter?
This might be a bit better. Also every texture besides the floorboard overlay is screen space to feel more like a page.
the darkness looks too dark. not something im a fan of
Understandable.
Looks good and scary

actually, might not be too bad if it was uniform. what stands out more than anything is how the ceiling and floor are completely visible but the walls that are arguably closer arent visible
Yeah I need to mess with the thresholds on those. For some reason they don't really scale the same as everything else.
Hi all - I am building a multiplayer online card game. I am at a stage in my project where I have a lot of singleton managers, and I'm starting to have more architectural questions and I'm not sure where to go to find best practices for that. I'm just now looking at changing my fully event based system to using structs for sharing state with the server but I'm unsure on what parts of my game should be built in that way.
Any help is appreciated
You'd have to be more specific; which comics?
#archived-code-general, #archived-code-advanced.
My first advice would be to divide the client/visual, from the game logic. Ideally, everything should be happening instantaneously in the logic and the client should only show the result. By example, if you play a card, the animation/time of playing the card should only happens in the client, the server should already know the result when the card is played.
Ok thanks I'll start with that
Hey so i am making an game like Afterburner but dont know gow i could design it,anynideas?
And no,not the Afterburner from MSI, the game from Sun Enterprise.
Do people notice any difference between where your looking making cuts on a tree, or where your swinging making cuts on a tree?
can anyone help me think of level designs using this concept?
opinions of the animatons?
guys I'm making a 2d story game where you live as a student but is also in an investigation exploring several hideouts and places like that, with dynamic puzzles, and there also have an energetic combat system with superpowers and stuff, but I can't decide if I make this game top-down or platform. For what I've analyzed now, it seems that top-down would be the best for overworld and platform for fights, but i want ur opinion, and why
What if you had the exploration be top down, I'm picturing something like Hotline Miami where you'd explore hideouts, but entering some areas could be a side view like a platformer
Id think combat with superpowers would work nicer with a side-on view
Both top-down and platform can be used for either exploration or combat, it all depends on the style of your game.
But in general if you were to mix the two, I wouldn't enjoy if an investigation / puzzle game switched from top down to platform just for a fight, since it could potentially ruin the immersion if misused, unless fights were more scarce and more meaningful to avoid too many transitions from one view to another - so if it happens, it's more impactful and less annoying. Having smooth transition from one view to another would also help, for example when entering a certain fighting area - but then again, overusing it and frequent view changes wouldn't look too good, so you'd have to use it wisely.
In some cases frequent transitions work. Take for example Undertale or Pokemon, these games are heavily dependent on leveling through combat, but even then it can be extremely annoying (pokemon, rock tunnel) to have to wait through the transition and walk away from the battle each time if you're not interested in it (there's a reason why repel is a thing).
If you're however planning to use only top-down or only platformer, then your best bet is to decide which mechanic - exploring and investigation or combat - is more important to the overall gameplay and how much you'd have to rethink certain mechanics if you were to choose one view over the other.
As almost all fights will be voluntarily started by you, annoying transitions will not be a problem, and I can design them to be shorter, so I think I'm taking both and toggle them from top-down overworld to platform figths. Thank you both 😄
Topdown gives a better overview while platform gives a better immersion. A lot of turn base game use both exactly that way.
It is also worth nothing that a map would function exactly like that as well.
Does anyone know what "Inside of tree/ tree trunk inside" is referred to? Im trying to search up either how to create it or any assets for it, and im getting no results either way. like is there another way of saying it that im not thinking of that game designers use when talking about it.
Do you mean the material on the inside of a tree or a literal hollow tree?
the material on the inside of a tree, like what you would see if you hit a tree with an axe.
Heartwood and sapwood?
yes, heartwood and sapwood for different types of trees. im mentally kicking myself right now.
This is a 10 sec clip of my "Exploding Kittens" like game. It looks boring? Or something doesnt feel right. What do you guys think is wrong?
could try adding some effects, like particles when a card is placed
You could try to add a bit of anti aliasing, your card being tilted add a lot of jagged edge. The color are maybe too much saturate. Also, you might consider adding a 3D dynamic background instead of a flat image.
Thanks. Ill try anti aliasing. Im not too familiar with 3d, but i know thats what Uno does. So some sort of dynamic background would make it more interesting then
maybe the screen's too static? just guessing here tbh
maybe some movement would make it more lively
I’m trying to create a core gameplay loop and I have conjured the following. Does this sound like a good gameplay loop?
For context: Dark Souls-inspired combat and movement with God of War’s Muspelheim Challenges featuring 2-player co-op
It looks either like a loby base game or a rogue like. Maybe you should add more context overall. Also, you do not need to specify UI interaction in such document. Simply Select Challenge -> Select Attunements -> Complete Challenge -> Gain Attunements , would be enough. It is also worth nothing that the number and the nature of the modificatory does not necessary needs to be explained in such a overall view.
That being said, you do what suits you. At the end, if it helps you structure and clarify your idea it is working.
Thanks for the reply. Maybe I fill in a lot of blanks and this might not be the ideal thing to ask. I was just wandering if the flow made sense.
The flow is as simple as it can gets. There is no issue with going ahead with that.
Hmm that’s unhelpful tho. These comments are not exactly constructive tho. But thanks again for answering
I mean, are you asking how to make it more complete ? Are you having issue with seeing how to make it ?
Do you feel it is to simply and want to make it more interesting ?
Well I asked if it’s a good core gameplay loop, and I agree that more context could help. I have a one page design document with more details if that could help, it’s not really extensive but might give a better view of my idea. Would that help?
Oh and I have a dev log here on this server: Trial by Fire
It seems like a reasonable loop
Thanks!
As I said, it is fine. It is really simple, as it should usually be. You should not have any issue by implementing it.
how do i come up with a good game idea
Thats just beeing creative, either you have good ideas or you dont
if you arent creative, you wont really just do that out of nowhere

ok
every good idea starts with inspiration
look at similar games from the genre you want to make
right now im thinking about rouge-likes or a metriodvania but they are hard to make
Rogue-likes aren't that hard to make
In fact they do a lot to extend playtime with minimal content
Look at what other games you like do badly, and focus on doing that part good.
Do "X, but Y" with a very basic&simple game with a very easy to grasp idea
Pacman, but everything gets faster.
Snake, but with power ups
Pong, but the ball is a bomb
Then pick a very simple theme that can be the setting, broad like grassy fields, lava zone, tundra, clouds/sky, sci-fi lab. That theme should make it easy to think of ideas for what goes on the world. Pacman in an ocean could have the ghost be sharks, for instance
i like to use a combination of games i really like, emulate a combination of the gameloop, then put my own spin on it
Yeah, if a game does something you like, that should be a source of inspiration
And if you dislike something, could you do it better?
but, you need to be able to add enough original ideas-material that someone would want to play your game rather then the things you take inspiration on. Why would people play your survival game over 7dtd? What unique thing would your game bring to the table
My strong dislike of an intended aspect of a game, has helped me come up with an interesting way I've set out part of my game
same actually winter! my entire game was created based on a dislike of the entire game genre its apart of, well the idea
Yeah, only time will tell as it's not totally developed yet,it's only a QOL feature, but I know it will work for me
item interaction really kicks your butt in 3d game design, but hopefully i can implement this game right. i want to create a game that i would find fun to play.
I've started to find I'm able to get distracted by the game when testing, which I'd say is a good sign
yeah, i just sometimes wish after i create the game, if it was possible for me to get the "new player experience" of it. thought thats immpossible to do
Its just a shame that programming is easy, and game development is hard 😅
you spent like 5x the time you spend on code, on assets honestly, at least for me player design, building system, 2h, figuring out how to make a tree mesh change shape, 20h of game dev and counting rn
logo and night screenshot from my game 🇨🇿 🇸🇰
i dont know what to change on the logo or lighting
depends on what vibe your going for. you could add some post processing to make the scene a little brighter though
also, probably not a good idea to use a preview version of unity for a game
ey guys some have the entire asset of Ummorpg 2D? i buy that a few years ago, and then when i try to import i cant run it
My game looks ugly ass. I want it to look like an animal crossing cozy or Dinkum
Chat, how to remove order in layers from UI that is viewed by camera
add a lil pump to the land and it'll look amazing
pump?
like make it fluffy not flat like that
you cant create flat qubic land with fluffy trees
its minecraft like voxel world
and the placements of the trees is too random, give them a pattern
the color of sand doesnt fit, if you change it, i think it will look good
maybe I use wavefunctioncollapse algo
I used wave function collapse
added pattern
changed the color of the terrain
man
I feel like I really lack artistic function
game still looks like shit
(cries)
Hello, I'm currently trying to make a hexagon shaped mesh, and have part of it deleted, and on the part where it was deleted, show a different material. im currently trying to do it using probuilder and a raycast, but are there any other inituative ways of accomplishing this? the part thats deleted is a percentage of the total, and will be different depending on many factors. i was told to use a SDF graph, but i cannot for the life of me figure out how particles can delete the mesh/collider
well you try to do something new but still steal some artstyle elements of animal crossing. Your landscape is blocky while the trees and leaves on the ground are all cartoonish with way more detail, also doesnt help that every tree and leaf on the ground are the same + same position, not even a new turning degree or something. If i were u i would settle on one style and not try to clash two together
Animal crossing is arguably a blocky world though
I also tried to take a look at longvinter as an example
I feel like as a solo dev I can't really do 3D unless I have skills to make 3D assets
its not more so whether you can create 3d assets, its whether you can find assets/ change the texture/shader to all fit in with your style.
I have a question
these are another reference I have
a game called dinkum
do you think its plants look good?
cuz this game has rather detailed plants but other smiliar looking games didnt take this approach
This one is gogotown
I guess the terrain looking like a flat cube is really dead no
Well I came up with this look
I just replaced all the objects in the world with icons
maybe it would be better if the trees were angled towards the camera, i think mao said something about it the other day.
oh yeah found it #💻┃unity-talk message
they are angled towards but only Y axis
I am studying Animal Crossing's Cliff. yeah to render those cliffs, I need to do some serious works
@uncut prism one thing the game lacks is the lightning, no one is born with every aspect of art, thats why most games have a team making them. you are making a wonderful job alone
one other thing is the lack of variety
you are just using 1 type of trees and one type of terrain cover
not a game design stuff cuz i am making product poster with Unity so how can i make this plane has cloth physics that fall in the terrain, i want to make the sunbed
if you're just making a psoter, you're better off using blender
while you could do it in unity, it'll be a whole lot easier in blender
although if you really want to stick with unity for this. try checking the manual for cloth
blender is so hard to me and i am not ready to install crack cinema 4d
i am also using blender but for modelling
I worked on terrain to smooth out the edges (smoothed out the normals)
I also threw in lots of plants
the scene looks like unattractive still
I think IN eed grass
U want this kind of cozy vibe
Any idea or feedback on how to make this cozy looking?
I suck at art
This is a Dinkum
Perhaps what I lack is visual consistency and varying ground colors
there are too many plants perhaps
Hello Team!
Can I get support on this issue with my editor: https://discussions.unity.com/t/how-integrate-a-car-model-in-unity-with-wheel-coliders/1605158
idk dude, like if im doing a game i already have a picture in my head with colors and shit, this picture thats in my head comes from inspiration and i guess some creativity, i got sounds i associate these pictures with and bam i know how my game will feel like, what will your game feel like, does the gameplay element even sound fun ? we dont know anything about your project and your imagination. If you lack sense for design then why not focus on the gameplay elements first. Also if you see that nobody can give u a clear answer then search on the internet, there are lots of videos and posts about this, inform yourself
Can you please use a #1180170818983051344 for your game, thanks.
I completed a Udemy course for RPG Core. Finished the course, but the saving system was done using the Binary Formatter class which Microsoft has flagged as having severe security vulnerabilities. Therefore, there is another course that shows how to change the code using JSON. I use Unity Services and asking the experts here. What is a better way, if there is one, to write a saving system that works with Unity Services, like their DevOps? Are there packages in the Unity Asset store that sync with Unity Dev Ops? I would rather not write code from the ground up for an entire Saving System that works if someone far more crafty than I has already added it as a Plug-In?
someone really needs to add the definition of game design to this channel
probably a question for #archived-code-advanced
I'm not sure where to say this because theres a million and a half text channels, but me and my friends are very new to unity, im having trouble because 99% of textures and materials i got from a few asset store items are just magenta and i used chatgpt and nothing it said worked please help
also the prefabs are also purple if that changes anything not only the materials
its not related to game design, ask in #💻┃unity-talk
also its a common issue, you can also google it
Try to change the ambient lightning and the sky color maybe? Something a little more blue maybe. And also add some kind of texture to the floor (like in the screenshot you posted of what you wanted, the floor isn't made of the same green everywhere)
How does this sound for a gameplay loop? A level has an auto scrolling death barrier, forcing you to always move forwards.
Along the way you fight a wave of enemies (gain XP/level up/gain items, etc).
Eventually you reach a safe zone where you have the choice to continue onwards to the next safe zone but with harder enemies.
Alternatively you can leave for the next "world/stage/map", but alter its parameters (unsure exactly what) based on what Tier you reached.
Progress through 5 or so worlds, you reach a final boss
followed feedback
I am a harsh critic, and more so to my game as well because I think pointing out whats wrong can help your game to improve. So I think, that looks really ugly.
oh u deleted...Sorry... I didnt mean to hurt your feelings but the game can really use more work on the visuals.
Man this is GAME DESIGN, not feedback-general
hi, i need help in starting my dev journey with unity i am a student and i am going to create a game as my uni project but i can figure out where to start can some one help
thankyou
youre welcome
bump 
I want to make story driven role playing multiplayer game like SS13 Barotruma
but set in colony building Minecraft like world
with cozy vibe like in Animal Crossing
But how can a colony building Minecraft looking game incorporate such a gameplay?
I am taking a look at Foxhole as well
Quick Question: If anyone knows about Township. Can you let me know, how it is made visually? Like the avatars or 2D Dialogue characters have animation, and how the houses and objects are placed. What technique or method is used?
How do you make these kind of assets?
start with one thing at a time
Say, I wanna start with these housing buildings. In township, they have animated houses, or factories. How did they achieve that?
Township isn't a 2D Game though
I think, it's 2D, so If I model this, and then I place them. Won't it increase the batch size?
do not think about micro details right now
unless your computer is a toaster
if it is 2D then draw it
I need to implement it, that's why I am asking for the approach or method. If I don't think, how will I proceed
first move to #💻┃code-beginner
Aight
For a game like this, you'd have a large variety of sprites to be used as tiles. Unity can make an isometric tile grid which is what that will be using
he wants to know EXACTLY how they did it
I told him his only way to know exactly how they did it is to email the developers
he knows other methods of doing it
Say, I only have a milk factory, that I've placed. That milk factory also has an animation
So, this milk factory, you see them cows, they have animation. How did they (Township developer's) achieved that
Its just normal ass animations ?
Wdym how did they archive that
There is nothing special done
They have an idle animation, a moo animation and the speech bubble look up thing
Maybe start to learn how to use unity and how to make games in it and not randomly ask how they archived default animations
How did they animate that? Like it feels 3D, yet it is still 2D. I know what animations they have, I've played the game. I am a 3D Artist, and don't know much about pre-rendered graphics or how you can bake 3D Animations into 2D
"not randomly ask how they archived default animations", Bruh 💀
These games render out sprites from whatever 3D program they're using. Sometimes they'll do a paint over as well.
Like I said there are many ways to do 3D-looking-2D graphics
its prob not 3D. too much work, easier to just pay 2D artists to draw it
The reason why people get frusted by ur question is because ur method of asking, wording of your question sounds like from someone that doesnt know anything. You asked "you see them cows, they have animation. How did they achieve that" That's absolutely basic of the basics.
The natural answer to that question is, do you not know Animator in Unity? which is why Elry did answer ur question the way he did
If you say so. I've worked during the FB game era and that was how it was done in both games.
I think these 2D assets are very fine detailed. thats why I believe they are just 2D drawings with bones
Or as I said, they were 3D and then painted over to create sprites.
They absolutely would not use bones for web games.
Okay, sounds good. 🤙
but I think this conversation is absolutely pointless because its all they could could not could-could not.
and the problem is, ROGUE is not satisfied with an answer that doesnt answer what they did how and what EXACTLY
I kept telling him that there are many ways to achieve this effect yet he appears to have a method that he thinks they did it. And he wants someone to confirm his suspicion and elaborate-guide on methods to achieve it.
How old are you?
how old are you?
I’m above 25
how old are your mom?
Old enough
yeah my response was as well 💀
Okay so listen here
I am "old enough" as well
I just wanted to get back to you with the same kind of an attitude of the question you asked me.
So, how would you replicate that township animation in 2D, if you want the same result as township
I wanna RnD
its easier to realize what that question you jsut did brings to table, when it is turned around.
this is #archived-game-design
#💻┃code-beginner or u should try #🏃┃animation or #🖼️┃2d-tools
And you keep saying techiques while knowing nothing about a single technique
We don't need the bickering, you can both move on.
Agreed
I don’t wanna try. I want to know how they did it. I already know how unity works, animation works, modelling works
This basic 2D animation. You see the fire. This is a sprite animation
So, how can we replicate animations in isometric 2D view
@uncut prism tell me
Same thing, with spritesheets.
What @sudden pendant you’re saying, I agree to it. I just want to know if someones has enough experience to know how developers at playrix pulled it off. They did used some 2D coco engine for it
well even if I knew I just wouldn't feel like helping you at this point tbh... good luck. I am gona peace out
Unless you can ask them directly, how will anyone know?
that was exactly what I said to him earlier
Anyone might have used the same technique
I told you the two techniques
You say you wanted to do RnD, you have your research. Now try the options and see which suits your workflow.
I told him that as well. Techniques that he can use or perhaps used in the game.
I tested today, by making a 3D animation of 100 frames, and exported 100 PNGS for that animation. Then I made sprite sheet in photoshop with those 100 PNGS. The problem is, it is taking a lot of time, like placment of each frame png in photoshop canvas
Welcome to game development. Create a photoshop script that will create the sheets, or find another tool like TexturePacker.
These games are made with teams, and there's people at different stages of the pipeline. If you're doing it all yourself, of course it will take long.
Understood, so there must be a way to make spritesheet for those animated png frames. I need to dig more. Thanks for keeping up with me @sudden pendant
We used custom tools, but yes, there's plenty of options out there that will generate sheets for you.
@sudden pendant is there a general game dev related conversation section on this server? I am working on my game and I am frustrated cuz of reasons.
Only your #1180170818983051344, everything else is Unity specific.
alas
I feel like, since this is a community as well, there should be a section for general communication
one for the purpose of this community, game dev realted conversation, one for general community purpose, just chat section
can this opinion of mine be suggested to the whoever is manager on the server?
We've removed off-topic/general channels a long time ago since they were abused.
I see
There's other servers you can use for that, like GDN
Compiling your own exe of aseprite is free and a learning experience.
You don't need any special techniques. You just draw and animate at the angle you want.
not sure where to ask so here I am... I have been having this discussion with the 3d designer. he thinks we need to have resolution options in our game due to him thinking the UI doesn't adapt well to all screens (considering default vs ultrawide), and I believe a well made UI will adapt to any "normal" PC screen since unity can adapt to the screen size... is it still worth doing screen resolution options nowadays when not thinking about triple A and/or graphically demanding games?
#📲┃ui-ux. this is a common issue with a pretty easy fix iirc
easiest fix, for UI atleast, is to just set the canvas to scale with screen size. also good to make sure you're aware of the screen variables (width, height...)
you can switch the resolution easily in the unity editor and check if your game looks good on every resolution
I think that offering the option is best when feasible. You never know what weird stuff humans might want to do with your game.
Would be smart to separate my entire game into scenes that serve a single responsibility, such as UI, Enemy/GameObjects, Terrain, then load them all in at the end
Only if you think that workflow would be useful for whatever you're doing, or if you are collaborating with many people who will be needing to interface with specific elements without creating scene conflicts.
I'm not sure if it would or not, I've been thinking that the convention I've always done is to put all things in one God-Scene even though my UI canvas no way needs to have the same source as my enemy spawning/containers
I already have a enum selection singleton that keeps track of what level/character you select. That's made me think I could easily focus one scene on UI specifically and load it in later on
I suppose it could feel cleaner to have scenes not crammed full of stuff I'm not concerned with working on
You can have a Root scene that stores all your main managers, since then you won't need to deal with DDOL objects. And then it can also be responsible for loading and transitioning to other gameplay scenes.
Whether you want to go further and have scenes specifically for UI (like inventory etc.) is really up to you. That could go in the Root scene as well, though.
That sounds like it would be helpful, my manager count has begun to increase !
it's starting to feel like a real game at long last
I know that for my game, im going to need most of the games mechanics all loaded at same time. so i can have 1 scene to do that. if theres scene specific things such as like a shop in one scene, or a enemy that only spawns during one scene, i like to keep them just in their normal scene, no need to abstract stuff that you dont use more then once. its kinda like how you do public and private methods in code. Is this needed elsewhere? abstract, is it not? leave it.
i mean you eventually get into the problem of optimisation, but no need to try to ride that horse at the start.
True, the most pressing thing rn is that my entire character/vehicle controller is all over the place. It's almost time before I've run out things I can do with it
The things I want to do with it really aren't possible in it's current state
time to refractor code!
i remember my inventory system having 28 methods that were called by every single thing that needed to know/change stuff about my inventory. that was a hassle
What's happened in mine is I had 2 different classes that over time merged, which later merged with another one. And to fix the problem I split it into 2 classes and that's been pretty usable so far
Hi, I’m a Unity beginner. I’d like to ask, if a JobWorker keeps failing to get CPU time and a job stays in the job queue for too long without being completed, would the Unity Main thread pull the job back to handle it itself?
#archived-code-general. although, if you're a beginner i wouldn't really reccomend that you start with jobs
Hey i have add an environement from sketchfab and i canno't modify the materials who know why ?
try clicking on the model and then Materials at the top right. also this question shouldve been in #🔀┃art-asset-workflow
I am working on developing a Unity puzzle game and I need a source that teaches me how to allow the player to turn on a TV, for example, or how to create puzzles
I would be grateful to anyone who helps me
I mean theres multiple ways, most simplest way would be to raycast from mouse position to object when you hit a interact button.
So how do I learn Unity? My goal is a 3D Third Person RPG. Probably with ponies as characters. Oh and what is the most recent version of Unity?
!learn is where you start
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
The latest version is Unity 6, and you will see the latest build version of it when you're installing the editor in Unity Hub.
6000.00?
Nope
Whats 6000.00?
Unity 6
So yes.
Ok 👍
No?
Is that what the latest version in Unity Hub shows?
Currently this is the latest version.
Ok. I think mine is .39, not .40. I installed it yesterday though so that's weird.
Nothing weird about it, it came out after yours. If you have .39, it's fine. You don't have to chase each minor build.
Ok.
Should I make some 3d models and such then learn how to make them work or learn how to make things work then make my own models?
Do Unity Learn to just understand how Unity operates first
Ok.
Hey Guys I am started learning unity. But I have some problems with assets. Where can I find free assets to initial learn
For a puzzle game, there will likely be many intractable objects.
To make that as easily and efficiently as possible, research C#/Unity Interfaces.
https://gamedevbeginner.com/interfaces-in-unity/
this site seems to show a lot of useful examples of how you can use interfaces in your game
For creating puzzles or whatever, there’s no official way, it’s however you want to create it in your project
Only took 5 tries
i find kenney's assets hard to work with in unity, and a bit broken if you dont do some modifications, at least when i tried it. I prefer Quaternious, even if it still breaks a little
!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
I wonder what #archived-game-design thinks about Cracked Peter releasing such a fun game and making good money from it in just a few days https://x.com/levelsio/status/1895126942233350340
💸 Revenue update for https://t.co/6TyHKaj8lb:
+ ✈️ 9x F16's sold @ $29.99 = ~$270
+💬 1x Ad Blimp sold to @sideshiftai @ $1000 = $1000
+= $1270
📊 Stats update:
- 89,000 people have flown in the game
- 26,000 planes at the same time at peak
- 63% of planes flown on mobile
✅
yo, anyone here have any ideas for some cool puzzle in a "vent" ? its a first person horror escape game
Wdym by vent? Like an HVAC air duct?
nah its like 2x2.5x2 meters, a person can fit standing
looks something like this, but i can open the map out, so the width and lenght is no problem
There's not much for a small space such as this, what are you looking for?
Honestly anything that would be cool, and not boring, not like those "collect x things"
Thats why im asking, i dont know what i could make
the puzzle possibility depends heavily on both "the core mechanics of your game" "what items/utility you want to offer the player" and "what goal the player would do the puzzle for"
what is the game about and are there limitations to player size and such?
There is no item system, this a horror escape game
well does the player get acess to a light, running, hiding, hold your breath. you need to give the player something to do besides a walking sim.
Has light, running, croughing, can take photos also
Player size is constant
Its 1x2x1 or something like that
But when it crouches height is smaller
So it can go trough 1.5 metter heights
okay, you could implement photos or make an UV light to make the player find something, to open something, etc. You could also make the player find something which opens another section of a vent.
purely up to your imagination, I'm kinda blanking rn
I think for the UV light, it will be a core function, it will open up secret writings and lore related, about camera it can already take photos and save/load them
Same, probably cause its 2 am xD
I will think of something good tommorow, just wanted some inspirations beforehand
Hey, anyone on here ever made a 3D game and run it on a Rasberry Pi with decent performance? I'm looking to make a small console like system for my games that I made my son. Atm I'm researching the Pi 4, but I have so little knowledge on this newer hardware that I don't know what it's capable of. I keep seeing bad stuff about it for Unity.
Can Rasberry Pi even do 3D? The performance even on the PI 5 isn't 3D worthy still, at best you might get some PS2 games running on it at like 15-30fps.
Ultimately though it depends on how much you actually optimize your game.
I have a stealth boss fight where the player has to shoot a robot in the back of the head several times to win, I want to implement the win such that, after the final shot to the head, the robot manages to grab the player and almost kills them before it collapses, complete with a fake game over screen and everything that only disappears at the last second with an "Objective complete" notification. Problem I have is how do I make the robot grabbing the player look natural without teleporting both of them to a set location where the enemy can then grab the player? If I teleported them to a set location for the cutscene to happen the transition will look super jarring. I want to transition smoothly into the cutscene but the robot could be anywhere on the map when the player lands that final headshot, and it could be far too far away for this scene to look natural. I'm not sure where to go from here
I would recommend getting a mini pc for small games but you may be able to get away with a raspberry pi 5
Yeah, now I'm noticing that it does struggle with even some N64 games. A lot of the videos I've watched are saying similar things.
You could technically get it running but it may not run well
Are these games simple or are they resource intensive?
Sounds like they do some overclocking to get N64 games to work. So that doesn't sound promising for real 3D from Unity based games even with billboarding, LOD, and Occlusion Culling
haha true
The games not that much, maybe 4-5 dino models fairly low poly
grass details, billboard trees, a few particles
I would recommend getting a mini pc as the IGPU on one of those is much better than the PI's
It's pretty much a mario 64 style game with less to do. More just explore to see the wandering dinos and occasional meat pickups so he can grow bigger
ah ok
So prob best to just do a mini pc
seeing as the PI5 16GB is $120 (on the raspberry pi website) and a mini PC could be around $120 - $150, the mini PC seems to be your best bet
you could even go local to get a cheaper price on the computer
It may work out better that way because I have a left over ryzen cpu and gpu in storage so that may cut the price down a bit.
Yeah, I think I'll just go that way. Seems like a safer bet. Thanks for the info!
for sure, if you also have hardware on board you could even build a pc for cheaper
Hello, I'm wondering if anyone would be able to help me brainstorm some ideas related to a game I have been working on lately… hopefully this is the right place for it
If I'm not interrupting sorry
Oh no I read up higher, don't let me interrupt
All you need is a PSU, RAM, Case, CPU Cooler (Excluding the cpu and gpu since you have them). Just go deal hunting 😁
Your fine, don't sweat it
Thank you
Basically my question is should I lean more into a “ trade goods for profit” aspect or “ combat centered with trading in the background”. It's a boat game pirate theme
What is the overarching gameplay genre?
Like general, or vague?
sorry for the waiting... and the water looking horrible right now... but this shows the basic idea
I guess "Survival" could be applied to almost every game, is that what you mean?
i was asking for something like rougelike, soulslike, 2d platformer, etc.
well top down 2d could be a rougelike but i could also add saving to it
i guess its pirate themed
https://media.discordapp.net/attachments/280522264624234498/1344378891099308073/Rigidbody2D-Slopes-Unity-master_-_SampleScene_-_Windows_Mac_Linux_-_Unity_6_6000.0.30f1___DX11__2025-02-26_20-38-56.mp4?ex=67c4a668&is=67c354e8&hm=4bc51693633445a864eecdedbcc020ef212bf571f9b6e8dbe21f66f756599412&
I'm trying to create the player rotate along the ground using a raycast to get the ground angle and setting transform.position to it. But, when standing on an intersection between 2 differemt angles, this happens.
hey does someone know why the height dont change to 1080? I want to make 1920x1080
you have to decide which dimension (width or height) has precedence. It'll only be possible to achieve (scaled) 1920x1080 if your window/display's aspect ratio is 16:9.
so if I build this scene and start it on my pc it would be 1920x1080? (my pc is 1920x1080)
I'm making a game with active ragdolls, terrain procedural generation and multiplayer.
I have a small brain so I don't understand complex youtube tutorials about these stuff, can someone at least link me active ragdolls and procedural generation
What kind of procedural gen?
terrain
minecraft but to not make it even more complicated there will not be underground
I'd also like to add caves but it probably would increase the complexity by a lot
Use multiple raycasts and average them.
Youll wanna specifically look into voxels
voxel is cube-like visually?
I could do without underground like muck or whatever as a prototype maybe that would be simplier
Visually it can be whatever, but mechanically its all cubes yea
so minecraft system
yea minecraft is voxel
Hi guys, quick question, I have my character imported as generic, and to for example for aiming I use two bone Ik and multiaim constraints, with the rigging package. I´ve been looking at the humanoid option and I have tested it in different ways, but I still dont get to understand, a few things in this context, I know the advatages of it using Avatar masks for example and some others, but doesnt seem to work the same way in terms of movement. Is it the avatar explicitly made for root motion or it has nothing to do with it? I´m getting messed up with the root motion and this avatar, after watching a few tutorials I´m even more confused. Can anyone help in this? Thanks in advance.
How do I set up a character though? I don't understand anything in the code and when I try to attach the script it tells "The script class can't be abstract"
also JointDriveMode.Position doesn't exist
Block out anything referencing jointdrivemode
Maybe best to start with something a lot more simple
with active ragdolls?
Physics based movement and voxel proc gen is a real complex place to start with no coding knowledge
I commented the line but it still doesn't attach
I mean I can't imagine anything simple that isn't bad
also I'd choose a simplier proc gen than a specific one, which is voxel proc gen
procedural generation in general isn't really a simple topic
Voxel is the easiest
the copy pastable one is the easiest
It's a 3d grid of objects that take up the exact same space and volume each time
The class in the script I linked is declared as static can you screenshot the code
if you're new to unity. i really dont reccomend you start with this
not new but im not good in unity
also I don't know what else to make that's the only game I don't find boring
well, complex doesn't always mean fun
maybe it would be a better idea to learn some game design instead, and learn how to make a game that isn't boring
If you wanna make a game like Minecraft start by making minecrafts framework
no need to work on things like inverse kinematics if you don't have a player controller yet
Isn't active ragdolls the definition for human fall flat, gta, fall guys character controller?
Yea I'm saying learn the basics before stepping into the most complex side of things
Like how to rotate the controller when you move the mouse etc
The latter you'll need to learn a fair bit about skeletons/rigs/animation and vector3 physics
I think I know that
I might instead of creating active ragdolls character controller just use a normal force one and add short deformation spring hands to it for sword fighting in mgr mechanic
Since swinging will be not fast (to make parrying possible) and caused by an animation that is converted into forces the other player should be able to parry the attack
And that's going to another complex part which is animation kinematic or whatever it's called
Should be more copy pastable stuff though
Could be worth looking for something on the asset store
Physics IK over multiplayer is even more difficult again
I'm sure there's several packs for synched IK stuff though
Free?
Is there anything I can do about it tho?
Is there anything else?
I mean there's no single button approach to physics and animations
I guess your options are to learn it find it or buy it
I want sword combat IK (so it knows if there are collisions and slides or stops on them)
Is there a simple tutorial for it?
Anyone have any use cases where scaling a 3D model in a scene would require individual scale values for X, Y, or Z in the 3D first or third person shooter genre? I am having trouble thinking of any, need some help here...
most common case i can think of is for repeated assets that you want to look slightly different
like a tree or a rock for example. maybe you want to vary them a bit without having a seperate model for each variation
simply scaling them in different ways would add variation without requiring new models
Anyone can help this?
I agree, but I wouldn't use the scale vector for this, I would have the graphics pipeline modify the scale automatically based upon the world position. I am thinking that if I ever use the scale vector for anything it would most likely be all axis equally, like an energy pulse or bubble shield. But I am not sure I have the experience of "most shooter games" out there.
Squash and stretch animation
Unity has an animation rigging asset which you can get from the package manager, it allows for basic IK, like keeping the arm bones look like they’re holding the sword
if I swing a sword with an IK animation how would I stop the animation on parry (other sword collision)? Just thinking wtf am I gonna do
I'd just make a parry/rebound animation otherwise you're looking into procedural animation
Can you give an example of what you are trying to describe in an existing first or third person shooter?
It is one of the fundamentals of animation, so you can find it all over the place. https://en.m.wikipedia.org/wiki/Squash_and_stretch
I've never seen an fps use squash and stretch with 3d models
sprite art, yes
actually.......
Overwatch is probably the most prominent recent example, but I imagine that lots of game use it more subtly.
it's not an fps, but bloons td6 uses squash and stretch with 3d models. If an fps is going for a cartoon aesthetic, it'll work
Hey y'all. I apologize if this is not the right place for this, but I had a quick question.
Who do you know that is skilled at controlling real-world robots through a Unity program (video game style interface).
I'm trying to build a video game to control several real-world large robots in real time. Who can I talk to who has worked on a similar challenge? Where should I look for this specific intersection of skills?
A robotics place is where I'd look.
Though if you have specific code questions you can ask in the appropriate coding channels of course.
There won't be a procedural blocking lol I'll just make a block on horizontal, vertical and between horizontal and vertical
Otherwise my brain wouldn't handle it
Thanks for the example.
I was trying to narrow the genre but I didn’t take into account the variety of art and realism.
I was reading through the 12 and the horse running clip showed the stretching of the horse as it was running. That is accomplished with skeletal animation. A ball hitting a surface could perhaps more readily and realistically squash by weighted joints along the surface. But I haven’t even thought about a ball.
Very interesting…
(The game art style and realism level I was thinking of was Halo 3 era or Apex Legends. I can't think of a single example from those games involving squashing a ball. But I see I have to think of more cartoonish style shooters also.)
Also consider vfx, 3d ui elements, and soforth.
what do i use now
i've been so used to visual studio 2022 and i just updated my unity version to 6 from a version in 2021
what can i use that is similar with unity plugins
need assistance
I use the altest vs code
is it updated
you can still use visual studio 2022. in fact that package you've screenshot is entirely unrelated to visual studio 2022, it is part of the old configuration steps for vs code (the new steps use the same unity package that vs2022 uses)
Oh so I wont have any issues
so that’s for visual studio 2019 ?
@snow nacelle
what’s the difference between that and vs code
No, it was for vs code. Vs code is a completely separate code editor that is just an editor with plug-ins that give it the functionality of an IDE, visual studio is a fully fledged IDE out of the box
So should i just click remove
Yes, there is zero need for it anymore as even vs code uses the Visual Studio Editor package now
Hi!
Im making a necromancer game in 3rd person. The player can resurrect corpses and they follow like a mob.
I am building a besieging mechanic, allowing you to sack cities and claim them. Cities can surrender or take the fight.
The incentive is a "tithe of bones" where controlled villages will offer corpses and ingredients for rituals outside their village gates.
My question: should sieges occur naturally by being close enough to guards/gates with an army or do I have to declare my intent at some checkpoint?
While just showing up and raiding may be more organic, having control of when the siege starts allows me more control of events and set up.
Thoughts?
Seem like you might want to do it in an organic way but struggle to correctly trigger events. Maybe you should elaborate on that instead.
However, note that both would possibly work.
Looking for information on the best practices and most common methods when using additive unity scenes.
I have a scene that shows a low detailed world map. When the player clicks on a building i want to load an additive scene that shows that buildings interior. The game WarTales does this very well - for example.
Primary reason for additive is to save myself the hassle of saving and loading a large terrain based scene every time the player wants to go shopping. Should cut down on the amount of loading screens.
My problem -
-I want the current scene to pause everything its doing and then resume when the additive scene is unloaded
I could run through every script thats active in the scene and then disable it? But that feels like a bad way of solving my first issue? Would i need to refresh their refs to other scripts and objects?
if you put all your active world objects under a (few) common parent(s), you only have to disable that parent to prevent any unity callbacks from happening on children.
there is no easy way to split your game simulation in the way you describe there, you have to implement that into your gameplay-code whether in response to Update()/Enable() callbacks or custom toggles.
a solution i've used in the past is having each gameplay component register itself with a -system component which ticks the component (not using Update() for anything thats game-state/sim related), and then just enable/disable the simulation via these -systems when changing context (like indoor/outdoor).
when you enable entire game object hierarchies of a large scene, you will likely have frame drops due to potentially all the initializers running again (but quicker than what you'd have if you unload/load the entire scene)
also you need to design all your components with enable/disable in mind, but thats a good practice anyway
Thanks for the reply, disable / enable objects rather than scripts seems to the way to go. It'll all be hidden by a fade to black so the frame drops fine
i wont be able to nest everything though but i can figured that out with some loops
any idea on how lighting is handled with the additive scene?
is the active scenes settings made priority?
If I change the aspect ratio of the screen does it scale with different devices?
You need to use SceneManager.SetActiveScene.
great, thanks
Got it all working and i can send items from the additive scene into the inventory manager in the world scenes which is great!
But for the tinniest split second you can see the "no camera" message in the game view. Visible even through my fade to black?!?!
nvm my exclusion list is being ignored by the disable objects function
@teal cosmos even though its a 2D game, making it in 3D wouldnt be that hard
just instead of a flat floor, give it some basic 3d terrain
we are starting from 0 without money XD
"no camera" message wont be visible in a build.
You can disable it by right clicking the game panel
How does my idea for my dungeon map sound? it takes place in a metro system, you reach a station to restock in a shop, then enter the dungeon room to head to the next station, eventually reaching the final boss of that line.
what I think could be interesting is if a map has 2 lines, you could be given a choice to switch at certain stations, so you can head towards a certain boss.
mechanically if the map had enough lines with switch points, there could be requirements that the player has to meet in order to switch, one switch might shut after 10 minutes, if that happens the player might lose the chance to fight the next boss unless they found an alternative route
or if switching costs money, they'll need to get enough money saved to do it
Am I allowed to hire people from here? Searching for one game dev.
!collab
wait is the bot broken
Dyno is offline at the moment. Collab section is on Unity Discussions forums.
Hi everyone, wrapping up a 6 year passion project. Here's the trailer. Thoughts??? My Achilles heel here is that I'm not an artist but I made this all from scratch. I had a career as an aerospace engineer before I transitioned into big tech/software so this product is the junction of my passion and specialty. (I'm not a game dev as in this is the first product of mine I will ever publish). More to come on this - there's so much more under the hood but I didn't want to make a 10 minute video for it all.
This is a feature complete turret API with the core of it fully solving simulated physics/kinematics. This involved new kinematic equations of motion, huge mathematic derivations and I had to write a high performance Quartic/Cubic polynomial solver to power it all (all of this is included in the package). Hoping to get a little feedback on direction/visuals here - I've kept this under wraps for years because it's never been "done enough" but I'm getting older and need to let her go. I'm hoping to release within the next 1-2 weeks.
If I were you, I would extract the equation solving part into a easy to use Utility class and pack this on the store.
I did something like that in a previous project and it was under the form of the following. If something similar was on the store maybe I would have been potentially interested.
Everything about line of sight, health, pooling is something that can be done by pretty much anybody. However the equation side is what really can be hard to get, where the real value is.
public static void SolveForVelocity(Vector3 startPosition, Vector3 endPosition, float gravity, float angle, out Vector3 velocity);
public static bool SolveForAngle(Vector3 startPosition, Vector3 endPosition, float gravity, float velocity, out float angle);
public void SolveForDirection(Vector3 startPosition, Vector3 endPosition, float speed, Vector3 relativeVelocity, Vector3 relativeAcceleration, out Vector3 direction, out float t);
Obviously, it was for myself only so some parameter name might not make anysense, but at the end it worked.
That's what this is! There's a turret API built on top to tie it all together, but this package has full kinematic solves and is available as an API at any level 🙂
Also the mathematics lib is usable directly too
Library also handles usage in FixedTime as well as DeltaTime - and allows for target creation in one and trajectory interception in the other!
Just be sure to package the stuff that are example as "sample" to prevent cluttering project. And probably have some comments on your function. ///.... Also, if you ever have more time you might want to use structure and burst/https://docs.unity3d.com/Packages/com.unity.mathematics@1.3/manual/index.html for maximal performance.
Nice idea for burst!
I've been back and forth on documentation style (xml vs tooltip). Currently have all of the API elements with tooltips and wrote a simple editor tool that reflects all of these and makes markdown documentation.
I wish Unity could natively route xml documentation to tooltips that would solve a lot of headaches for me at least
perfectionism paralysis 😵💫
Does anyone have any time to playtest a game of mine?
Post in #1180170818983051344 , make sure to read post guidelines.
so i have game idea like where you can work in legal or illegal jobs but im thinking do i even add legal jobs cause i dont like the idea about legal idea but idk what other people want
i'd ask myself what is 1 good thing and 1 bad thing of doing either job, that way the player has a reason to choose a side
like they could only get or do something good, doing a legal job
but they could get something else thats just as good, but only when doing a illegal job
What kind of jobs? Just a game where you work?
you work make cash you can buy houses cars and anything you can use some the bad stuff if you know what im talking about or you can just chill but if really it not game i want to make
seems like too broad of a game idea. try to narrow the scope a little down a group of jobs or a singular job
i want to make drug dealer game but there alot of that type game and in 24th march will come out schedule 1
Who has a game idea guys
I do
What is it?
@rugged epoch There is no reason to reply to a comment made in 2022.
how do i figure out what is causing the oval thing at the bottom, ive gone through all the things under the parent file and i cant find it
Not a game design question. You're probably using the Character Controller component.
General questions would go in #💻┃unity-talk , and redirected if necessary. 
The Character Controller component uses capsule casting, but will show a gizmo for where it is. It doesn't use an actual Capsule Collider, so you wouldn't actually see it if that's what you're looking for.
so it being below the main collision isnt a problem?
Well, it is, because it would be a collision. You need to move it up using the settings on the CC component.
That's assuming that's what it is. That's only mt speculation.
@chilly cove Don't cross-post. #archived-lighting was the correct channel
My bad!
was trying to find some good tutorials on creating a card game mechanic
does anyone know of any ones? similar to like billatro or hearthstone?
those are totally different games, you need to be more specific.
Like a card shuffler and ability to have a hand and deck management logic
Is designing your own network really that hard? Only asking cause I'm going after a completely custom game...
make a list of cards and randomise it. the rest is UI or dependant on the game, unless im missing something.
Would it be worth it though for a custom game?
Can I get a reply with a reason rather then a emo? haha
In your opinion, why would it be worth it?
Honestly that's why I asked.. going to weigh the pros and cons
I mean, you must have some idea why if you asked. There are lots of mutliplayer solutions including Unity's own that work just fine.
Also what is a "custom" game. All games are custom?
I meant not using asset store things. My bad
You can design your own airplane, too, but that might be a waste of time if piloting is what you actually care about.
Do you want to make your own tools or do want to make a game?
@weary thicket complete control, no limits, ability to completely customize it is a couple reasons..
Thats really dumb reasons
Thats the same logic that crypto bros use
Just use something that already exists, it will be good enough, you can make basically any game with most of the networking solutions, most of them work with RPCs and SyncVars anyways
@hearty carbon
No need for something custom unless you encounter limitations, but then why not clone Mirror, Fishnet or Purrnet and modify it for your needs, instead of starting from 0
Literally ignoring the question.
@weary thicket actually not, I'm at work. And I am looking at PurrNet
I'm wanting all my stuff to work perfectly together and have open possibilities. I'm new to this so that's why I asked the question. I see many allow up to so much then charge for things.. while i don't mind paying i rather have my own if it wasn't a killer process.. that's all
Im using Purrnet myself
Its good
I'm looking into it more that's for sure!
guys give me suggestions of simple games I could make for experience, learning and fun
flabby birb
hey idk if this is the right channel but i made this playerController in the last days and im not sure if something is missing (except longer coyote time, better camera and jumpBuffering which are things i thought of after starting the build) i just want to gain some feedback and experience not trying to advertise at all (also the project looks like garbage as im just messing with the playerController) the project can be played in browser under this link: https://bxrnenbaum.itch.io/playercontrollertest
so i have idea to give ai access to files and he can make his own scripts
bit platformer

Please do not come here with Scripts Ai made that dont work, we wont fix them for you
Yo guys have a question what is better pressing "E" to sit on the computer or pressing left mouse click to get in?
Im not sure what key better is to sit on the computer for my horror game
The proper answer is using a default value (E is common) and letting players remap their inputs.
if you interact with most things in your game by pressing E, it makes sense to use that for the computer
same if you click to interact with things
Because for now I have E to sit and esc to leave but then I thought its a horror game and when they hear sounds they want to open menu to pause but to open the menu they have to leave pc and press again esc
Do you do anything else with E or mouse clicks?
Yea with E
My Idea now is to sit with E and to leave the computer by pressing right mouse and esc for pause menu, good?
If it’s not shooter and mouse click has no other purpose I’d say it makes sense to use mouse clicks to interact, but E is fine/well known UX
no its a horror game like "welcome to the game"
Yeah I don’t see why not click if you don’t do anything with clicks (given that it is for all interaction not just sitting on computer)
Hello, could anyone give me feedback on which shade of birch tree looks better?
it depends on the environment they're used in
Ah, that makes a ton of sense. I've always viewed birch as completely white trees with spotted pattering, but yeah defo depends on enviroment, thank you for the input
I think having both is better than just one
A smart way is to create a gradient and then sample the gradient with noise based on the x/z position of the tree. Free variation without having to do anything manual.
Hey, how hard would it be to change a low poly game to high poly like the game „welcome to the game2“? With „realistic“ materials
From picture obove to picture below
You would likely need new models or change the vertices in a 3D modeling software and reimport
This is the game I am developing to give an idea - https://www.youtube.com/watch?v=xDTVYoFiRGw
For this sort of game, how would you prefer grenade mechanics? Just taking a poll to see what players prefer
🅰️ Toss in direction player is facing
🅱️ Use a crosshair to aim (tough to do with a controller)
🇨 Toss in a random direction
🇩 Toss at closest enemy
Adding a visual GUI for when weapon is reloading and your loadout is in cooldown
#zombiesurvival #unity #unity3d #indiegames #indiedev #gamedev #mobilegame #pcgamer #steamgames #videogames #gamedeveloper #roguelike #roguelite
is there any game that has like a robot in any shape pefer box but ye turn into a ball/spheare at run or press key? just looking for references
just looking for references
for unitys rule tile system, is there a way to have 2 tile high walls?
For context i have a top down art pack and for terrain, the hills are two tiles high (bottom tile is a complete wall pretty much, then top tile is the hill edge)
not finding any solutions online, so im assuming its not possible with unity rule tiles, but figured if there is a solution, id get it here
check the "extend neighbor" checkbox
I was thinking that was only to make more advanced rules, ill try messing with it when I get home, didnt realize it would allow me to place two separate tiles for a rule, wasnt finding anything on this extend neighbor feature, thabk you
anybody help me get ideas?
im new to game dev and i wanna make a game where you drive (in the dessert or smth) in an old car which breaks down and you fix it with scrap parts but i need ideas for gameplay
Make it like old school Oregon trail lol - but instead of a wagon train you're in an old beater
You would have to gather stuff to survive. Like making a fire and you would have to hunt and cook food. Maybe fend off wolf's or somthin
if its going to have a story, writing one might help facilitate the gameplay
I guess think about the "therefore and but"... your driving through the desert but... you hit an old buried car trap. you now have to find scrap parts in the dark! The desert has fiends coming at you!
Or... Your driving through the desert.. but... you encounter a gang of racers who challenge you. First one to the end of the race gets their pink slips. mod your car, scrap it, etc..
Just two examples of how a story could completely change the direction of gameplay you take on
sorry forgot to hit reply but just my take
ok so the extend neighbor is not the solution to this, from what im seeing extend neighbor just allows for more specific rules for neighbor matching, it does not make it so I can place two tiles for a rule. So am I just left with making my own script? I almost have one that works, just a few kinks, was just hoping that maybe the rule tile would have a simpler solution'
is there a good non buggy rigidbody 1st (or 1st / 3rd) person character controller with not complex and preferably extendable code? (for 3d)
for more context it's for minecraft 3.0
U did need to work on new model and detailing for those beside do U still need idea
Okay, I think i stay on low poly. Never work on 3d modeling. But thank you
Maybe later idk
Yeah , i see don't get restricted by that beside if I can help with the modeling. Could we talk more about the concepts
Yea I send you a dm
Thx I like the racing idea
i'm trying to make my game look fancy. i'm new to this. i'm adding some vfx, haptics, dynamic music, some camera shake, lighting, and shadows. it's a top down. what other topics should i be looking into? some "juice," i think i'm meant to call it
hitstun is the rave nowadays and lerp'd values everywhere
basically give the player motion sickness by screwing around with timescale
ok
anyone have any game ideas that are simple to implement and have a good gameplay loop?
Flabby birb
😭
how can i improve the visuals of this ?
not really the court but the UI
everything feels so out of place and ugly
Get outlines on all text that's not included in a layout group with a border
wdym
@warm dune !collab
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I was thinking of making a puzzle game in which its completely dark except for the mouse which lights up its surroundings and i wanted to know if there are already any games like this so im not just making something that already exists. Also, do you think its a good idea?
is there anyone using character creator 4 here?
Do U need help creating a character
is there a good non buggy rigidbody 1st (or 1st / 3rd) person character controller with not complex and preferably extendable code? (for 3d)
for more context it's for minecraft 3.0
You have access to the same Unity Asset store as the rest of us. Do some research?
i have an idea for a spider game in vr may i share
Username checks out
This is cool but is the game supposed to just be a parkour game or...?
im conceptualizing something like a build your own mission mode
dont know how to code at all
zero exp
in normal mode there will be like a copy of New York you can swing from and just mess around in
so i either learn to code and make it a solo project or have someone code for me while i do the modeling/game testing and concepts
But that already exists...
the silk worm was a huge insperation iknow
but this will be massively improved upon version with more in depth mechanics and more gameplay
if i dont give up
have you tried www.claude.ai? I think it would be helpful
nahh is it like a program that interoperates a prompt and put it into code unity can understand?
It's AI, so yes. Some people believe that you will be able to make something as complex as what you're asking to build, with zero experience in anything programming or game engine related.
Yeah you can paste code and ask it to explain it to you or help u write some! Grok is also good for this I've heard
Something I feel like I've not seen people mention with modern game UI, is I think it's important to leave a portion of the screen free for a streamer/youtuber facecam. Some games fill the screen up, so if a streamer plays the game with facecam, it ends up blocking out part of the UI
is my game idea good if you want i could go into depth more
Look, you can start by doing something like this: https://claude.ai/share/fdab2d41-70b7-499b-8840-87550be22c01
If you have more questions you can just keep asking it, should be enough to get you off to a good start!
is claude stroking my ego or his he giving good feed back?
i have not explained the entire idea to him yet
hey man is he stroking my ego or giving genuine feedback from someone's else's perspective
Honestly it should be a bit of both. It will try to be as helpful and encouraging as possible, but always consider it will hardly take you over the finish line. Feel free to press back if you want to go over something again or whatever. But they’re already quite helpful imo.
Reminder that AIs like this are ultimately just extremely sophisticated random number generators. Trying to treat them like they're a rational human giving you "real" feedback is folly. They are simply trying to predict the statistically "best" answer you want, and if that involves saying words you perceive as stroking your ego it will do so.
This guy is doing incredible games with AI
Can’t believe how good this has gotten
the textures are nice but the sprite sheets still got that ai slop look
Hey i am just a 16 yr old dev i want to make a 2d Metroidvania Where can i start please answer because most of you guys are wayyy more experienced
You start by learning the basics and grow from there instead of jumping into something beyond the scope of a beginner:
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
so stroking my ego... 😳
!collab 👇
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Oh, dont know thanks
@wind summit Read the bot message about collabs above
so this is a player in a horde shooter game with robotic enemies, similar to the player but yet different and i was wondering if anyone knows a good color combo for this? and what kind of details could i be adding to this?
The colors on atm are just on there to show what different parts there are..
I could use some new perspective on a game mechanic I've been struggling with for quite some time. I've been interested in making a game around the concept of team-swapping. Something to the effect of a paintball game where you switch to whatever team you were shot by. If a red shoots a blue, that blue becomes a red. Simple enough, but it presents some design challenges. Just the idea of swapping teams is counter to the idea of team-based play. So how do you create a game, where players might be constantly switching teams, but still be incentivized to work towards the goals of whatever given team they find themselves on. I know the simple answer is either "It doesn't work" or "They earn points for themselves, regardless of their team" but i think there is a fun solution buried somewhere in this problem. I'm interested to see if anyone has any creative solutions. I'm trying to think of games that have fluid teams, even something like 'Tag'?
Some of the problems I've run into:
- If everyone ends up on a single team, how do you determine who 'won'?
- If a player get swapped to the team that will obviously lose, what stops people from just getting themselves shot by the 'winning team'?
Don't tell them their team changed.
oooh thats so interesting
Hmm.. perhaps there isn't a winning team at all, but winning players. Top 3, perhaps
The game ends when all players are on one team. Player scores reset when they die (and are switched to other team)
This may actually be a pretty awesome concept tbh
I hadn't considered resetting the player scores on swaps. That's actually a really good idea. I've been dodging the idea of an individual player score because it feels like a FFA Call of Duty if it's just about individual scores. Resetting scores on swaps, combined with a collective team score might be an approach? The longer you are on a team, the more you are increasing a team's score.
Another idea I had was a free for all where everyone has their own individual color and it's about spreading your color. It runs into the problem of everyone swapping to the same team to 'win' and how do you determine winners? What if the player who started with a color that wins, doesn't end with that color?
I'm having a bit of trouble trying to figure this out.
I want to make it so that just about every action in a game has its own script, so that I don't just have a single gigantic script that handles everything.
Can somebody help me make sense of this? My brain is kinda turning to mush.
You are naming "Feature", not script. Not every feature translate 1-1 to a script.
If the idea is to attempt to architect the code, you should dissect by system. From what I see, you have a Character, Camera system and "Combat System".
From there, you can try to work on the base of each system. By example, for a character, you will usually what we call a state machine. MoveState, JumpState, FallingState, ClimbingState, CrouchState, etc.
For the camera, you will usually have multiple script to compose the system. You should look into Cinemachine if you want to start quickly/or have example.
How I handle this within my MMO is I break it down with inheritancy actions:
- Entity (Base class, has all the fields and properties all entities need)
- Identifiable (Methods, fields, and properties pertaining to identification)
inherits : Entity - Movable (Methods, fields and properties pertaining to movement; Items aren't moveable so they stop at Identifiable)
inherits : Identifiable - Damageable (Methods, fields and properties pertaining to damaging)
inherits: Movable
In my 2D MMO I also separated monsters and npcs where npcs would stop at moveable as they weren't damageable. So they would branch off and inherit from moveable while Players and Monsters would branch from damageable.
https://en.wikipedia.org/wiki/Object-oriented_programming
(While we're on this topic, someone mentioned this. Would this be of any help?)
Object-oriented programming (OOP) is a programming paradigm based on the concept of objects. Objects can contain data (called fields, attributes or properties) and have actions they can perform (called procedures or methods and implemented in code). In OOP, computer programs are designed by making them out of objects that interact with one anoth...
I'm recreating my game right now within Unity 3D from 2D; but my 2D is open source, if you're interested in seeing how I went about that. It doesn't have any monobehaviors because it's all server-side code. But this is the section here: https://github.com/FallenDev/Zolian/tree/master/Zolian.Server.Base/Sprites
Note that instead of "Entities" or "Entity" I do reference the base class as "Sprite" instead because it is a 2D server.
Oh boy, that's just a description of what C# is. If you're at that level my friend. My best advice for you is to watch some youtube videos and take up a simple project. It's the best way to learn. If this can be of some help with your journey, remember we all started at zero.
I saw this the other day and I feel it is useful. https://www.humblebundle.com/software/becoming-c-and-unity-game-developer-packt-software 17 courses on Unity for $18, some of the courses are 20 hrs + of step by step walkthroughs. Good portion of proceeds go to charity.
Hey my post got deleted ): it was about game design
@summer falcon Enough already. If you have nothing to contribute other than spamming twitter links for AI, please stop posting. It's not even Unity related at this point.
Some are made in Unity! There are links to play them and videos explaining how they were created ): I thought this could be inspiring and useful for the Unity gaming community to stay up to date on new tools
It's not inspiring, nor useful. You have not used this server for anything but spamming links. Please stop,thanks.
I see. Sorry.
does a vehicle like this seem like it could be interesting? you drive the front part, but then you can press Q/E to spin the back half around
I still need to improve the way it moves, I dont really like how spinning the back can slow you down if the angle isnt right, and it'll probably spin a lot further around
Destruction/VFX/Shrapnel/Projectile system ive been making for the better part of the last 2 months
(All synced in multiplayer)
It's satisfying to watch, I'll give it that lol
I feel like there's definitely potential there just because I watched the whole thing
Cluster bomb go brrt
i need to create a graveyard scene for my VR project, how can I get started
- Make/get/buy assets
- Add assets to your scene
- Enjoy the VR experience
thxs u
Finished designing character customizations 🙂
really cool
If you've got an action isometric game (think hades) and you're implementing it in a 3d setting, do you just adjust/fake the speed of the character/projectiles so that they look consistent in screen space?
If you leave it as default, things moving across the depth axis feel slower because of the stretched perspective (depth diagonal is shorter than the sideways one on screen space), even though they're moving the same amount in world space. I guess that's fine for a slower-paced game but i think i don't notice this kind of slowdown in other games that do this so im wondering if they just inflate the speed across that axis to make up for it so they feel the same?
how do you think I could put enemies into something like this? I've been intending to do something like vampire survivors with big crowds of enemies, but now I've managed to refine the vehicle movement, it doesnt feel like VS crowds will work
the core idea I have is theres a death wall chasing you that you have to get away from. at the start of the run you are really slow, so as you kill enemies you gain XP, which lets you get faster. otherwise the wall will get you.
that idea is starting to change, but the main thing I want is it being about starting slow and then gaining speed
I don't think so. I am pretty sure it does not feel slower because things are also "closer".
i actually found out later that hades, at the very least, does just cheat it out https://www.reddit.com/r/HadesTheGame/comments/10k4rbf/zagreus_moves_faster_updown_than_he_does_leftright/
Which also does mean that dodging AoEs on the ground is easier up-down than left-right since the speed is constant but the AoE will obviously be an ellipse for the isometric look
but i think some other games do just use a different angle without as much of a skew so the difference isn't 2:1 to begin with
Still trying to brainstorm this...
if my vehicle had a weapon that shoots enemies in front of it, does a camera thats offset to the side seem like it could be a little confusing?
Not exactly sure how they arrived at that conclusion. In any circumstance, you should test it and see if it fits what you want. I have done isometric game in the past and I had no issue whatsoever with speed of projectile not being consistent.
if you measure the amount of displacement of the screen by moving for T time in left/right vs up/down, an isometric game should have less displacement when moving up-down whereas hades will move the same amount. Similarly if you just do a crude test of just pressing up/down vs left/right, you'll find that it takes fewer keystrokes to traverse a screenspace ellipse (a circle in world space) vertically than horizontally, suggesting that if you were to view the game from a topdown camera, zagreus is moving faster in that direction.
The speed of projectiles and the character should feel ~2x slower in screenspace if you have a 2:1 isometric projection (at least in orthographic camera, perspective might feel a bit more normal but not sure), it's just whether you value the realism of it or the visual feedback. Things shooting at you from above would move slower, dodging up/down would feel like it's traveling less distance (again relative to screen space) etc.
it's consistent either in screen space or in world space but not in both and it just comes down to which one you find more important ig? Though hades is also not actually 3d so they probably just used screenspace by default and it's led to that result
I do not know, I'm not exactly convince either way, and I have not done enough research on the subject. They could pretty much do all their logic in 2D space instead of modifying the speed.
At the end, you test it and see if it is what you are looking for. Personally, as I said, I successfully made an isometric game where it was not an issue and it was feeling appropriate.
yeah i think they just do all their logic in 2d space as well. Though if you're gonna do it in 3d space, i guess the solution would be to either leave it as is or fake it to achieve the same result. Either way, appreciate the input!
I am using fmod and i am not sure why my cursor isnt working, when i play the audio its playing the audio clip and the cursor doesnt move. if i move the cursor it also doesnt play the audio
i am watcing these videos on youtube, but mine isnt doing what everyone elses is
the rpm paramter moves but no audio is played its really frustorating
Animation's will be looking clean asf
Hi guys. So, just a quick question, do you know if the technique of making the character transition between maps has a specific name, like if the character walks from right to left, he appears on the right side of the scene and if he walks to the right, he appears on the left side of the scene?
I was trying to research to implement it in my game but I wasn't finding exactly what I wanted, what do you suggest?
I've never heard a consistent name for it, but I call it "wrap around"
I cant think of other terms I've seen people use, but I'm sure i've seen people call it other names
"toroidal" is the fancy mathematical term though
The terms toroidal and poloidal refer to directions relative to a torus of reference. They describe a three-dimensional coordinate system in which the poloidal direction follows a small circular ring around the surface, while the toroidal direction follows a large circular ring around the torus, encircling the central void.
The earliest use of t...
I found what I wanted, thank you very much😄
https://assetstore.unity.com/packages/3d/environments/office-space-megapack-183321 Yo have buy this asset and all material are for HDRP how can i convert all mat to built in because everything is pink rn
Unfortunately there is no way to easily do that. Unity can only attempt to convert built in materials to either HDRP or URP, not reverse.
Assuming the materials used in this pack are HDRP lit, you can manually (or write a script) to change it to the standard Lit and then reassign textures etc.
Feedback about this game idea:
A sonic like platformer, (you gain speed gradually, get slower when climbing slopes and speed up when descending them), but you also have a gun:
The gun can be aimed with the mouse at anywhere at the screen and it fires hitscan lasers that can hit enemy projectiles to redirect them
Hi im really new to unity but I need input on what you guys think of my characters designs!
its based off of n64 graphics
looks nice imo you should remove eyebrow and make eyes a bit bigger
I see I like that idea also there not eyebrows I see how that would make you think that but there goldens retrievers and of course they have that eye shape so yea but I will take that into consideration thanks God bless!
oh my bad😅
Comedia.
Qué tipo de juego es.
This is an english only server, thanks
Working on a mobile city builder game, hit a bit of a roadblock dont know what I should do next. (this is my first game btw dont judge)
any ideas?
im making a 3d city and i dont know how to make it so there isnt just a border with nothing cause it doesnt rly look that good, do any of you guys know a good way like maybe adding mountains to make it better?
wait omg those look so good
Those with non-16:9 screens, how annoyed would you be if an indie game had a forced 16:9 ratio (with letterboxing so it doesn't stretch to screen width)? The purpose is because the UI design is somewhat unique and hard to reconfigure to accommodate a variety of screen sizes. Feel free to just vote with 👍 or 👎
Add big battles, set it in medieval Europe, and call it Medieval Total War III
Need help with level design
You need to ask a more specific question.
Someone can help me with some textures and trees, I don't know what to do anymore haha
Ask your question, like the last guy, You need to ask a more specific question.
Any ideas for a name for my game? It’s a 1v1 top down coolmath style game where you use the gravity of black holes and white holes to curve your shots and hit your opponent
(The working title is “black holes thing”, I can’t think of anything lol)
Look up billiards terms and space terms until youfind two you can mash together.
lol hang on
Oooh wait what about orbital strike
Depends on the type of game, really. Most actual cities don't actually end but trail off into suburbs and then rural unless they hit some landscape feature.
Probably taken, but you are on the right track
Not on coolmath (my end goal to publish it on)
It does share a name with a vr game tho
I am about to launch my game, but I am struggling to come up with a name!
The premise is that you start with 3 emotions and need to combine them to find all 34 emotions currently in the game. The game is similar to Little Alchemy.
I have some name ideas, namely:
Emoticules
MoodMixer
FeelFuse / FeelFuser
I am wondering which one sounds the best, or if anyone has any better ideas?
Unfolding Self
Zero Shot
I like mood mixer, you could also do mood merge or mixed emotions
Yes, but I am a bit conflicted as I am afraid it's too generic too. But yes it's between MoodMixer and FeelFuser
Well my votes with mood mixer but it’s completely up to you
I'm curious. How does the AI in fighting games work? I've tried finding some resources and, while some confirm my hypothesis that it decides actions based on a timer and a success rate, I've also seen some people say it doesn't work like that.
ohhhh yea im gonna add that
thanks man
ooo gl with publishing it
What kind of “fighting”?
Thank you!
What do u mean AI
Im using the AI Nav for my game for the zombies but the "fighting" is all in a script with a timer
You know. Street Fighter or Smash Bros and the like. In particular I'm wondering how AI levels are created. The way I described is the only way I can think of, but I've heard some people suggest that this hypothesis isn't correct
It’s probably more based on the players actions - for example, if the player approaches the ai, the ai probably tries to defend and counterattack, or escape if that doesn’t work or they’re at low hp. When the player backs up, maybe the ai advances and tries to land some hits on the player. In a game like street fighter or smash I imagine it’s too fast paced to have any kind of timer - think about when you play those games, YOU never play like you’re on a timer - there’s always a goal, whether it’s attack, defend, or escape
The only thing I could see there being any timer for is how long it will do one specific action before it tries something else to prevent spam or something
Could you elaborate more on what you mean by a timer though? I might be misunderstanding
Then how on Earth does the game ramp up difficulty? The best I could think of is that the game is capable of making more decisions per second and being more certain about them. I've noticed at a certain point the AI enables more actions on the CPU's part, but there's still quite a difference between a CPU acting on level 5 and a CPU acting on level 9 in SSBM
This is the only thing I could think of that might explain it
I've seen a few other people come to the same conclusion, too, but with zero proof
The only real consistent thing I've noticed increasing across difficulty level is that the AI seems to get a more aggressive
What do you mean “decisions per second”? That’s not really how ai’s work, they usually set a goal and try to attain it like a state machine (though I’m not really sure about fighting games I don’t play them a ton). Making a smarter ai would probably consist of giving it a more complex algorithm to decide its goal. For example, the most basic cpu could set very basic goals and transitions; “run around, if close to player, hit them, if I get hit, defend and run”. A more complex one could recognize if something’s working or pick up on general patterns, like prioritizing escaping a combo, having its aggression scale with how much health it has, etc
As the time period between when it makes decisions gets shorter and shorter
I've also heard that's not how fighting game AI works, though, and that often it will make decisions based on the moment of player input
I suppose that’s one way to do it, but usually decisions are made every frame. Take a super basic enemy ai - “wander around. Check every frame if I see the player. If I do, chase. If I get close to them, hit them. If I lose sight of them, go to the last position I saw them and look again. If I don’t see them, go back to wandering”
I can see how that would work as a basic AI for like a beat 'em up for mooks, but I get the impression that fighting game AIs aren't that simple
Oh no they def aren’t, I honestly don’t know how fighting ai works I’m just going off my like default enemy ai knowledge. I guarantee there’s stuff about this online id look there
I tried, but information about it is really scarce
http://reports-archive.adm.cs.cmu.edu/anon/2017/CMU-CS-17-128.pdf here’s a 48 page article on enemy ai i found
Seems very comprehensive and thorough
Alright. I think I can use this
Or at least it will keep me busy for a while before I start having more questions
Nice good luck and hope u do find what ur looking for
Yo guyss, making platformer games is an easy way of practicing right? But since I wanna make games mainly in 3d, can I not make them in 2d, do they make differences in difficulty level? Because I'm so used in 3d, specially modelling, animation and junior programmer tutorial in learn. Unity
Level design and writing physics are slightly harder in 3d.
Does anyone know how to flip the normals of the sphere so that the material is on the inside??
(The water stuff is inside the sphere)
Creating a sphere and flipping the faces in Blender would be the fastest way.
Anyone interested in hekping me through some game design
You can post what you need help with and people will most likely respond
No it is a pretty big thread, so I prefer it being discussed in dms
alright gl with that
I also have a quick question, is it better to make my terrain in blender and chop it into smaller pieces(and also lower res ones) so I can do underground areas, because the tool of unity is not that good
random question would you guys rather zoom in and out with left / right or up / down on the Dpad
If you need more complex terrain than what Unity can offer, then I think making it in Blender will provide you with more specific control over your design and optimization, plus its nice being able to move a whole cliff/mountain or hill without messing up the entire terrain, the downside would be to try and cover the seams of 2 chunks, but depending on your design you could do that with foliage like shrubs, rocks, rivers/water, or maybe even fog
You can also create threads on Discord if you feel your question might be longer than a single message limit or might be a lengthy discussion - just right-click your message or the "+" sign next to the chatbox and "Create Thread"
Is server hosting cheaper based on the workload, or does that not matter? For example, if the server is just for managing currency in a game rather than hosting gameplay.
Not a game design question but usually you either have a fixed amount of vCPUs that you pay for regardless of the usage or you get billed by actual CPU hours. Either way less workload costs less
thanks
Where would you suggest I put questions like this in the future? I don't see a channel for server hosting or costs.
Sounds like a #archived-networking question to me
up/down is what I'd do, but I suppose it depends more about what the game is
like how inverting up/down makes sense for a flying game (joystick up moves the tail up, which aims the plane down), versus if it was a first person character perspective
look up the differences between canvas render modes first maybe. not an expert but might help you in the right direction
Also this doesnt have anything to do with game design
probably jsut a regular screen space overlay is what you want
Gamedesign tip: use real life as an example.
Summarizes version: go outside
sounds like they dont know what a canvas is https://discord.com/channels/489222168727519232/502171135350407168 maybe try here?
@nova lintel You can create a #1180170818983051344 to get feedback for your game.
oh ok
as a kid i used to go to a park where a little stream/river would get blocked up with algea and other gunk, and i always found it really fun to poke it with a stick to unblock it, and watch the flow pick up pace
would do it basically any time i came across a blocked up stream
i dont know if theres a game idea in it tho
but i have heard if something is fun irl, then theres always potential for an idea
You can make something out of this
Hello ladies & Gentlemen and as always, thank you for watching!! Today, I'm clearing the blockage from a stream outlet at a local reservoir. The blockage has caused it to run over the bank in spots and is a problem with future plans to restore the path that was once there years ago. Watch till the end to see short clips of a snapping turtle and ...
Hi im making a game and i wanted to make a roads from real city with heigh and maybe lines but i can add them lster but idk how i saw video where some dude made project with a real city roads and idk how if in blender or using the engine : https://youtu.be/I9RbEgyp0Eo?si=ZtZg2e9cdVgseo_C ( i know the roads are real because i live there)
Trailer for small indie video game project based in Real Life city Martin.
Created using Unreal Engine 5.
for more info and to support this project please visit my Patreon:
hi yall, I'm making a character controller but im having issues with the camera, this is what it looks like and this is the code, otherwise nothing really impacts the cam
Thank you, however time.deltatime is not the issue, though I have moved to a different channel after realizing that this is design specific
You can probably pull the roads data from Google maps. Then you can put the points into the editor and either generate mesh between them, or manually place roads
Anyone use hdri map?
why does it look like roblox 😭
also anyone know a good way to learn c# or is c# even worth learning?
If you want to use Unity then you must learn C#. There are links pinned in #💻┃code-beginner
If you're open to buying an asset, this may be helpful. I have not used it myself. https://assetstore.unity.com/packages/tools/terrain/real-world-terrain-8752
i will say its POSSIBLE to use unity without programming, but you wont get very far in a real game. If you are an artist, a model / level designer, you might even not have to do a single bit of coding as long as you partner with a coding person.
Well if your intention is to not "get very far in a real game", then of course it's "possible" to use without programming.
How??
I mean fair enough
but it's a style
im designing an ending for my game, i want to make it so that the more enemus you kill the worse the ending, like in deltarune/undertale, its a 2d platformer. how could i make a animation using multiple 2d sprites for the ending
@sand valve #1080140002849214464
Like... a slideshow?
im making it so when you walk into the final room if you killed all the enemys, certain animation, vs killing none different animation like a crowd attacking you, or a king blessing you
im looking at timelines right now
Just play a different timeline depending on the situation then.
how can i make the timeline activate when you enter a room aka the player touches a empty sprite with a box collider
Bringing memes from the Unreal Engine Server to this server... It still classifies under game design though.
*level design...
Not game design.
What do you think about game name "Deckscend" for a rogue lite deck building TD?
I would use something simpler. Also, name are usually the last of your worries, you will have a lot of time to come up with one you like during development.
Ok but if i wanna make a ig account for devlogs then how should i name the account, or should i even make one? If no then when 🤔
anoyone mind tell me where can i find a good youtuber to tell me how to make basic Stuff ? llike enviorment and house and Blah blah blah
Use a Codename.
Hey can anyone give me some feedback and what i can improve? im pretty new to aseprite or pixelart
Hey guys I have started using blender last month and unity 2 days ago. How do I keep all the materials I have applied in blender in unity I have more than 100 materials I have applied in blender and they dont show up when I open them in unity. I have just drag dropped materials in blender from blenderkit addon So I dont have them as seperate materials.
@silver wagon If you cannot help someone, don't ping them, thanks.
Hey, quick question to you all. What tooling and workflows do you use for prototyping levels and iterating on them?
My current workflow mostly involves dragging around primitives and various simple shapes. But I feel like it's far from smooth.
I've seen ProBuilder being used, so I assume it might be worth trying. Do any of you use it and can recommend it?
I've also encountered CSG workflows in Godot, and I suspect something like that exists in Unity as an asset or something. Anyone has opinions about this approach?
CSG is actually really cool and it's a shame we don't really have a blockout type of level building tools, but probuilder works fine.
and you can export those levels and edit them in blender if need be
anyone know how to fix this problem? whenever i walk or jump into a wall the object just freaks out, but when i freeze position X it just walks through walls
Not a game design question, can't see the video, and can't know without seeing the code. Probably moving by changing the transform position directly instead of using forces. Post the movement code to #💻┃code-beginner or #⚛️┃physics
K thx
in obs, change the setting to export videos from .mkv to .mp4, otherwise videos posted wont embed
can somebody give me movement code with phisics for 3d game
unity has CSG too https://assetstore.unity.com/packages/tools/modeling/realtime-csg-69542
idk if its any good though, i've used probuilder though and its pretty good
Should crosshairs be part of a UI or a game object?
depends on preference.
What is better? Either Timeline Camera or Cinemachine Dolly camera?
Yes
But which?
Depend of that...
What do you think it depends on? Like honestly, just for a moment take a breath and consider your question from the viewpoint of a stranger.
Very few things in game development is objectively "better" than alternatives, everything has its use case - keep in mind when asking a question, nobody other than you has any context to what it is your trying to do or why either approach is even being considered - without context, there is no way for anyone other than yourself to determine what either approach would be solving for you or what metrics your using to define "better"
is this the location for discussing multiplayer related things
Hi friends, I am developing solitaire-like card puzzle games in which only one lower and higher card can be placed over cards. My question is which system I can follow to design these types of levels with different patterns and difficulty level.
My goal is to design levels with increasing difficulty
I asked out of curosity
However
The player can have the collider (Hurtbox) in gameobject child? And if so, how can detect the collider?
Thats fair, im just explaining based on you asking what it depends on, hopefully it didnt sound hostile - and you certainly can have colliders on child objects, but the event for OnCollision.../OnTrigger... would only happen on the child object, you could make your own event for your parent to know about it, but the specifics with a child-parent approach might be a question more suited for #archived-code-general
I get it, I asked because I have the object "Player" like
And the tag is object "Player"
Hi!! I'm working on a 2D isometric game, and I'm having an issue with a sprite I've drawn.
It's supposed to be a wired fence, but when I draw it with the tile palette, this sorting issue happens. I've tried moving the pivot down, up, changing the slicing, changing the drawing, but it always comes to this result. Any ideas?
I must add that the pivot of the player is at the bottom center, as well as the fence. The yellow line is the collider.
Setting up volumetric clouds + global wind in HDRP
Are you using a custom sorting axis?
@gray ledge
You know what actually it's not that complicated I could just write it here...
We have a channel for this? 
- Have a constraint
Use either a game jam (LOTS on itch.io), a random generator... it can be anything really, but try not to change it during the complete ideation process (or you could go all over the place)
- From this constraint, list as many words as possible (no game concepts yet). These words will help you understand every aspect of your constraint, and can be used together for getting some ideas.
- From these words, get anything between 7 to 20 ideas. I try to never get less (could be a sign of getting too quickly attached to an idea) and never get more (simply for not consuming too much time on this step).
- Combine ideas together and play with them to find more (see attached scamper pic for lots of ideas-producing processes)
I like to have things detailed, but TLDR just have a constraint (without constraints ideation is really complicated)
Ah also, I wouldn't spend more than 1 hour on this
Once you have enough ideas, just choose one and go with it
well, this is not really the correct room for that question..
Perhaps check with #🔀┃art-asset-workflow
@robust obsidian
I've heard that in some strategy games, it's difficult to tell small units apart from each other. Especially in recent games like the Advance Wars reboot.
Are there any design examples where units are easy to distinguish? How can I avoid making that same mistake?
Ask people to tell you what they think your units are 🤷♂️
Distinct color scheming is definitely the main way that people will be able to differentiate objects from each other
In addition to color schemes, recognizable shapes can also help, for example heavy tank-like units will probably be more armored and bulky, looking more of a horizontal rectangle shape, while fast nimble units will probably be lightly armored with more flowing cloth and have a more cylinder shape - a good practice you can try is making all your units a silhouette and try to identify them by the shape alone, Pokemon does this for example with "Whos That Pokemon", if they can be identified this way, then adding detail and color should make it easier to identify - you could also take the route of something like Starcraft where characters are identified by common "faction traits", for example one "faction" might have all units with a jetpack or wings or something visible that suggests they fly, in addition to having maybe a purple color scheme or something similar
Starcraft is a really good example. Even with the tiny sprites of sc1, the small units were distinct in shape, sounds, and behavior.
Ping me when you answer.
Tell me about using Probuilder to build the base framework and using Synty assets in tandem.
Am I alone in thinking using only Synty assets has been a bit of a pain?
Probuilder workflow is just too slow IMO. It's good for prototyping but you're better off using tools blender provides if you want something done quickly.
cleaning verts is easier than actually laying down the foundation
@lost merlin tell me more.
Not really much besides if you prefer a quake style level editor then Probuilder works fine, otherwise if you want quicker tools to blockout your design then use blender.
Yall im making a multiplayer fps in ascii graphics, first gamemode im making is zombie waves, but i wanna make it more interesting, any ideas?
bro I'm litterally searching for an ASCII shader.
Is the one you use free?
No i made it myself
It’s not the hardest to make yourself
Okok, was just searching for a quick way
There’s some free ones
Surprised me that there is no URP asset-compatible renderer feature for this
Found only one free for URP, but not up to date... Will update it soon
Honestly i would just find one on shadertoy and then convert it to shaderlab yourself
