#archived-game-design
1 messages · Page 26 of 1
could someone help me my 2d light are not working at all?
Maybe you can look at other games that have wave based combat or games that focus on zombie-like enemies like in Left 4 Dead you can also make enemies that create a specific challenge for the player, for example a sniper can prevent a player from using a minigun out in the open, a heavy unit can force the player to reposition as it approaches, etc - you could also try bosses and minibosses that require a specific way of fighting them like weak points or having to interact with something to damage them indirectly (like maybe throwing a object at them or getting them to stand on a switch that drops something on them) - or you could try adding objectives like areas to capture, or hostages to save, etc
guys could any of you tell me what am i doing wrong? the timeline isn't working as intended in the first second tobe specific
I'm so uncreative that when I needed a testing map for my game, I found an image of an old DOOM map, converted it to an SVG and mesh'd it in blender. Works pretty well. Just wanted to share.
If there's any advice i'm going to give, be careful of copyright concerns
For testing?
nah not for testing i believe that's just fine, but if you plan to publish your game with that map there might be some copyright concerns
Yeah, i was also thinking of like events such as lights going out (power to repair it, and stuff like that
What type of game are you working on is it fps fast paced?
Add one more rotation rotation key in 2nd frame
A roguelike shooter in VR. More specifically, I needed a large area with many paths and exit points to test AI
when I saw that the nintendo switch 2 has dual mice, it got me wondering if such a thing could work for a pc game. this uses two mice at the same time, climbing seemed like the most obvious go to
I dont know how accessible something like this would be, considering the main requirement is you have to own two mice
Haha I could totally see this being a Getting Over It type game on the switch
thats actually been partly my inspiration
Your camera looks the part
until now, ive never been able to think of how id make one
Another way you could do it is with VR, either from a first person or third person perspective
But I don't know if that's more or less accessible than having two mice 😆
thats true, though i dont have VR
Oh one more idea. You're only moving one hand at a time. What about left/right click dragging?
i see a lot of games on steam, get excited and once I read VR I get a little sad
thats only because the way i control it was the first iteration
I don't know how moving two hands at once would be very applicable
in the footage im holding down to release the grip, the way i have it now is opposite
it now controls so you click to grab the wall
left/right is planned, i'm going to want to have a way to jump
that and I really want sections where you have to move both mice around at the same time
if you threw yourself from one ledge to another, youd have to have good timing
hey guys how do i make an animation cancel out / take priority over another? and can it be done without code>
(beginner btw)
You are better off in #💻┃unity-talk
they didnt answer me
Well then ask again, don't ask in the fuckin game design channel lol
how is my question not related to game design if im designing a game shitty or not
Game design is about how to design the shitty game
Other channels are about how to make the shitty game
potato potata
The way I would do it:
Mouse buttons controls each hand, holding it down grips the surface. You can let go of the button to release. Moving your mouse moves your "active hand" and moves you on the surface you're gripping.
You can do this and still have wasd control for the character
well I'm still a beginner in unity, could you explain that more?
here are some more information about my problem to be more specific
my real problem isn't about the rotation really, it's that the first second of my timeline isn't even working (you can re-check the video), like i did set it on recording but it isn't working, idk why
Thx for the help btw!
there is no opportunity to use wasd, the game is controlled with two mice,
not if you do this
ooh i reread, i see
if im not wrong you mean when you play the timeline it doesnt work for a second right? for solution add key in 0 frame
you mean A Difficult Game About Climbing? @olive jolt
yeah
Im not sure whether it'll end up as a full game, or more of a demo for a two mouse game
im a little worried that it might feel too much of a ripoff
jankyness aside, it doesnt actually control too badly with two mice. I expected it to feel very unnatural
youre using two physical mice?
yup!
how did you even have unity recognize that?
how would your PC even recognize that lol
it switches between the two mice as you use them, as far as unity is concerned theres only actually one mouse that exists
wouldnt it be way easier to just... use rmb and lmb with one mouse?
it would, but wheres the fun in that 😆
this is mostly just to satisfy my curiosity on what the switch 2 mice could be like
Lol I was about to say "how many people out there actually have more than one mouse" and then I remembered that I have two mice that I switch between often lmao
I had to order a second mouse for this haha
just got the cheapest one on amazon
blue=left, red=right
biggest limitation to moving both at the same time, is that it has to alternate between the inputs every frame. that could result in missed inputs
if you plug both mice in (only tested on windows), it should pick them up without any issues
im not really sure what the maximum amount of mice that windows can accept, not that theres really any way you could use 3 mice at once
Hi everyone, I'm working on a seed based procedural generation system for spawning props (trees and such) on a grid system with chunks. The chunks are going to be loaded during runtime and not pre-generated.
Currently I'm spawning these probs based on the sampling code on the shape of the terrain aswell as a pattern system (spawn every n cells with x offset etc). The problem is that as I increase the amount of props that can spawn I will inevitably have them spawn close enough to something large that will create clipping.
I thought of a solution to lock cells for spawning, for example a different props have values tied to how large / complex they are to spawn, for example a tree would have a requirement of 1, and grass might have 5. Every cell would by default have a spawn count of 0, then once a prop spawns it updates the surrounding cells by some ammount to lock anything with a spawning value lower then it from being placed.
Below is a crude example of what I mean by this:
This approach should work (when extrapalated to 3 dimensions and having patterns effect the surrounding shapes better then shown above). However, this opens up a different issue.
Because I am loading, and then setting the position of these entities based on their neighbouring cells conditions, this becomes no longer determonistic. As when taking chunk boundries into account if I load two chunks A and B, both neighbouring each other, in different orders the cells could effect what can spawn.
For example, if I load chunk A first - spawn a tree on its edge, and then load B this blocks the spawn of anything on the edge of chunk B.
Whereas if I load chunk B first - spawn something on its edge, this now blocks chunk A.
So far, this isn't massively an issue, however if the game I am working on does result in any paths being blocked because of this, I would like to know and test the seeds used to determine what exactly went wrong.
My question, now that I have explained my current approach and reasoning, is how would I go about doing this in a simular way that can be deterministic. And do games like minecraft and terraria have this issue when spawning trees and such, does loading chunks in different orders on the same seeds result in different terrain decor (trees, flowers, cacti.. etc) or do they use a different approach to force determinism with their generation?
(p.s I'm going to be AFK for a while, so if anyone has any good insight in to this, please just reply to the message. Thank you ^-^)
@pallid void Don't post off-topic.
Seemed fairly on topic too me
ive got this method that transitions the sun intensity from one state to another based on an in-game clock. my issue is, i want to scale it in some reasonable way so that the transition doesnt happen instantly, but to also scale based on the clock's timescale. by default, that timescale is 60 meaning every second is a minute in game time. does anyone have any idea how i could improve this? currently the transition happens instantly and it doesnt look very good
or alternatively does anyone have some resource on this sort of thing done in other games?
Map your day passing to sample animation curve https://docs.unity3d.com/6000.0/Documentation/ScriptReference/AnimationCurve.html , expose it in the inspector and you can map the intensity of light you want for the duration of the day, visually.
is this unity 6 only?
It's any Unity
also isnt this for Time.timeScale? im not using that
What do you mean?
if i use an animation curve, how is it going to scale when a different timescale is set in the TimeManager class?
im assuming it only scales based on Time.timeScale like other animations
Animation curve allows to map any value on the normalized scale, so when you sample it at certain time it gives you that value
time as in t for time ranged 0-1f
You turn your day time into normalized value 0-1f, then sample the animation curve graph for the desired brightness value at current time
it doesn't care about your scale
just serialize one and see how it works
got it to work
was slightly painful because i had to refactor a bunch of stuff but overall seems like a solid approach
thanks
Do game designers heavily engage in coding?
Traditionally? No. They may do scripting, which is using created tools to put together gameplay logic, tweak values, etc. Depends on the game.
So having a strong understanding of code is pretty important. Having an understanding of all areas of game development, regardless of the role, is important.
Hello. This may sound like a novice question, but I haven't made many games with multiple levels yet. If I have my main character in scene1 and finish building scene1, and then create a new, blank scene2, do I copy the character into scene2 and delete it from scene1 and then once all the scenes are done, copy it back to scene1 so it starts in the right place? Is that the general idea? And just to be clear, I'm talking about game building, not game play where I would just put a 'do not destroy' on the character to move between scenes. Thanks.
I'm making a game that is based off the popular roblox games "Doors" and "Pressure". I'm having issues on what I should make the Playermodel in this case. If anyone has any concepts or ideas please reply to this. Thanks
@dull ruin This isn't a showcase channel. You can make a #1180170818983051344 to show your project.
ahh alr mb mb
i am making a 2d game artwork
prototype how is this
guys need help an someone pls help me if i want to make game assest wheree should i start
i m looking for making a court room
blender
Prepare the picture of court room
Hey guys, I need some help , do you know an assist unity where there’s a board with a button the player can press? I’m not sure how to explain it exactly, but I want to design something just like that
Hey! I am trying to find out wether I can use the free 'endless runner demo template' published by unity in my commercial project
not sure if this is the right place to be asking this
also where do I go here to try and find a unity dev?
There is no place for that here. You can use the forums !collab
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thanks!
Do you know where I would go to find an answer to my question about the endless runner demo template?
I want to use it as the template for a commercial project but I am a little confused as to if I can do that
You can use the them for commercial use, generally speaking yes. Things you can't will be stated on the asset store itself:
https://support.unity.com/hc/en-us/articles/205623589-Can-I-use-assets-from-the-Asset-Store-in-my-commercial-game
The template I am looking at says that "The project also shows Unity Ads, Analytics and In-App Purchasing, to see this in action we’ve released Trash Dash on the App Store & Google Play, with all the revenue going to our partner charity Game Changer."
Does this mean that if I put it on the play store then the revenue generated from ads will go to Game Changer? Or is that only for people playing the demo as it currently is?
Like if I use the template to create my own version can I keep the revenue generated?
Yes, you would have to use your own ID when setting up the ads.
thanks!
(everything is saperated you can change the position of each object) i have this simple model idk if you like it but you are free to use it https://skfb.ly/pvHxo
Low Poly Sign with Button – Fully Customizable
A stylized low poly 3D model of a sign with a button, perfect for games, animations, or interactive scenes.
Everything in this model is custom-made and easily editable in the Sketchfab editor – you can tweak colors, materials, or lighting to fit your project perfectly.
Features:
Fully customi...
i added an annoying click sound that is spammable should i keep or remove it xd
Vary the pitch
Makes like any sound spammable
learn to make low poly models there are tutorials in youtube
firstly i d suggest you just make a prototype of ur game then test it if its fun and playable then make low poly models as you wish
and use low quality textures
oop
mountains dont look naturally🥲
use some references (inspire mountains images)
took me way too long...
good progress! more spending time = Better
now i gotta make trees ;-;
goodluck😄
im done for the night
thinking about making a game where if you don’t consume enough energy drinks your insanity level goes up
and like lights flicker off
and the whole map change
My idea. When the player sees a silhouette in the camera view, the insanity bar starts to fill up, he needs to take his pills and the pills can spawn in a random place. When the player's insanity is full, he can turn into a monster and you may have difficulty controlling him. He can kill himself in different ways, such as jumping from a place, running to a thorny place or burning himself, etc. If the monster stops, you can easily control the player for a while and try to find his pills.
@languid hound
Forgot to reply
They've been sinced removed from this server.
could someone help me brainstorm some Game Name ideas?
I really cant come up with good name for zombie wave based game
similar to COD zombies
I made one of them
I took the name zombie breakout
Put something with zombies in the name or something about the quantity of the zombies
Like zombie rush
Or something like that
I've created my first low poly jungle trees. Any feedback besides the roots going into the ground looks bad atm? Maybe how lowpoly colors could be improved?
Just looks too dark
Is there a way to make working on a closed in level easier? It’s just hard to maneuver around and look around.
I need help creating a single player game from these mechanics Ive created
Im not sure where to go from here
I have shooting mechanics with bullet projectiles, damages enemy, grenade projectiles damage self.
Maybe an objective?
I have basic building and resource collection, similar building to Rust
Like the goal of the player
Im just not sure if I should keep the open map, or create a smaller map for like an operation sortof gamemode
like taking out enemies and yeah maybe getting to an objective or something
Well if ur going to have multiplayer having them closer to each other is probably best, well matter on how many there are
the projectiles bounce a lot and I thought it was sortof a cool mechanic, it might make fighting indoors really difficult though ahahaha
Sounds cool

I was thinking of making like basically a goofy version of Rust with less grind
but rust doesnt have any objectives besides kill other players
there is none xD, its singleplayer
Lol
it was supposed to be a zombie raid defense sortof game, like tower defense, but I was working on those mechanics and it was kindof boring. Could have been my basic implementation to test it though
and now i want to make a goofy version of rust with it haha
but I need to make a single player game for my final project of this class im in first
Maybe ur in a room and theres waves but after each one u get an upgrade until the whole room is filled with bouncy balls destroying the waves of enemies
And u can add multiplayer to that too
thats not a bad idea lol
like upgrades that make bullets bounce more times, do more damage, and maybe some turrets that fire as well
heres another video of the projectile physics, theyre really funny
I could almost make a tactical shooter like counter strike instead of rust too. But with just really funny projectile mechanics. After I finish the singleplayer project
Thanks 😂
Guys idk if it should be here or in UI but how do I make the fancy healthbars that isnt just Box filled
UI/2D has stenciling features you can look into that'll allow you to clip areas outside of other UI elements
Looks nice is it will be multiplayer or will be single(creating own map with spawning random enemies)
One of the issues of the current version of #kingofcrokinole is that not all collisions between discs were detected... found a new way and also cleaner code (ie better) 👏
Normally u plan the objective of the game before starting creating assets or mechanics.
You should make Document, and just to clarify, dont overcomplicate these point, stating the following or similar points:
- Whats the objective of the game
- Whats the background story of the game
- In what place does the game take place
- Are there any similar games, if yes, why is my different
- etc...
And if u want to go with the idea of a CS like game, consider which maps could be nice to make.
And what is the primary focus/aspect - In counter Strike the focus on the pure mechanic and tactical aspect. Do you want to do the same?
These thoughts processes should bring you to the next objective of your game/development
Thankyou sir, that’s extremely helpful
I want to make it multiplayer, but I need a single player game mode
thnx
are turn based games kind of out of fashion?
No games out of fashion if it's good ^^
true
hello, would someone be able to quickly help me setup a galery for my unity vr experience? It would just be a place where you can walk around and discover some pictures and descriptions of plants. Any tips, free assets or little setup would also really help. ping pls(sorry if this is the wrong channel...)
hi
how do i scale my game objects in unity to fit the size i want eats a really low space so the project wont be too big
Are you talking physical size or filesize?
Would anyone be interested in a PvPvE game where 2 teams verse eachother and zombies that try to attack?
What would be scarier, a completely silent zombie or one that vocalizes a lot (Heavy breathing, roaring and screeches and so on) while chasing? The undead in my game don't need to breathe, as in, breathing is completely optional for them, so I could make them not make a single sound at all while chasing you, but I don't know which would be better for a horror setting
I'm trying to make 2d game like hallow knight but it's my first time creating game and I can't figure out which size would be best for Sprites like baground and character can anyone help me
@scenic fractal You can create a #1180170818983051344 to share your work
Anyone here have experience using Unity to make a hack and slash like DMC?
Making a hack and slash game like Devil May Cry (DMC) in Unity is definitely possible, but it's a pretty advanced project. Creek and cook its hard
yeah maybe
Hello all. Is it a bad idea to mix two sizes of pixel art in a game? For example, starting with a higher base resolution than 320x180, e.g. 640x360, so that large boss sprites can have finer detail, while the player sprites can be at 320x180. My friend wants to do this, but I fear that this can look strange enough to ruin the player's perception of what they see in scale?
Yes, it is a bad idea. You should always keep the same ratio. If bosses are twice as large as the player, then you should definitely increase the size though.
an exception would be an intentional artistic choice
just do both
Implement custom text formatting for the money. So that 1'000'000 -> 1M wont eat as much space visually and will be easier to comprehend
dont see enough shrapnel physics in games these days, good stuff!
That’s awesome haha. Yeah I know, shrapnel is the only damage in real life, surprised more shooters don’t use shrapnel for grenades and stuff
Most likely for balance, and performance, but man shrapnel is cool haha
I think escape from tarkov uses shrapnel for its grenades
Do you spawn in gameobjects for shrap or do them mathematically?
If you do it purely in code by using lists and stuff, you can have up to 18K shrapnel at a time with minimal impact on performance
What do you mean mathematically? Like ray casts? I’m just trying to think of how you would do it mathematically. Yes I’m currently using game objects spawned around the grenade and sent outwards
do you at least use object pooling for these game objects? 😋
I have no idea what that is 😂
I’m somewhat new to game development
Would appreciate some tips on being as efficient as possible
if you're spawning and destroying a bunch of game objects like shrapnel then it's better to have a pool of them that you enable and disable, because destroying so many game objects is gonna cause a lot of garbage collector lag spikes
I heard of that before, I just wasn’t sure what to do with the objects when they are disabled, I guess it doesn’t really matter because they don’t have any attributes when they’re disabled?
I guess for each grenade object I would probably have a list of the shrapnel objects and enable/ reposition them when the grenade is exploding?
if they are disabled then dont do anything with them, and when they are enabled you just have to set their position and make them move and stuff
Okay sweet haha
not for each. just have one pool that all grenades and guns take from
I’m just not sure how many I would need to make at the beginning, because multiple players would be able to throw multiple grenades
if the pool runs out you instantiate new ones
Would I just create an object in charge of the object pool to keep track of the next index to start taking objects from in the list?
Name it something like ObjectPoolManager? Haha
indeed that's how it's done, you can look up object pooling tutorials to find out more
Cool, thanks for the tip, I’m for sure going to use that
I had one other question, why is destroying game objects and recreating them so disastrous to performance, is it the reallocation of memory?
uhh idk someone else needs to answer this question because i don't exactly know how the garbage collector works
A particle system based approach would honest be a lot better
Its kinda optimised for these applications and acts as one game object you can enable and disable
You could also try a VFX graph but im not sure if physics based scripting could be possible in this kind of application
makin a little game for fun and practice since I never did this before. Just a little confused on where to go from here. I think I want to have a melee/throwing combat where I can throw objects dealing knockback and then kill them with me sword, any other ideas? I like the sword so I feel like I gotta have the sword
then again throwing things and physics are quite exciting
now im conflicted
do I throw crap around like a monkey with their poo or swing a sword around like a knight
cant I pick both
Where u learn that throwing things
Hi guys should I use Cycles or Eevee render engine for my game assets in blender?
Not a game design question but Blender doesn't render the game assets so its render engine is irrelevant
Unless you're baking maps or general 2D assets then usually it's cycles
Hi everyone, which channel would i go to, to look for help regarding things not rendering properly in the camera view?
#🔀┃art-asset-workflow and #archived-urp and #archived-hdrp and #archived-shaders and #💻┃unity-talk and #archived-lighting and #💥┃post-processing
Is there a place to find people who love to make animations costfree? Just for a cool pixel art game which im making?
I have the default sprites but have a hard time making the animations for it. Since i have 0 experience
!collab 👇
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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:
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The best way i know of how to do shrapnel, is by having an array or list to store every single piece of shrapnel, the individual shrapnel piece doesnt exist in the physical sense and the list is iterated through in update to update each pieces position and velocity. This honestly improves performance litterally 100 fold from my experience!
Then you can store the hits which happened in a single update loop into another list and have the code apply like 5-10 holes per frame, this will add delay however but will also make sure that performance doesnt tank from applying these holes.
i need help rq. so i have an ai charachter with a navmesh agent and when i walk past an area with my player character i can activate a web which will act as a wall. my player character cannot walk through it which is intended but my ai character can which i dont want to happen. yes they both have capsule colliers and rigidbodies. im not sure why its not working pleas help
you'll have to provide more info on your current setup in an appropriate support channel. try asking in #💻┃unity-talk
Damn, that is a great idea. I guess that is the math approach of doing things. I’ll try it out
Quick Video of one of my AI systems. Not really sure where to take it from here but I am thinking about making a wave based shooter. Potentially like COD Survival. (Ignore the blood that I spent 5 minutes on) Any other ideas for what I could do with this?
Medieval idiot savant John Wick. Super good at throwing stuff, knows weapons are deadly, no idea how to swing a sword or thrust with a dagger. Literally just throws weapons at people who are trying to kill them.
This is awesome 🙏 Maybe a sneaking mechanic or what if I had rooms where there were objects scattered everywhere on tables and whatnot and you had to throw shit at oncoming waves of ragdoll enemies
Now I’m just thinking of superhot
damn
I inspiration!
Random question guys... Do you think visual novels need VSync?
Its certainly nice to have
Definitely. They usually have a really high FPS otherwise.
im about to make a small open world map on unity for my first game i was thinking of a hilly pine tree filled forest with a gas station(starting area), abandoned power station, watch tower and forest trial as key areas im about to start making the terrain/map any advice tips suggestion etc i have no idea what im doing going to try my best any tutorial suggestions would be appreciated too
I currently have a singleton script that creates a singleton input manager on runtime, but how do I reference assets to it, if its created on runtime?
you use the static field that stores the singleton instance or have it injected when the objects that depend on it are spawned.
"secret robot place shooting game 3D"
Jarvis, erase that direction
I don't know if this is the right channel so forgive me if I'm posting in the wrong place, but any thoughts? Still very early prototype, working on a potential co-op/physics fun combo game, looking for ideas
I’m sure the movement system is in the works, but try making it less “floaty” for more responsive and satisfying movement
on decelerate you mean?
If you think it takes a bit too long to land, I could up the gravity scale
I'll try to up the gravity scale when I get back on the project but all advice is welcome
There’s a really good video essay about this
Somebody knows what I’m talking abt
But yes gravity is a good start
you need to up your max shadow distance. that is a question for #archived-lighting though
How is this animation for my gacha game ? 
Reminder, use #1180170818983051344 to showcase your games and get feedback.
I REALLY want to learn to make a game using Unity, but I don't have any experience. Any suggestions where to start? Should I learn to code first?
You can start here: !learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Would you say this would tackle my lack of coding skills as well?
It's a general set of tutorials that will teach code alongside learning the Unity engine.
I was hesitate to use Unity Learn, but if that's the case I'll tackle it that way
@sudden pendant One thing that also made me hesitate is the two games I want to make are relatively ambitious for a beginner, but they're the only thing I want to do
If you fall into the beginner trap of making dream games, you're just going to waste your time.
If you fall into the other beginner trap assuming there are tutorials and course to make the game you want, you will waste your time.
One game is my "dream game," but the other is very experimental and very much what I want to play with
In any other skill set outside of game development, jumping into wanting to make a polished dream piece would be laughable.
But for some reason, in game development, beginners thing it's a great way to stay motivated/start.
In the end, you're in charge of your learning, though.
That's why I don't want even attempt to tackle my dream game.
The other game I want to make is an isometric hack-in-slash
Which would not be beginner friendly at all.
Really? That wouldn't be?
No
O.o
What is an existing game, that you would equate your idea to?
Stardew's mining section
Considering that game took a solo, experienced developer 4 years to make. You could probably double that amount of time for someone who needs to learn everything from scratch.
What types of games would you suggest I do for learning in the Unity Learn website?
None, you don't make games when you're starting. You learn.
Do the tutorials, then when you're done them all, ask that question again.
OK, I just had no idea what to expect. I have mountains of writing about things like UI, gameplay, dialogs, etc but since I can't pay anyone I feel compelled to learn coding in order to get momentum
I basically have two "Fallout Bibles" for both games
Yeah, that's only one chunk of the pipeline.
So if you intend to do it all yourself, better start learning.
Not that I "intend to do it myself," rather I can't afford a team
So I might as well learn to code and go from there
I'm native enough to think "maybe I can make the hack in slash on my own," but I know I could NEVER achieve my dream game without a team
@sudden pendant Last thing. Is there any big differences I should be aware of learning how to use Unity of I use it on macOS vs Windows? I have both, but prefer to use my Mac
Nope, they work the same way.
Does anyone know how I can achieve the Fears to Fathom visual art style?
What about it specifically?
Asking just how to do in general is impossible to answer.
it looks real but also a bit cartoonish and i dont know how to find good textures
i tried to create a F2F inspired scene to learn 3D in unity but it looks bad
Does it look bad, or does it simply look empty?
I think it looks bad because the colors are kind of clashing with each other.
the colors in F2F are more natural.
and i dont know where to find good textures...
hi could i get some blender help here
!blender
A supportive community for Blender artists of all levels. Share your work, ask for help, and learn from others! https://discord.com/invite/blender
You dont need to be good at coding to make games
I'm not great at most (if not all) of the artistic side of things from 3D modeling, coding, and stuff like that, but I have spent over a DECADE creating a game Bible and I want to see it made before I die lol
Undertale is written in a massive switch statement with thousands of cases (cases are like if else) and there are a ton of games that succeed even with what some would call "subpar" graphics
@oak wave I'm not worried about that as much as I wanted to express how I have the idea and the passion, but I don't have the technical know how
Nobody knows how to make games at first, you just get started making very simple games and then go from there
About 9 months ago i barely knww how to make a variable but now im making a top down 2d rpg
My dream game cannot be made by one person no matter how long I take, I know that for a fact.
My second game idea is ambitious, but given it is a single player game and my 'requirements' for it are much, much lower. Ideally, I would LOVE to make that and use that game as my "example" to hopefully find a team for the dream game.
And im not saying ur game doesnt need a team, that could 100% be true and mostly your decision, I'm trying to say you might not know how to do things right now but if you start you could learn
@oak wave That is the short term goal. I am finally going to buckle down, get Unity installed onto my MacBook and just freaking GO.
It is just, my isometric RPG with simple button prompts to hack-in-slash seems way more obtainable than my dream FPS game with campaign, multiplayer, make editor, etc etc
And i know i already said this but never start on your dream game first, start with very simple games first
I will NOT even attempt to do my dream game. I want to try the isometric game first and just slowly work on that.
That isn't a dream game - I don't even like fantasy like I do sci-fi - but I at least see a path with that one and willing to scale it back a LOT
Isometric game may be too complicated to start off with in my opinion
Which I'm ok scaling that back to 2D or whatever I end up getting comfortable with
Isometric came to mind first because I appreciate a well made game that uses it
i see people saying this a lot, but if undertale came out today it wouldnt find much success. the market is much more different now
I feel like this is partly undertale at fault
how so?
Undertale is the earliest game that comes to my mind when you think of a game with choices that matter
And that genre now has a ton of wonderful games with absolutely amazing storylines
@oak wave I think of Fallout 1 & 2 and want that level of detail in my RPGs
undertales schtick isn't really all too impressive from a design standpoint. It's more or less "if you kill any enemy you don't get the best ending"
Which the player wouldn't even have any idea that's a core mechanic of the game, especially when approaching it like any RPG with a battle system
I think it gets a lot of extra credit because its a mechanic that's ties in with a story, there's a message
the first time I played through the game, I killed toriel (and basically most enemies) because what else would you do when encountering a boss. I unknowingly botched that save profile, then ended up confused as to why I got a mediocre ending.
Schedule 1 is a good example
1 dev beat assassins creed sales I believe
but thats only one drop in an ocean of indie titles that dont
Guys any tip on making better models
Get better at art 🤷 
im a CS year 1 student trying to make a game on his own, currently have adoubt and idk much about unity could som1 help
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
!learn is the best way tbh
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
Question for unity learn does it teach about project architecture n whatnot
going through hell in our course because our teachers refused to release us our assignments for half the year and we cant properly ask these questions
Project architecture?
as in how to properly organize stuff n whatnot
Its more of something that you learn as you go
Everyone has their own method of doing it tho
The secret is abuse singletons and ignore the naysayers
100% agree. i love singletons and will abuse them until the day i die
There are issues with singletons, but given the nature of game programming they are mostly negligible for the benefice they have. It's not a question of ignoring the criticism.
I find that Singletons are useful, but a ServiceLocator pattern is way better for the majority of cases.
Is something like an enemy coordinator that places assigns behaviours to active enemies, think DOOM eternal AI, something you should do very early on? My current AI works fine individually but they can often overwhelm the player and stunlock him.
If the only issue is that they overwhelm the player, you could add a data directly on the player which each enemy can then read to know if they should attack or not the player. By example, you could have the player knows how many enemies are "actively" attacking it.
How would you implement this? Is it a simple static variable? I have an assembly that's exclusively to enemies. Both classes can access the Health.cs class though, I could use that.
What are some appropriate ways to deal with this?
ive been putting it off for years now.. i'd finally like to do something about it.. but i literally have no idea what to do or where to start..
the only thought i even had so far is maybe i can use the player's velocity to add onto projectile so it'll atleast track the player/weapon a bit better
possibly for (x) amount of time.. and/or lerp it to zero
Are you talking about how the rockets seem to lag behind the player movement? I feel like that's a general tradeoff with projectile weapons at this speed.
yup, i mean i could very well add the velocity to the rocket and make it drop off
📌 but im just curious how other games deal with the issue..
well.. the rocket is solely RB but my other weapons are a hybrid of both
i've also added a mechanic where I raycast to the crosshair to get the target and then the projectile makes a subtle rotation when you fire that causes it to face the direction that will impact the point directly behind the crosshair
this is part of that hybrid approach..b/c if i shoot str8 from the weapon.. it'll hit differently depending on how far the target is.. (the pre-raycast target) helps fix that.. but now i'd like to tackle the strafing and movement paired with the rocket..
(it also has an issue where if we're running forward really fast you can shoot urself in the back) 🤣
Im going to initially try to just add the players velocity to the projectile at first and see where that goes... but if anyone else has any other tips/hints/tricks im very interested in hearing..
-# Original post: #archived-game-design message
Yep, I think just adding the player's velocity will do what you want. That's how it works in real life.
if(myPlayer.GetActiveAttackerCount() < 3)
{
myPlayer.RegisterActiveAttacker(IAttacker attacker);
//Attack
}
...
myPlayer.UnregisterActiveAttacker(IAttacker attacker);
I like it thanks.
alrighty! i'll give it a test a little later..
thats what i was originally thinking.. but wasn't sure if that was the game-dev "standard"
im thinking about 1 second of the players vel added to the projectile and then just having it fall-off quickly just leaving the original projectiles vel..
we'll just have to see how it pairs w/ that little rotation adjustment i mentioned that makes the projectile hit the target behind the crosshair and varying distances...
Has anyone done a token system for their enemy AI similar to what's used in Doom Eternal or Dark Souls where you assign a limited amount aggressors at any given time?
does anyone know how to create a tile map like the app you have to use?
Aesprite is one of the most popular pixel art programs.
i am thinking on some attack and a few attack changes for Jester Bat
Bouncing Blaze - Jester Bat bounces across the stage on his flaming ball in a zig-zag pattern. Each bounce leaves behind a small purple flame that lingers for a few seconds.
Fire Juggle - He juggles three flaming juggling pins, then hurls them one at a time in an arc at the player.
Laughing Drop - Bounces up with his ball and laughs. Then suddenly drops from above, aiming at the player’s position. Causes a mini shockwave on landing.
Balloon Trap - Inflates a colorful balloon that floats slowly toward the player. When popped (by player or time), it releases confetti and a toy bomb that explodes after a short delay.
as for phase 2
Bouncing Blaze - Now he leaves behind two purple flames per bounce, which swirl outward.
Fire Juggle - He juggles five pins, and some now bounce twice.
Laughing Drop - He drops twice in a row, second one faster and without warning.
Marionette Mayhem - (new attack) Summons two small toy marionette Batlings on strings who mimic his bouncing or juggling moves for 10 seconds.
ThisUnrealman7 — 03:37
Is this a question? Or an update?
what scale sizes do you guys prefer to stick to - larger numbers (where the XYZ scale is like 60,85,90) or smaller numbers closer to zero (like 6, 8.5 and 9)?
For me, it depends on what im scaling, I generally try to keep parent objects at a scale of [1 1 1], and if I have to scale the child up, I prefer to use a unit I can convert - for example if 1 "unit" in Blender is 2 "units" in Unity, if I need something to be twice as large, then I make it 4 units, and if I need it to be twice as small then I make it 1 in Unity or 0.5 in Blender - the numbers you mentioned dont seem uniform though, what do these scales represent in your game?
I go off the first sprite i "borrow" but i probably should have a system for that
does the unity scale have to stay around (1,1,1) like it does in blender? like is there an ‘apply transformations’ feature for unity too?
i wanna make a vr sports game that isnt similar to echo or orion drift, but still has that robotic, futuristic, cyber, competitive feel with amazing movement. any ideas?
It doesnt have to stay at any value, but maintaining 1 1 1 (or any consistent number such as 5 5 5, 30 30 30, etc) means you can uniformly scale the parent, say you had an apartment building that was 14 36 14, scaling up by 1 floor or making it twice as large would be changing 3 numbers that need to be a specific ratio from eachoher, as oppose to changing 1 number to the same value for the exact same result
There is a "Reset" context menu that will zero the position, rotation and set the scale to 1 1 1, you can also reset just the position or just the rotation, theres also a "link" button next to the scale that lets you keep things uniform, so changing the x value also changes the y and z to the same value (or rather, scaled by the same amount)
I dont develop for VR, though in terms of design, I would take a look at both those games, note down what you like about them, what they do well, and what you dont like about them, what they dont do well, and then you have a starting point for describing what "not similar" will be - from there, you could start with 1 specific model that you think will best represent the theme your going for and test on making that look good with different color pallets, textures, structural changes that gets you closer to the keywords you mentioned (robotic, futuristic, cyber-like, it may help to look at references when making these changes), whereas a competitive feeling and good movement will come down to how you intend for your gameplay to work - movement in VR could be difficult though, as I understand it, fast movement can cause motion sickness for some so that may require a good bit of playtesting
thank u, ill note all of this down and do some brainstorming
In the sonic games, sonic can jump higher or lower on slopes depending on his velocity and the angle of the slope: (code from the sonic physics guide)
Y Speed -= jump_force * cos(Ground Angle);```
However, what would happen if the new Y speed value doesn't allow Sonic to gain height from his jump?
For example:
Y speed= 16 (positive values mean downward movement, negative means upward)
Ground angle=45
Jump force=7.5
16-7.5*cos(45)=10.69
As seen here, the new value is still a positive value, which means that sonic doesn't gain any height
That's normal if the slope is steep and the speed is high enough
#💻┃unity-talk message was just told about it
Then please use your devlog.
I love scriptable Objects
Hey I want to make a flexible customizable Turnbased Battle System and I have developed a prototype but I'm not sure if the general approach on how I define Attacks is good. So basically I have a SrciptableObject for the base Attack that holds a List of "Attack Instructions" Like Hit The Target wich then Has a List of Different actions like Do Damage, Healing, Place Debuff usw. Also The Attack Instructions can Spawn vfx do Screenhake and so on.
When using the Attack I basicly use a Couroutine wich performs the Inscrutions with delay so that a Attack flow is created.
Another Aproach that I had in Mind is to Define The Attack Settings like damage, what Buffs to place etc in a Json and for each attack define A Methode that gets called when the specific Attack is used. So the Big Question is wich one is better in the Long Term and has anyone a Different Idea on how to acomplishe sth like this.
- Using scriptable object is better than using Json because you can more easily control how to modified and visualize the data.
- Instead of using Coroutine, you should use StateMachine to have a better control of the flow.
- Usually, you want to have some sort of "state" to your attack. The first method would use the ScriptableObject which, while not necessary wrong, should be prevented. Instead, you should return a new object such as "Attack" that handles the instruction associate to an attack. The second simply remove the possibility to have a state without using an additionnal object. (Its not necessary wrong either. In fact, that would be how Data-Oriented approach would works.)
At the end, I believe the best approach is to have something like an AttackDefinition that handles everything that is not specific to a given execute of an attack such as the name, the description or the base damage of the attack. This, joint with an "Attack" class that would handle everything that is specific to the instance of an attack such as the remaining cooldown, the current damage, whatever the attack is being used, etc.
when i export a city model from blender to unity only the plane is exporting
i just checked and the file size is only like 10mb
i selected everything
but its still not working, can anybody help?
Thank you I will Take a Look into StateMachines 👍
Does anyone know a good way to make roads in unity?
So I have been working on my first game and i am realizing that playing it without a controller will be a nightmare.
3d mech game in the style of a armored core.
Hi, im working on "Tarot Chess" Game
Im currently trying to get a cool effect for 'the world' card
which is basically deadzone, board from 8x8 becomes 6x6, then 4x4, then 2x2
What do you think? Should i go with more fire? I tried fog, but kinda stopped the visibility of the board
there are some tools on the asset store for that
i think i cooked, what do you think?
Is there a way to have the linerenderer not do this flipping thing?
Or perhaps a better way?
I am basically trying to visualize a Vector(force and direction) , but the linerender is doing my head in atm ... in the previous version I just made the line very thin and use the view alignment ...but want to do it properly now
Not a game design question, but if the line renderer alignment is local then make sure the object it's on isn't rotating
Thanks ... but that wasn't it... this worked:
Basically had to create an empty GO rotate x -90 and then it worked like a treat!
Great but tbf you just put it on an object that isn't rotating
Well nothing is rotating, I just use the touchposition raycast it into teh gameworld and use teh vector as a force multiplier
Hey guys i just started using unity and ive always liked death’s door unique art style and wanted to have that same isometric feeling in the game i wanna make, can someone guide me on how to go about it or there are some certain tutorials on getting it started (like setting up an isometric camera)
Nothing too hard. It's right on the main camera. You'd probably want to rotate is like 35-45 on the x
WTF FPS-Chess
Tarot Chess 🙂
An old calculated game with a hint of madness trapped in the fragile form of cards
Love this concept ngl
As an avid fan of lotm its kinda awesome
am i supposed to use 2d render pipeline or 3d render pipeline template for this 😅😅
That game specifically is 3D isometric
I'm pretty sure it was made in unity too (and used probuilder ;O )
oh thank you
so i set the camera to ortographic and on the rotate axis i set the x coordinate to 30 and the y coordinate to 45
Can we send here some clips of our own game?
If they're related to a game design question you have then yes. Otherwise post to #1180170818983051344 instead
Thanks
I just did, can y'all let me now what you think? It's still very early in development ofcourse.
Hey! I really need help with a game design assignment that’s due tomorrow. 😭
We’re supposed to make a basic walk cycle and simple attack movements, but we can only use visual scripting (no coding allowed).
I’m in my first year of game design and I’m really struggling with this part.
If anyone has time to help or give me some tips, I’d be super grateful!
ty!!
Hello , i need help with not being squashed under a tilted ceiling
here is the 'ask' bot message again. make sure to read and understand the whole thing. last couple of lines are very important
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #🔎┃find-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
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pls give me some suggestions for this zombie game.
Does anybody know like a good workflow and/or tool for sketching out leveldesigns for top down stuff
thank you bean my English is not that great so I wasn't able to understand this very thoroughly .
I am also new to unity and programming , so just asking around 😅
posting a video of the issue, in the #💻┃unity-talk room, would be a good start to get help
I understand , thank you
I will do so if the issue persists after troubleshooting , thanks
Another quick question , which recording software can I use ?
Windows has built-in one https://www.microsoft.com/en-us/windows/learning-center/how-to-record-screen-windows-11
I prefer ShareX you can install it from Steam for free.
ah hello
I use windows 10 by the way
I will attempt to use the built in recorder
Thank you
Pretty sure it has similar feature
kind bean
Hands dont hold the weapon well and gun should be pointed at to the crosshair UI needs some changes
how would yall make one button invoke different methods depending on the parent? massive switch statement?
what's the purpose of this?
dialogue system
decided to make a generalized script for PvE and npcs following you
massive switch statement for a dialogue system is a terrible idea, undertale did it and now everyone's saying how he's a terrible coder
oh sorry i phrased that wrong
this is only used when a player answers a question leading to a specific action
Hello everyone,
I'm trying to make a point-and-click style game. The environment and objects are 2D, while the main character is 3D.
However, there's a problem: my objects are Rive animations, so they can only work on a Canvas.
I want my camera to use Perspective projection.
What should the Render Mode of my Canvases be?
I want to use the Z-axis for layering, but when objects are placed on a foreground Canvas, they appear too large.
What kind of setup would you recommend?
(animations and textures are broken for now)
but i'm working on this system where guns aim where they're physically pointing, so I can make it so heavier/lighter guns actually physically handle different https://streamable.com/bcy2uh
so i can have the lighter pistol actually lead the shots when aiming, but i can't tell if that'd be too awkward
for heavier guns I can make it so they really sway around too, like this https://streamable.com/vsdqox
i do wanna make gun fights a bit more patient and chaotic since there's gonna be melee weapons to use too so it'll be atradeoff, i'm just not sure if it's gonna be annoying rather than interesting
Add zombies?
Does anyone know why my changed states and transitions keep being deleted and reverting back to original states after I ctrl+s? I am using a free asset from itch.io
ok how much time should the player have for a parry?
I currently have it at a relatively strict 0.1s before it becomes just a normal block
and I'm relatively happy with where it's at but I'd like to hear some thoughts
since I'm currently the only person testing it's a bit hard not to have a biased perspective, what with being the dev and all
How can anyone possibly give a hypothetically number without first trying it themselves in your game?
If you think the number works, leave it and make it something you can easily adjust after playtesting.
Sure, make it 0.12s.
nvm then
besides traumatizing the player, what makes a story based rpg so good?
i have added them..
hello, i'm trying to add a brick asset to my wall but it looks stretched no matter what i do, i cant make the brick tile repeating
Not a game design question but you have to play around with the tiling values
is there no accurate measurement to how i can tilt it?
Do you have proper UVs on the wall?
Id argue that if the code works, you understand how it works, and there isn't a real demand to need something more optimal, then the code in undertale is fine
Last time I played it, I don't recall the game grinding to a halt whenever you talk to anyone
there is. your tiling values should be the same scale as your wall
the problem is that if your system is badly made, adding more dialogue might become painful and more time consuming and error prone
I've seen plenty of dialogue tools that were worse than a switch statement in terms of accessibility and maintainability.
Anyone have any ideas on how to develop automation for a game that exists somewhere between minecraft redstone, and factorio? I know that's vague so I'll expand. I want a game that has a similar tone to stardew valley or roots of pacha. Casual, light, mechanically simple. Centered around farming and community development. But I also want to integrate some level of logistics system/automation that adds complexity. Minecraft redstone does this well in a way where it's not necessary unlike factorio where it is the game. The issue with minecraft redstone is that it can be clunky and isn't designed for automation in the same way factorio is.
Stardew has "automation" with sprinklers and I'm thinking of expanding that to incorporate water pipes/water flow.
The first th8ng to do is make some design decisions about how you want it to work; thrn you start breaking it down into simpler problems.
you will have to decide if stuff produces only locally or whether the "factories" form a logistics network
if you want logistics you need to find a transaction/production model that can be implemented very efficiently (depends on how many nodes you will have how far you need to take that).
you need to devlop a declarative config language for the gameplay rules for those factories and ultimately an engine that executes these configurations.
you would typically run that logistics network separate from any game-objects and only update views into that network, view gameobjects, based on visibility.
When you say declarative config language, are you talking about something like schematized json?
Yeah I think this is step one. I have loose ideas but until I decide on something concrete to implement it wont matter. I think a a simple fluid system might be a good start.
could you elaborate on what type of model I would be looking for/developing? Part of me feels like it gets into graph theory territory
can be anything that suits your workflow, typical start would be some scriptable objects
likely a graph, yes, but most importantly an execution model that can extress all the features you need from the simulation. the key here is that the config language, the config workflow, game design and implementation and cooperate optimally. it is very easy to make a powerful systems that is annoying to configure and design with.
most games (factorio etc.) have some very invasive constraints in their simulation that are felt everywhere. these constraints are enablers of optimizations.
you may on the other hand not have so many objects as factorio, then you optimize for other things (design speed, expressiveness, flexibility)... just be sure you don't try to do it all at once.
executing a graph structure efficiently is generically not possible. its also not inherently parallelizable. so your execution model, game design and workflow must add that efficiency by constrainging themselves. for example you could make a rule that a node can only have exactly 8 neighbours and they are all are either 2m or 1m away. This would allow you to know exactly which nodes are participating in any given camera frustum without calculating distances to every individual node, as they would likely be in a grid, which can be chunked easily.
I see. I'm working in 2d space so I think I may limit relationships to 4 potential neighbors.
(i understand that was just an example)
Pipes with fluid can be done pretty simply as cellular automata
Hey everyone!
I’m working on a modular vehicle-building system where parts like frames and suspension components can deform dynamically. For example, I want to be able to change the shape of the bike frame. In Blender, I've set up how I think it should work but I don't know what's the best approach for doing something like this in unity. I set this up using a parent bone to control the base and a Stretch To / IK+Stretch constraint to pull the head toward a target. But Unity doesn’t support those constraints, and bones only rotate or scale, not move. What's the best way to replicate this kind of two-point stretch/deformation in Unity, especially in a modular, runtime context?
https://streamable.com/x2byxl
https://streamable.com/l09tro
You need to custom build that, simple cases like your video can be hacked together with a few existing mesh generators and constraints, but it’s not gonna be nice to work with.
Quick question, is there a way to incorporate eye-tracking within a unity game that doesn't involve VR?
Basically doing a dissertation (it's over the summer) where I'm making a serious game, but the MVP is implementation of eye tracking where if I'm running behind on dev time I can forgo using VR and just have the game be first person instead
You would need a device that specializes in it. Tobii eye tracking for example, which they have a bar that tracks eyes on a monitor.
Thank you so much, considering it's for a dissertation, would it make sense to go with tobii for now as an MVP but once I have the MVP, then switch to incorporating VR?
Or just go for incorporating VR anyway?
It's because all VR would do is add more immersion to the game, not necessarily be needed for the player to complete objectives.
Honestly for a dissertation I strongly recommend going for the simplest possible implementation. If you have time left over (which you won't) you can then add more features. Making an actual game with things like eye tracking in just a few months is pushing it already, not even counting doing the dissertation work itself
Fair enough, I can scrap the VR then, I was just going to have the game be like 3 levels max. Like I can still talk about it in the literature review, but don't have to implement it since it's not really necessary
Thanks for the tips man
Thanks I was hoping there was an easier way since I’m very new to unity and way in over my head but I suppose I might as well learn the right way to do this. Btw is there any good resources out there that do or explain how to do this?
this is for an interactive main menu where you're this little soul physically selecting buttons to load into the game. Should I allow Y movement or just stick em on the ground? I feel like the benefit is being able to better select things whereas the negative is that this kind of movement is potentially more disorienting for the player.
the pause menu is not like this, it's an actual menu, this is purely for selecting which save game you want to load, which is going to be signified by a player model with visual changes depending on how far that save file is in the game
Okay I am learning so much. Using this simple game built from the John Lemon's Haunted Jaunt tutorial to develop a simple game framework I can employ (and test using this game) so that I can tear loose and just make things later and properly - had to study sound and all that stuff, cuz things make sound in games it turns out.
Found a whole lot of tutorials on audio source emitter pooling, and all that jazz, and made my own set of management classes for the various aspects that any game would entail. No more audio sources on game objects, just their SFX controller (which hooks into the AudioSystem management).
If I get this right, I can make my own package to use in any project I make, and if I need to update the package, I can also update any projects using it. Fun fun!
Added a main menu that is an active scene with no player controls and a UI overlay as scene 0, and moved the game to scene 1 - that way I could play with and test the PersistentManagers object in scene 0 and its singleton scripts, and toy with a simple settings menu to explore changing the global music (a singleton controller) independently of pooled audio sources... added some simple Kevin MacLeod spooky music tracks, selecting one for the main menu music and creating a basic playlist system for the other two. It's been an edumuhkashunal week 🤓 
Thanks. Will be coming live next year, with it's own story mode with changes to gameplay every game, online, hotseat, and bots to train against
In few days we should have a steam page up and running
@frigid inlet You can use #1180170818983051344 for feedback.
quick question, I've got my menu set up to be you as a little soul flying around selecting buttons in the scene. Should I have it so you have to aim at each button or more scripted like the second video? (don't mind the visual bugs)
Hey folks so i'm making a horror game, but it relies on atmospheric and physiological fear over cheesy jumpscares, I'm wondering what kind of aspects might help with that if you guys have any ideas, I have bulbs/lights flickering, ambient sound effects and dust particles to give it that 'vacant feeling' it's an abandoned asylum.
https://discord.com/events/489222168727519232/1369806030070091848
there's literally an upcoming livestream about stuff like that
when it comes to linear level design elements where things happen to the level or the player interacts with things that they can't interact with after- ie. the edge of a cliff crumbling off or a wall being destroyed making a big hole --what's the best way to organize the programming of these interactions as efficiently as possible? like obviously it would be super wasteful to make 100 different scripts to control the logic for one level
What are people using to create their maps in games?
For example, im planning on making a horror mental asylum game, but im not sure which tools to use for it, does anyone have any recommendations?
mspaint
The second video is better behaviour, as its not immediately clear what the meaning of the first methods behaviours are.
kind of a bad example on my part tbh since I'm comparing the main menu (the one where you're the lil floating dude) to the hub world (where you're the human, think hunter's dream from bloodborne)
but yeah I gave it some thought, probably much better to have the main menu scripted in the same way
anyway, I have 2 videos here, in the first the player faces your input direction when jumping and in the second they face their velocity's direction. I'm going for a more frenetic feel to it so I feel like the first is better but it could also be a bit disorienting, on the flipside with the second it might be less obvious that you're free to dash in any direction when jumping. Which one do y'all think looks better?
!code
📃 Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/, https://scriptbin.xyz/
📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
I'm trying to design a game of my own with a combat system simmilar to dark cloud 2 - starting weapon, you pass dungeons, infuse gems into weapon, evolving them (basically a weapon tree), It's my first project ever so I've been doing the coding for now for the combat system and I think my biggest problem will be the models, I'm trying to go for that old school 2d poly look like on playstation 2 games. I suck at modeling and drawing but I know I got no option so can anybody recommend something to start with?
You mean graphics like this? https://youtube.com/shorts/k0uD1tWU7wY?si=wOlqQOJgVNltgcE_
Ps1 style blender, ps1 graphics, blender tutorial, blender environments, blender art, blender animation, 2000s aesthetic
#animation #blender3d #nostalgiaps1 #2000s #blendertutorial #blenderanimation #blendershorts #videogameart #retrogaming #gaming #graphics
Not really like that a bit more detailed without the moving particles
Something like this
Does anyone here have any real-world experience in professions like Environmental Graphic Design or Experiential Design? If so I was hoping to ask a few questions. i.e. I’d love to hear how your background in those areas have helped or hindered your game development work. Any insights or advice?
I've been trying to model 3D assets (game pieces and cards) for my TCG that'll be used for marketing purposes. I really have been struggling trying to create the models and then create animations to use for short and long-form demonstrations in the video.
Would anyone know where I could go to try and find someone to bring onto my team to help model and animate for these demonstrations?
Maybe a billboard and character sprite sheet will give the best results for that you can have the weapons and the various attachments be their own sprites and assets that are attached to the player model. I think pixilart is a fairly well know pixel art tool easy to learn
anyone here that make top down level for games like pokemon or zelda, been trying to figure out how to best approach creating them but theres not many guide on planning them, some issues i fall into is asset placement and scale.
Thank you! Much appreciated
this is my first ever “game” so please bare in mind it will be bad
but any suggestions on what i can add to my town?
take a walk through your neighborhood or look at a neighborhood on google's street view to get inspiration for what to include
!collab
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You should add a park and maybe a few tables and whatnot
You can check out the Blender server and ask for tips, or you can go into indie discord servers with indie devs/artist
started making a forest but hasn’t gotten very far
Also you might want to shrink those Plants a bit because they are a bit big compared to the house but you can do whatever you want
thanks for the advice 🙂
No problem
Hey guys im working on a Dual Movement VR Game and i want to know if you were a VR (Or if you are) would you player a game where you can toggle between Joystick and GTag movement?
what if video game scale comes from NOT level design but rather all game devs are short
Could someone give me some advice, i wanna make a autochess game but its hard to decide what perspective i should do to make it work in 2d. currently im thinking something like this https://ibb.co/YB1JWxF7, or maybe just having the heads as icons but that would still feel weird.
You can also embed illustrations so the people won't have to follow links
Hello guys. Is it worth making a SHMUP game?
i would absolutely play a game that i can toggle movement styles (seems fun)
altho, when anyone says GTag or Gorilla Tag i instantly lose interest.
My bad, Hand locomotive lol
niiice
Is it normal to lose interest in a game you've been working on for more than 2 weeks? Took me a while to make the map layout and now that I have done that I have completely lost interest and am having second thoughts about it.
I was going to make a fnaf style game but a 3D first person version. It would have been set in a cave/catacombs where you monitor a creature and there are two gates protecting you. The power randomly shuts off which leaves you vulnerable. Your goal is to turn the power back on by turning on the 3 generators and once turned on you have a limited time to go back to spawn before the gates closed.
I had second thoughts about it cause it would be ABIT boring just monitoring a creature roaming around
yes this happens to me with almost all of my projects
Creative burnout is normal and can be preventable!
But not possible to entirely avoid ofc
Try to take smaller breaks and DO NOT FEEL GUILTY ABT IT
Because it feels worse to take longer breaks where you want to work on it but you just don’t have motivation than to take smaller breaks and use that time to catch up with life
The biggest piece of life advice I have gained from game dev is TAKE BREAKS WHEN YOU FEEL YOURSELF GETTING TIRED
I’m using caps for tldr, not in an aggressive tone, just thought it was a little unclear
I took a year long break and now I'm hyper focusing again. It happens.
Stop cross posting 🛑
there aint a single question channel for my question so what do you want me to do + i didnt get any help from this channel
One advice I got long ago from a seminar at college about creativity is
To do unexpected / new things on the day to day routine to keep the brain active
Decide to take a slightly different path to the store / home. Decide to use your non-dominant hand to brush your teeth. Try to see if you can pour yourself a glass of water from a jug with your eyes closed. Tie your shoelaces putting the opposite shoelace on top as what you usually do. Dare to put the milk/cereal in the oposite order for once!
Small things like that help the brain stay creative. It takes you out of the routine. It helps you be slightly more decisive when you are having ideas, too
stop crossposting. read the rules
working on survival weapons
skybox seems a little post apocalyptic
So I found a Udemy course on how to make a fighting game primarily because I wanted to know how fighting game AI worked and, I have to ask, this isn't it is it?
I've certainly heard that some games (Smash Bros for instance) use a timer like this to differentiate between difficulty levels, but I've also heard the opposite and I don't know what's true anymore especially with how little this code seems to even try simulating a player character.
is there a place to share our socials? would love to follow more solo devs on ig and bsky
You can #🤝┃introductions yourself if you haven't already. Otherwise, no, there is no portfolio sharing space.
@tepid axle You've been told once before to make a #1180170818983051344 if you're going to showcase something.
Oh, sorry, I thought this was just for games.
It is. If you're sharing artwork, this isn't the server.
Do you WANT to simulate a player? Or do you want an npc to fight?
Does a timer not work for simulating a player?
I'm just saying, you don't need deep simulation to make a fun enemy to fight.
I'm just trying to figure out how fighting games normally tackle this problem
Because I keep finding so few resources on it
what program do i download to write C# scripts for unity?\
!ide
If your IDE is not autocompleting code
or underlining errors, please configure it.
Select one:
•
Visual Studio (Installed via Unity Hub)
•
Visual Studio (Installed manually)
•
VS Code
•
JetBrains Rider
• :question: Other/None
Visual studio opened but it said incompatible
Read the info in these links
Ok
if you've followed all of the steps to configure visual studio but it's still not working (such as showing incompatible for the project) then go through these additional steps: https://unity.huh.how/ide-configuration/visual-studio#if-you-are-experiencing-issues
@lone slate This is a #archived-game-design channel.
Excuse me everyone, is there any text to speech plugin that is still free? Because right now I can't afford the paid one, and I only need it for my thesis game
so i hope there are still free ones if you know
Does anyone here have experience with or know much about creating outdoor procedurally generated “dungeons”? I’m thinking something like REPO or Lethal Company, but instead of interior levels, imagine it’s outdoors — like a forest or wooded area. I’m looking for ideas or resources on how to structure open, natural-feeling procedural environments with objectives and exploration loops.
Maybe have a look at this talk https://youtu.be/mA6PacEZX9M?si=YwY4PKJBAzZHdGR6
Stop creating branching paths, start using cyclic dungeon generation. Your levels will feel so much more hand crafted. The dungeon generator for the roguelike, action-rpg Unexplored uses cycles as its core structure. The advantage of cycles over the more common branching paths is that they capture common dungeon design patterns far better. This ...
And you can do most of that stuff with this asset https://assetstore.unity.com/packages/tools/utilities/dungeon-architect-53895
Whether it’s indoor/outdoor is a matter of asset choice and style
Gotcha so you’re saying to simply apply the same logic I would to a dungeon crawler maze/dungeon algorithm but just use outdoor assets? I’m thinking what becomes the wall of an outdoor forest generation. Like for interior it’s easy just throw a wall to make some maze. But achieving that for an “outdoor” feel is kinda what I’m thinking. Do I just use trees for walls instead? Mhmm
If you have no ‘rooms’ the idea of a dungeon and all the design language regarding it goes out the window. Most outdoor game still use rooms and corridors/tunnels with very deliberate loops
a truly open map (typical open world game) uses entirely different designs where areas are connected more freely and you generally don’t see lock/key puzzles/challenges as much
On a macro scale you can still view many open world games as using the dungeon lock/key language, just with much larger rooms and a more narrative interpretation of a ‘door’
Nowhere, if you're not paying them. 🥱
Otherwise, search ArtStation or Twitter/Bluesky where artists share their portfolios. Find one which appeals to your style and see if they're available for hire.
Do you guys know any games where you charge up your abilities by getting hit? Im making a game where you play as a character that can absorb electricity and use powers. It can be absorbed through your own reserves, environmental traps and enemy hits. I'm not sure how well this mechanic would work in a metroidvania game.
any game with a rage-meter does such a thing... often seen in some berserker type classes in RPGs, there is also collection of "souls" (energy from slain enemies), i think that was first done as a popular core mechanism in Soul Reaver.
Any tips on how to make this level look more "full" ? I feel like this level looks empty although its the first level where the player is introduced to the mechanics
Weather is a good idea. Particle system yourself something like wind, leaves, rain in the air
another idea is using a textue that scrolls over you geometry to simulate light between the clouds
some grass sticking out maybe instead of just a flat floor?
some texture on the edges could go a long way. Compare the look of both of these, the right is way more interesting
!collab 👇
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In general, you should always start it as a hobby. Quitting your job and going full time in video game development is terribly risky and usually results in burnout.
The only case that I know where it works is if you have multiple people with different talent set that has been working together for a while.
I have been doing small games as well as an hobby in a programmer perspective. I usually never finish my project, by choice, because at some point you need to make Art (UI, Light, 3D/2D, Animation, Sound, etc.) and Content (Level, Story, Design, etc.) to progress. Neither interest me.
The rare case where you see single developer succeed is due to a mix of chance and a unique talent/interest profile that is extremely rare. I say interest/talent because you might suck at Art, but as long as you are interested in doing it you will improve and be able to achievement something decent down the line.
Hey friend. Sounds like you are going through a tough time. The only person who can answer your questions are yourself - maybe reach out to a therapist, he/she can probably help get your thought and motivations sorted. Let me know if you make some progress!
Hi guys I really want to build a metroidvania game inspired by hollow knight and have my ideas laid out but am unsure and kinda nervous how to start as i don't know coding yet and i'm worried I won't have the commitment or gain any attention when I eventually publish it what should I do.
You should start by !learn the basics of Unity.
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
ive found lots of tutorials for what i want but idk why im just nervous to start
So what are you asking for exactly?
learning a whole new programming language while in school seems alot
Finding tutorials that make your game, isn't going to get you very far. No tutorial series will be a start to finish completed game, it can't be. Without the basic foundations of game development, you're going to be lost the moment that last video ends.
So then, wait until you have more time to dedicate?
where would you recommend finding a good tutorial
I have the whole of summer in about a month
alright thank you I am probably gonna try learning movement for 2d stuff before I start and then learn as I go kinda
try connecting the platforms with the ground using background tiles
"empty space" isn't a bad thing. It gives the eye time to rest between looking at assets. Too many assets and the eye has too much to look at. Especially if this is a "tutorial area". You want players to get used to the environment and then add things as you go.
thank u guys for the help! The next few levels will look more complex since ill be adding underground aspects to the level which should add some depth xD
Doing this in a tutorial level is important because it teaches the player what is and isn't an obstacle.
Ideally, you'll want some consistent design language to let them tell the difference and the earlier they are exposed to it the better.
I currently work in game dev. It does not really matter, it is still better to pursuit it as an hobby. If somehow the project you are doing find an audience, now you might think about going full time. (Alternatively, you find a team of professional that is willing to commit themselves. This is how most studio starts now)
Yes, I do not commit myself to do things I know I cannot do. Or at least, if I attempt to do it, I always keep the exit door open.
In the past, simply making a game was enough. Today, with the ease of access, you need other means to attract people. There is 40k new apps per month on the Google App Store and 19k new games on Steam per year. And you also need to compete against the 3.3 million already existing app on the Google App Store and the 100k games on Steam. (Which is still growing)
5 years.
- 6 years of study in prog/video game.
1 team.
Also, I am the prog lead.
However, the studio where I work is 10 years old. It started exactly this way, a team of people (4-5 ?) decided to quit their current job. We were 30 at some point, but due to the recent events we are more around 15 now. I also happens to be in a place with a lot of studio. They all share a similar story.
Hey folks I am trying to determine how big my top down pixel RPG should be. Does anyone have an estimate of how many player area units it takes to make the world feel big? For example if the player takes up a 32x32 pixel block, I would call that one player unit. Maybe I am just using the wrong terms when googling the sizes of old pokemon or legend of Zelda maps. Any pointers or resources?
Nevermind finding stuff
I've also been trying to make my own game by myself, solution I found is to use stolen assets/stickfigures u draw in 2 minutes it around the right size and then work on the game with a plan to get someone to join later on/comission
(aka making it a future me problem)
Hi guys question 😄 I got like a solid prototype of my game finished. but im using the basic Unity UI buttons, panels, etc. and the TMP..
needless to say it does not look good. How do we start learning how to make the UI better or where to go for that 😄 thanks
oh sick @lost merlin thanks
5 games in 5 years. But again, quitting your job to pursue game development full time is, as you are experiencing, hard and not really realistic.
If I were in your position, I would definitely have a standard job as well as doing game development. You gotta eat
I understand that you were working in the field. However, it still is the same.
If the issue was management, you could always try to find other job. You seem to have quit the experience, it should not be that hard to get a new one.
Try making game jam or !collab That is probably the best place if you have nothing else.
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Howdy. Was curious about making a branching-dialog system that can tackle multiple characters but not sure how to design it in Unity. I'm not talking about block-scheme for branching choises, talking about making a designer-friendly system, where another dude can drag-drop and select appropriate options to create, let's say, dialog-choises-based questline with multiple characters
Visual scripting if you want to go that far with it
I don't think dialogue works well enough for custom inspectors
https://assetstore.unity.com/packages/tools/behavior-ai/dialogue-system-for-unity-11672
One of the more popular visual scripting dialogue library as an example
Coding is not an issue. I'm talking about designing a designer-friendly system
they are referring to a visual scripting system for the dialog, not using visual scripting to code the dialog system
Curious... okay, i'll look into it, thanks!
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I cant find the sound a door would make when you try and open it but it's locked lol
Any one know of anywhere?
tried pixabay
Found one
Would this look better with or without the lens disortion effect?
depends on how it looks in motion, i'd imagine that effect looking neat if you had it move around
center the distortion around which button is selected
in a still image, its hard to tell whats going on, it just looks like stuff is a little distorted
Ok, so I changed it so that the entire UI moves to selected option that way the distortion is centered on the selected object (I don't know how to properly change the center of the distortion)
Hmm, maybe change the buttons going from side to side instead of up and down?
And if possible add a sort of flicker to the shine of the laser, like lightsabers for example. To make it feel more alive. But I have to say, that I really love the idea
flicker in what sense? as in on and off, or a pulsing effect with the emission strength
how's the UI for my game? Any suggestions?
Here's what everything is:
Bottom Left Corner: Health & Hunger
Top Right Corner (top to bottom)
Season & Time (animated)
Management Buttons (gameplay features)
Season, Year, & Day
in my opinion health&hunger bars are too big it will be look good if it was a bit smaller and the date and season indicator can be next to the tree icon(i dont know what exactly its that but it will looks better next to it) resize managements buttons a bit smaller
virtual pets kind of went out of fashion a while ago, so its a genre thats gathered dust. what could be a way to do a modernised virtual pet?
it would be an idle game, the point of those isnt really to keep the player having to focus on it all the time
Like starts from the middle then goes to the edges when selected? I think that would make it a lot more nicer to look at
Does anyone have any tips on how to make a delivery game fun in general
I haven’t really had a chance to play any cuz of time restrictions
then make time to play some, you can't learn what makes them fun from theory
Does anyone have any general tips tho
I’m probably going to find some time now that’s it’s summer
consider silly.
look at games like Wobbly Life or Totally Reliable Delivery Service and see why they seem fun.
everything looks better when it's silly. Do something different like include special delieveries where you have to take something to the moon or smth.
Yah. Fast travel system where u ride a big ass sloth
Thx a lot
I’ll go check out those games when I have time
exactly, now you're talking, really fast sloths
Trying to do something like R6 but ended up doing something like BF. Its still cool but to do this with out ray fire and other destruction paid software with this being free to do.
Anyone willing to read a 3 page design doc
Hi, when I try to check in to send something one of my partner see is in pink and the other is sees it normal
what is the problem and how can we solve it
Are the assets being included as part of the build?
Pink generally indicates missing textures
I would suspect for some reason or the other, your textures aren't being included
Please don't crosspost, thanks.
#💻┃unity-talk message
Question when you're making level enviorments n whatnot do you want to build them using tools from the editor or do you use applications like blender
Both
hello. I am having an issue with Unity 2022, I have 4:3 aspect ratio in the editor but when I build it it looks like this. it is supposed to be looking like this. Any clues why this happens? I have set the resolution in the player settings.
Can anyone confirm if it's worth to get paid game design courses? Like, if previously you struggled a lot with making decent designs that you were sure of then did it make it easier after the courses?
Hello, does anyone know why my decals on my URP asset keep flickering after i build and run on my quest 3? they keep disappearing and it causes a weird vision effect, i disabled motion vectors but nothing is working. Thank you!
What's the best way to implement a vacuum sucking mechanism in unity, like the game werecleaner? Does it uses rigidbody or simple vectors and code only? Devs have implemented 'rolling' in assets too if you don't use vacuum all the way and stop in between. so it gives the impresssiono of a rigidbody.
It is infact really hard to design good stuff at least for me
Uh I'm really new so my idea will probably be really bad, but you could make the vacuum shoot a bunch of rays and whenever it sees an object in the path of the rays with a suckable tag it applies a force towards it (with rigidbody)
Hey I wanted to check in with how people do iterative design processes. I’d like to release 5, 15, 30 minutes long version of a game as I continue to build levels and the world. Does anyone else have a method for doing a fast waterfall development for small games?
Hello! I'm currently trying to implement something to help you know the center of your screen in first person view. I'm creating a relaxing game that doesnt involve any type of shooting, but ive found its hard to know where your cursor is (middle of screen) without visual feedback. However, when i put a dot in the middle of the screen, it feels off. How does first person games handle centering view without needing something like a FPS crosshair?
I think making the dot be light gray and if needed smaller would look pretty good
If it blends in too much maybe add a very thin dark gray outline
ahh, alright, ill try it out, thank you for the help
Just a project I started a few days.
What version of unity are you using how come I have screen tear but you dont 😭 also are you using dx11 or dx12
I'm using unity 6. And I think I'm on dx11
How come i get screen tear when i build my project i used dx11 to fix it in the editor but in the build its tearing
I had to cap fps to 60 via code without that i get a tiktok wave effect like tear
Anyone have any tips/resources on state management and code organization.
Try turning on vsync
already on 😭
Did you set VSync to Every V Blank?
yep even tried via code
rn im clean installing unity incase there was a corruption
Im downloading it from the correct place right https://unity.com/download
i like movement :p
guys, where do you generate your design with IA ? i dont like models on unity 😦
Thank you
i want to make my game moddable. what langauges should i consider except lua?
well if you're expecting lua, then i'll be the one to go ahead and provide that answer: lua
sorry i made a typo, I meant except Lua, not expect Lua.
It depends what you want exactly. People can easily decompile your games and add mod if they want without you needing to do anything. (We are not suppose to speak of how here though)
Are there any driving games with pixelart styling but 3D? I can't think of any way to achieve something like this without ending up with a pixelated, wiggly mess
Please ping if reply 🔔
You can actually it all depends on the shaders and then also using grease pencil and texture painting to bring it down to 2.5d
true, but i want to make it as easy as possible for people to add new content
A finish game is easier to add content to than a non finished.
Hi everyone I'm here to ask if anyone here knows how to create an interactive UI system like that of the game Paper Please or even better did Lucas Pope himself post any article related to that topic?
Tweens and more tweens.
this is the first day ive ever done any visual effects/particles
i dont like it
its supposed to be a weapon that uses loud sound to damage enemies but i dont have models or audio yet
how could i improve it?
what part of it do you not like?
or it just something that just doesn't sit right but you can't figure out what?
hi all,
I'm trying to make a VR battle game where you can select different characters and each character has their own different movement style. That isn't just joystick movement. For example you play as a dog so you have to move your limbs like a dog would. Obviously though I think literally having my players get on all fours and have trackers on each limb would be too far. I just want to generalize arm or head movement for each character in a way that feels immersive, but doesnt feel punitively weird.
Do y'all think this is possible, or is it just a screw it go with joystick movement because no one will want to play that.
okay so im very new to unity so idk if this is even the right channel but im having issues changing the gravity in my game bcs when i go to the physics tab in project manager all i see is this
have you tried clearing the search bar?
searchbar only applies to all the stuff on the left but yeah i did and still nothing
okay, now clear the searchbar and look at the stuff on the left
brudda i need to be in phyisics but the stuff that is supposed to be in that tab arent there
if you would just do what i said you might have already figured out where you actually need to be
i needa change the gravity u know anywhere else where that needs to be done?
- can
if you won't bother paying any attention to the instructions provided then i'm done attempting to help
listen i already cleared the search bar what else u want me to do
and what do you see then
crazy how what you need to look for is right there in your screenshot
yeah it just doesnt seem right
ive been using reference too and its similar but still different and its throwing me off
can i see the refrence?
a mix of these two effects
also what i showed then was hdrp and tbh i dont really need all of that so i switched to the urp and the distortion is worse
Nice
well, i'm guessing it feels off because you don't have those small god ray things in the first image that surround the ring, maybe try including those in your effects.
If not, what I like to do is just play around with values in the particle system until it feels better. Consider adding noise to those particles you have on the outside, that way the movements patterns are more scattered.
Hello. i'm currently working on a research project and would really appreciate a bit of help. I'm looking for someone with experience in the VR/AR industry who could kindly give me some feedback on an idea I’ve been exploring.
It’s nothing complicated—just your thoughts based on a short explanation of the concept. That’s all. 😊
Thank you so much in advance!
there are dedicated #🥽┃virtual-reality and #🤯┃augmented-reality channels. It's best to ask a specific question there
That’s just ear game movement
in a hotline Miami style top down 2d game, would it be better to use raycasts with bullets as purely visual effects, or actual bullets with collision? i want my bullets to be rather fast and i know that the faster you go, the more unpredictable collisions get in unity.
you can have projectile bullets that raycast every frame, without using the unity physics system
have a tutorial that goes more in-depth?
Howdy, I'm trying to find a specific type of model pack, basically I have an abandoned asylum (horror) but looking for like, Creepy vines and stuff that can come through the walls. To really capture that 'vacant, abandoned vibe' anybody know of anything?
(Obviously premium)
This kind of stuff (obviously not this much but yeah)
Sweet, Found one
i dont know any but its pretty straightforward, instead of relying on unity's physics that can go through stuff and be inconsistent at fast speeds, the bullet does a raycast every frame to check if it has hit anything
Im assuming different scenes are the best way to create different "levels" within your game, correct?
yes, that's usually how you would go about it, but circumstances may differ for each use case
Yo i made a game well its not compete but i need help i had 20 scenes game was 15 gb now i have 30 game is 30 gb. Math is ok but i use same assest in each scene just placed different. If there is someone who can help me trough anydeskvor something i will be gratefull, thanks .
check the build report to determine what is taking the most space
unless you are referring to the entire project folder, in which case this is fairly normal. the Library folder will be taking the majority of the space and that contains a lot of artifacts for different things (including assets)
the bullet differenciates between terrain and enemies. better to use layers or tags for this?
layers and components
I copy
What
These are not game design issues. If you have a coding problem, use #💻┃code-beginner, otherwise if you're showcasing something, use #1180170818983051344.
I was designing a modular camera system for my 2d game. there would be a trigger in each room and upon activating the trigger the camera would transition to the next room. I was using a state driven cinemachine to do this. I had configured it so that the state driven cinemachine would on load: remove every state, add new states for every virtual camera that was present, and modify the instructions of the state driven cinemachine to transition between the cameras. the triggers would change the state of the animator, transitioning the cameras. by doing it this way i could add as many cameras as i wanted without needing to modify my code or link it to the state driven cinemachine manually. uhh, yeah AnimationController doesn't compile when the game is built, so all of that wouldb't have worked
tl,dr made a modular camera system that uses cinemachine to transition to the next camera. turns out, it wont work
i could just manually create a new state for the cameras and manually add them to the instructions, so its not to big a deal, but i would like to know if anyone has any alternative suggestions on how to accomplish the above that doesn't involve messing with AnimatorController i suppose
Can't you just do it all with cinemachine? I don't see what the animator brings to the table for that scenario.
i was using the statedriven cinemachine to transition between cameras, which uses the animation states to control when it transitions
the tutorials ive watched uses the state driven cinemachine to do it so i assumed it was the best
ok, i want a the binding of issac style camera. I go into another room and the camera swoops over into that room. how? only stipulation is NO state driven cinemachine. state driven cinemachine is cringe and wasted two days of my time
Just activate the next Virtual Camera and disable the previous Virtual Camera. (If camera differs)
Otherwise, you can simply "Reset" the Virtual Camera whenever it teleports so it does not transition through every room of the level.
And, use #💻┃unity-talk next time.
Hey, could I get a little advice. I am thinking of trying my hand at an adaptive music system. Are there any good videos on the matter I should watch?
Or good examples of it in games I should check out
I am working on a machine game and I want the music to reflect when system systems are being used
So my horror game has the following things, Find the fuses to fix the fusebox to open the elevator door to get a crowbar you need to pry open a grid to get an item.
And then several hidden keys to get into locked rooms.
Objects of interest you can pickup to inspect that hint to the main characters past.
Cutscenes.
But i'm looking for other puzzle ideas to increase the playtime a little, but I feel like everything has been done a million times over. Fusebox / Valve / Safe etc
Anyone got any ideas?
(it's based in an abandoned asylum) so certain things/ideas wont make sense.
Make puzzles based on your player character going insane. Like picking non existent worms out of their skin. 
If they go too crazy they have to do a mini game/puzzle
Can I share my game design here ?
Or is this more for pictures and or ideas on something ?
#1180170818983051344 to share your work
for questions and discussion related to game design. showing off your work/getting feedback on it belongs in #1180170818983051344
The laboratory known as ARKOS (Anomaly Retention & Kinetics Overwatch Sector) Biotechnics Site 1, located in northern Florida, was experimenting with dinosaurs. Not in the way you would think, however. This was a secret weapon intended to be used against the Soviets in case of a all-out war. They were going to be made radiation resistant, and extremely durable. The site, made in 1992, didn't have as many safeties in place as it should have, leading to a containment breach in 2001. There were 55 personal on site at the time, however, it's estimated they were all killed in the accident. The weaponized Utahraptor escaped, and made it's way to the nuclear power plant powering the facility. Once it arrived, it started tearing at the reactor, nearly causing a full meltdown. Thankfully, the Reactor Operators were able to shut it down before that happened. Enough gamma radiation was released to make it dangerous to enter without hazmat suits. The only power source being shut down caused all other subjects to be released as well.
A 20x20 square mile perimeter was established to prevent any escape of the subjects to nearby residencies. An elite team, SPEAR-9 (Special Paranormal Extraction and Recon – Unit 9) is tasked with retrieving information on how to terminate the subjects. Subjects include Utahraptor, Spinosaurus, Troodon, Giganotosaurus, Majungasaurus, a Tyrannosaurus Rex and a pack of Velociraptors. We also have information that hybrid experiments were taking place as well. Bioweapons like fungal pathogens and/or parasitic infections from the Mesozoic were also being experimented with. You play as one of the elite operatives on SPEAR-9, and have to retrieve information on the weaknesses and strengths of the subjects from the server, found in the main lab. Any survivors, if found, should be extracted. The government is covering this up for as long as possible, but it's unknown for how long it can be kept a secret.
Me and my friends have been working on this for a day or two and I want advice
What do they eat?
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You now need to define the actual gameplay loop. Is it a hub base shooter ? Is it an "Open World" ? Do you have RPG elements ? etc...
Hello, I was wondering if anyone knows about using gen AI to create 3d models of characters or backgrounds? This is only for a dissertation project, not releasing the game on steam. It's because I have the summer to do it and while I am fine with coding it, I really need to cut down on development time as much as I can.
If not it's fine, I can probably just ask someone on Twitter for help init
And yes I would be clarifying the use of Gen AI in this way, this game is not being made for profit
GUI concept for a first person shooter
Whats left panel of arrow 182 and 94?
its like supposed to be a 'team deathmatch' game counter
yea something like this
so player will have 1 type of utility or more im asking because there is only one fits there
like the grenade icon?
theres a 3 beside it
also for the ammo amount I basically did a reverse on what the old call of duty's did
Yep
There will be multiple utility to use or only one?
yea
flashbangs, stun grenande, HE grenade
a lil more
how about adding primary secondary and utility icons like in counter strike but horizontally
thats a good idea
idk where to put it tho
right left
Weapon names can be under icon (also u can make it name can only be showed if its selected)
Imo its useless to have total clips just make it 30/90 <- total bullets left
so ui will be more simple and readable
eh ill think about it, this just looks cooler imo
What are the 4 bullet like things in bottom right corner
I agree
they supposed to be like a "fire mode" but i just removed it its useless tbh
Oh like burst fire and single fire ?
yea
Nice looks better, less congested in bottom right too
Is there secondary weapon
yes but its not shown
Okay
Oh btw
I suggest make the match timer and important stuff at the top of the screen
good idea
I'm guessing 5:34 is match timer
yes
interesting
The health ui looks simple and informative u can * take inspiration
i will
simplicity is best
Yep but sometimes being creative also has its benefits
that too

Please make a #1180170818983051344 if you want to show progress of your game.
ok
type shi
Hey all, random question here. I'm working on a small phone game that has a tech tree. How do I assemble a tech tree for a game that is fun and compelling? Are there any kind of standard guidelines these usually follow?
<@&502884371011731486> steam scam
Hiii everyone, im working on a little game for fun and i want the game to look a bit anime / cartoonish, i tried to mess around with the shaders etc but i feel like a kid playing with a nuclear bomb... can someone give me some tips to make it?
Really a design full of buttons, but curiously they seem few thanks to the use of Sceollview, and the measurements, I like Unity
Can anyone help me with openworld map design, I got a rough shape on paper, now I just need to make it a polished digital design. Question 1 how much meters should 1 pixel be, the map is 7km by 7km
Still alot of buttons, try to make a door system(or a corridor system) where you slide to view rest of the room, press on the door to get to the corridor, slide to view all doors in the corridor, press on the door to take you to its respective room
That sounds very old, I'm a big fan of Asian ones, that's why I chose a more modern and futuristic design, when you turn the buttons and try to use the buttons, it's very gratifying, you notice something new, I didn't want to do something that already seemed played, it sounds strange, pwro when playing pou, it makes sense, and other types of games like that
Anybody know of any free monster type assets that come with animations?
Need something spooky for my horror game
Checkout Frenzy - Convenience Store Simulator can anyone help me set this asset up or know a way
Don't cross-post. This has nothing to do with this channel.
in 1780 lines [Single Script] i have created old school battlezone (tank game) using vector graphics & zero 3D models.
https://docs.unity3d.com/Packages/com.unity.vectorgraphics@2.0/manual/index.html
Oh and everything is completely random
where should i post it
new
#💻┃unity-talk was fine. Nowhere else.
Add some more context if you want help, there's no way someone will help with no real question
ok sorry
alrighty
so what ive done so far is
a menu screen (placeholder cuz i was testing menu screens)
you need to be thinking long-term already.. like the game-loop
whats the objective..
and u spawn into a room with a table and some other objects, then u have to solve a puzzle (made an object for placeholder) which drops the key to the outside, then thats it (outside has a few trees and nothing else
i was thinking either a specific story (with randomization for replayability) or a survival/multiplayer survival horror game from multiple monsters
yea, in my opinion having a story to follow keeps u on track better than if u just going after certain game mechanics
u can always add mechanics into ur story as u see fit
(as a beginner, naturally keep it really short tho)
by randomisation, i meant like
random item locations, random enemy patterns
sounds blablabla
ya, thats fine..
flashlight on -> battery drain -> lights go out -> u get eaten
lol.. thats ur typical survival genre.. and imo it needs some more flair to it
i like the idea of puzzle-rooms
for puzzles i like to work backwards..
its really the only way i can make puzzles w/o getting confused with my own setup
lol
not rlly that
yk nun massacre?
that but instead of progression its more like survival, + u could find items on the ground to defend from the killer (preplanned that the killer would be very fast and have a pretty short/mid range of vision) like stuns
instead of items to progress
you should use a notepad / note taking program to stay organized..
list of ur ideas as u brainstorm.. keep inspritation images/videos/etc all in one place..
I use obsidian but theres other good ones as well..
i had an idea
theres a clock object which is a puzzle for the key
but it only spawns in after the player has interacted with the door
good?
also, i made it physically impossible to see the clock while interacting with the door..
sounds good to me.. just build on what u have.. and rinse and repeat..
if something doesnt work out or feels too "out there" just take a step back.. refactor a bit and move along..
organic game-design is my favorite.. (just let things happen)
you'll make cool discoveries u just cant when trying to line out everything before hand)
mhm
ive got an idea for a gta vr game but im struggling with the city. Right now ive got a basic city grid layout but i want to make it feel more alive and different from other parts rather than so repeated
Gamedev in a nutshell: 1) make a grid 2) finish making the game.
There are no easy ways to add variety to a game.
What is your skill level? GTA-style games are definitely gonna be one of the more difficult things you could do (and especially in vr)
You should first decide whether you want to base the map off of a real city or not
Then I would start creating the ai characters (which will be the hardest part by far)
You'll definitely want to use a state machine or something similar for the ai so that it can do actions like driving, walking from place to place, reacting to player actions and other ai
To make your city more lively, I would focus on trees and small details. High quality buildings, city materials, ect will take the longest to create (and cost the most if you buy them). But the result will be great IF you put in the due time and you have the skill. There is a reason gta 6 is taking so long
idk.. High-quality City + VR doesn't sound like it synergizes too well
audio is the magic sauce... a good audio track can living up even abunch of cubes
I’m intermediate and already have a basic pretty big grid layout and I’ve got the characters done, I’m also using occlusion culling to make performance better
If your trying to build a GTA-like game, maybe take some references from GTAs map, or even Schedule 1 which is also GTA-like - figure out your points of interest and the reason the player should ever be in any particular area to begin with, and decide how those areas connect (are there islands? Bridges? Highways? Residential areas? Shopping centers? Police/legal/government establishments? Faction-controlled zones? Utility/gameplay-specific stores? Etc) - also looking at different city street layouts can help, see in the real world how some cities and countries decide what should go next to eachother, and how/why roads and pathways are designed the way they are, sometimes its to get around terrain, other times it started as a small town and developed into a city where things were added unplanned and adapted, some streets curve, others have dead ends, some areas are under construction or owned by private companies developing land, or developed with wealth disparity or distribution - for example in GTA, some parts have expensive houses and you only see high-end cars, others are barely standing homes and cars from the 70s
I want to make a unity game, however I don't know how to start. Should I learn basic coding first or just jump in and learn along the way? What are some things I should know before getting into unity and starting?
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
What courses do you recommend?
You need to know your coding else you aint getting far with just Unity.
https://www.w3schools.com/cs/index.php
Go knock out each of those sections and everything on classes
