#archived-game-design

1 messages · Page 33 of 1

heady heath
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hey ive been trying to make a restart button to restart a scene in 2d. ive looked for tutorials to do it and none of them have worked. (i am fairly new to unity) anyone have a tutorial they can link me to do so?

indigo violet
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@dense talon hey thank you for the answer! Yeah the idea is to be precise with as little text as possible 🤔 thanks for the suggestions!

winged lichen
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hello, I'm a unity newbie picking up the basics through youtube tutorials. how are levels made? I know ProBuilder exists for prototyping, but what do people usually use for finalized maps? I was thinking something with corridors like an Unfortunate Spaceman map

cold rover
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@teal kindle That looks sick. Like something out of some lovecraft story

dense talon
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@winged lichen The beauty of game development is that you can make anything (almost) however you want.
As long as you keep track of score and load things in a proper manner, you can have a "gameplay scene" where you load levels based of data and build them straight up in that scene or just load a prefab in which is your level.
Many people like working with scenes being "one level", but it's not mandatory.
I prefer loading levels in using prefabs usually and having one game scene if the gameplay is not vastly different between the levels and it's just the map that keep changing.

I build most of my maps straight in unity and import 3D objects or 2D sprites to make the complete thing and store them inside a prefab instead of working with an entire map in a 3D environment like Blender for example. I like the flexibility from small "lego blocks". But you could literally do most static objects straight up in Blender and just import the entire object and scale it to the right size...I just don't personally like doing so.

I usually mock levels up in something like MagicaVoxel for 3D levels so I know what general shape of a level I want. In 2D I mostly just paint on the tilemap until I feel okay with it.

End of map kind of things could be portals, doors, corridors, stairs, get sucked into a dimension, get eaten by another monster...I don't know, could be anything really. It doesn't matter much as long as it fits the games design.

balmy yoke
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is story-writing and lore cosidered a part of game design??

open saddle
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Yes

distant eagle
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Hows this widget looking for when you glance at equipment on the ground?
I was thinking instead of having built-in damage amounts, weapons would scale off of stats to varying degree with A or S being highest.

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I may add another line of text around the 'Press [E] to equip' to differentiate offhand and main hand

teal slate
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looks nice

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although idk if diamonds are the best way to go, the text looks kind of cramped

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unless you scale them up a bit

distant eagle
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Good point, i am wasting a bit of horizontal space.
I do want to make some signature shape that represents each of the stats without needing text.
The skill point system should make it pretty clear when its ready

hard kite
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Hi what would you do to shooters enemies when thereis a cinematic in your top down game?

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they do keep spawning at a constant rate

lilac shoal
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@distant eagle the widget doesn't look clear at the first glance, ie what do the colors mean? Does red mean that a requirement not met? What is -?
Yeah, maybe combine all the stats into a circular widget somehow?

humble briar
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it just patrols and shoots the player when it's in view

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does anyone have any suggestions to make the AI more interesting?

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what other kind of AI should I add?

cold onyx
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you can give it some kind of Reaction Time to act a little bit like a human

humble briar
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Whats that?

cold onyx
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when the player is spotted, you make it pause and face towards the player then after a second it starts attacking

distant eagle
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^ That, and add some smoothing to the rotation. it looks good so far

humble briar
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Seems like itd make things easy

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I wanna make it fast paced

cold onyx
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Question

deft patio
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I have skill "reload" in my game, which is basically the casting process. Shooting the skill is another action (done by click)

So u reload 5 "charges" (bullet), then you can shoot fireball 5x
So far so good

But then i also want the classic FPS weapon reload
So you use a gun and cast fireball, then it wont use the weapon bullet
But if you use a gun and use a skill called, piercing shot (which say u can charge only 1), it also uses the bullet in the cartridge

To compensate with the added complexity, both type of reload uses the same hotkey (R).

But well, just asking if any other game has something like this, some comments/critics, etc

teal slate
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If I want to prevent the player from climbing a wall with wall jumps (essentially getting free jumps) should I put a limit on the number of jumps or push the player far enough away from the wall that they can't wall jump off the same wall without losing height?

open saddle
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@teal slate The latter sounds less jarring

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don't lessen the height after each wall jump, just make it zero height gain on the last one

teal slate
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I went with the second one, I think it works well. After messing with some numbers, you don't really lose height but you don't gain any either, so I think it'll demotivate players from staying on the wall

drowsy falcon
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Hei 😄

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What do you use for UI design? I am looking to create menus, HUDs, dialogs etc. I'm used to figma for vector stuff and I've done photoshop in the past before vector was cool.

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What is used today is 2020?

dense talon
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Anything you are comfortable with TBH @drowsy falcon
Many people are currently using Aseprite for pixel art UI, but if you wish for a vector or more high def looking one there is a large mix of options that are good.

drowsy falcon
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It's for 3d actually

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And I don't know what is smart to do with unity 😅

dense talon
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I mean, you can even make a 3D UI TBH, there is no difference in 3D and 2D in unity other than the camera settings.

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I use 2D objects in a 3D world for my menus in another project.
And if you wish to do 3D objects for a menu or HUD you can do that too using any tool, MagicaVoxel for quick cube looking 3D objects, otherwise a lot of people use Blender for 3D models.

true trench
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To me it seems like 2D makes a slight difference but only with the default objects?

jovial chasm
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Here my last work :3

open saddle
quaint yoke
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I'm trying to create a 2D pixel game but I'm not too sure how these sort of games should be setup. So I know there's like 8x8 or 16x16 or 32x32 and these are the popular ones. So for example if I went with 32x32, does this mean that each of my tiles have to be 32x32? Like a ground tile, a wall, a patch of grass, etc, I assume yes. What about for other things like people or objects? Do they have to be the same size or should they be a multiple of that size (like a person could be 64x64) or does it not matter at all? Like I'm a little confused on how to get the dimensions of everything right

humble briar
quaint yoke
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Oh okay thanks!

tepid crater
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Not 100% sure if this is the appropriate channel for the question

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But I'm making a one step from eden like game and I'm attempting to design a map system atm

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I wanted to try out procedural generation and make my own concept for the map system and came up with something like this

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the blurred "shop" on the right is a temp sprite for the boss tile for the world, and the other shop tile is the actual shop tile

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the white tiles spread everywhere is just placeholder sprites until i draw them up, and each white tile could be a battle or other things

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so for now im generating this map by randomly choosing a index on the map (with certain restrictions) and then generating a path of random length between 2-4 to the shop, then generating a short path from start to end, then finally generating the remaining path from shop to end

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the black lines show each route the player can take

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my problem now is that I want to somehow make this a bit better?

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maybe bias shorter lengths for more difficult battles, longer paths might hold certain bonus levels, etc

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and i just need a little push in the right direction to see what I can come up with in the end

ornate bolt
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Im making a Visual Novel, but I don't want the game to be just 40 hours of left clicking. I'm working on breaking up the VN segments with a bit of gameplay/overworld.

Open question, do you ever feel like segments that break up the pacing in a game are bad? Like you'd rather get back to doing X instead of being forced into a change of pace? What games change up pace well, and what games don't?

dense talon
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@tepid crater @ornate bolt
Both of these questions are very subjective and I think depending on the person you ask there will be different answers like every time.
Some people like it casual other likes it difficult.
Some people like to be focused on the story while some people like a bit of a break in the story elements.

What I think is most important is to make the game like you want it, do you think it would work best in one way over the other, then make it so.
Then you let people try it and see what they think about it.
After that, you iterate, there is no set format that always work for everyone when it comes to these things.

BUT if you want my opinion, I prefer games to be difficult and to have breaks inside a story since I have a low attention span. But this doesn't necessarily mean that I am your perfect audiences for your games though.

ornate bolt
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very subjective
totally lol. I'm asking for yall's personal thoughts on the subject, I wanna know what people think

deft needle
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Can I get someone's opinion of this? I made mechanics for a "rage game" the likes of getting over it, jumpking, pogostuck etc, but I need some tips on how to design the game itself

ornate bolt
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have some hurtzones maybe? maybe have some square slots that the player needs to slide into perfectly in order to make it through

quaint schooner
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i feel like

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that ability and with the simple level design you have now

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it might be too easy

ornate bolt
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yeah, i do think the game would benefit from some additional mechanics. though, rage games are sorta basic in mechanics anyways

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sooooo idk lol

quaint schooner
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the dash is a bit too op

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maybe a delay would benifit

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so that they cant just fly up

ornate bolt
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eh, that depends on the level designs

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an op ability in a tough world balances out

quaint schooner
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guess so

ornate bolt
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if the world is built around the ability, it's not bad methinks

cold onyx
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Guys im not really good at using blender how did you all learn blender easily

proud jasper
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Please help him guys

quaint schooner
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i learnt in 2 days from this guys tutorial

cold onyx
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did you watch all of his parts or just the one part

quaint schooner
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entire series

cold onyx
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damm

quaint schooner
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thats the playlist

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till take you like 6 hours to watch the videos

cold onyx
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Thank you

quaint schooner
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i was saying to watch the tutorials

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you mong

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okay?

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doesnt change that your a mong

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right

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yknow when you said

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you too

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that means you agree that your a mong

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then your comeback doesnt apply

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what

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ok?

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"doesnt change that your a mong"

you reply "Yes, but i actually not a mong" you agreed that your a mong but also disagreed in the same sentence

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oh well

cold onyx
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f anyone uses blender plz dm me i have a problem and its really bugging me

hard fog
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@cold onyx Don't cross-post and pick relevant channel to ask #🔎┃find-a-channel , asking an actual question would help as well

celest burrow
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Please can someone tell me HOW TO COME UP WITH A GOOD FUCKING GAME IDEA

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like somebody came up with fall guys

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Like how do you come up with something like that???

proud jasper
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Hey guys my friend Texlah Games I’m in the process of making a game called Future West, we could use some help so if anybody is interested join the server

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If u r interested in helping dm me

celest burrow
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This isn't a recruitment channel. @proud jasper

proud jasper
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Is there any server that could help us out you think?

cold onyx
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yeah becuase i need help

proud jasper
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If u guys know someone that could help develop please dm us

north lotus
celest burrow
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Once again, this isn't a recruitment channel.

north lotus
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also true Lol

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if u have a problem tho u can just ask

proud jasper
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Ok

wise horizon
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Please can someone tell me HOW TO COME UP WITH A GOOD FUCKING GAME IDEA
@celest burrow well inspiration comes in all sorts of places.

But ultimately, dont beat yourself up to make the next devil may cry. pen and paper some weird off the wall idea and then just do it. Maybe ou'll find your actual inspiration as you dev and test that.

celest burrow
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Damn

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Kinda fax :(

tepid crater
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trynna come up with a good map system for a rogue like game atm

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kind of taking inspiration from slay the spire for the map system, where there multiple paths with different choices

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but I dont want to just copy it ofc, i want to implement it differently sort of and im just having some trouble if anyone wants to give me some resources or some inspiration on how i should proceed

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in case if youre wondering how slay the spires map works

craggy kindle
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i just learned to use a reflection probe, so i placed it inside my scene

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but notice how the door of the house reflects on the side of the car

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while it is behind the wall

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the wall is like completely ignored

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while my probe goes through the whole scene

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any ideas?

deft patio
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I have dual wield. To make it simple, when you click to attack, you swing using right-left-right-left in cycle

But then i'm thinking of a situation where u wear a long sword on right, and a super short knife on left
If the chosen hand to swing is hard coded R/L/R/L, then the player is forced to move closer every 2nd hit..

I guess the solution is to make which hand u use to swing controllable, but i also dont wanna add too much complexity in the controls. Right click is already used for something else (click to move)

distant herald
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Great work! To help you solve this, you can consider real life scenarios - Probably nobody can hold and swing a long sword with one hand, other than other character races like giants/Orcs/Golems etc. So you can restrict dual wield once player selects long sword. Another way to do this is if you want to keep long sword in dual wield, instead of having the RLRL cycle hard-coded, you can use the 'Heavy' and 'Light attacks' which are widely used in Assassin's Creed and fighting games. You click and hold the Left Mouse, player uses long sword. Click and Release Left Mouse, player uses the short knife.

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But usually, LM and RM are used for separate weapons. Like RM for mostly heavy or ranged weapons like an axe or a bow and arrow. LM for the regular favourite weapon like a sword or punching with fists.

deft patio
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Hmm yeah. LM/RM is definitely the most intuitive solution

But the thing is the game is not a third person shooter, it's close to Guildwars2 in controls where RM is still the "rotate camera"

Actually GW2 is 1 of the main influence, but GW2's hotkey is hardcoded to be 1,2,3 for main hand, 4,5 for off hand
This works nicely and simple for the players

My hotkey is in contrast, a "free" hotkey where u assign ur own skills there

But... my other influence is moba/dota, where the skill set is hardcoded 1 2 3 4 (well, QWER default)
But at the same time i dont like the "hero skillset" concept and that's why i'm leaning towards GW2(or any other "free" rpg) in terms what weapon combination u choose to equip

So yeah.. design problem.. fun!

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So in short, i'm still staying away from RM as another "attack" option bcoz RM has to be rotate cam, bcoz this game caters to casuals too (the option to point click move/auto attack)

I'm considering letting go the "free hotkey" concept and opting for GW2's preset hardcoded main/off hand 12345 hotkey
But... hmm... i dont wanna give up the "free skill tree build" either

A compromise is.. maybe 1-5 is the preset hardcoded. And 67890 are the "free hotkey" ones?

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Another option is to have say, CapsLock as a toggle to enter "shooter mode", on which RM is no longer camera but off hand (block if wearing shield).

But this feels unfair that u can only access offhand only by shooter mode..

torpid grotto
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i just learned to use a reflection probe, so i placed it inside my scene
@craggy kindle where is the light probe located?

winged dove
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My games a 2d action RPG and I'm wanting to implement fatalities/finishing moves. When a nearby enemy is low hp then you would be able to push a key to charge or jump next to them and kill them one hit with a special animation. I'm thinking of the challenges I will face, one being that both the players attacking animation and the monsters dying animation need to be perfectly synced. Also the position must be the correct distance away. Though I'm wondering about the collider, what if there are rocks or trees in the way? Or if you jump to the monster then what happens if there is a collider in the place you need to be? Then you won't be in the correct position to have the animations play out properly

deft patio
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If there's colliders in the way, u have to disable the function. This is the "obstructed" check, common for skill systems

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In fact, do a "prediction" check to even see if it's possible to perform it.
Or do a potential position candidate when pressing the button, to determine where the player need to position itself

As for the animation, assuming there's nothing that can stop this process, then the enemy needs to also "freeze in place" at the beginning. That enemy is considered to be dead at this point and shouldn't fidget anywhere anymore

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Hi all. Another question here:
Still about dual wielding.
I'm just looking at how other games handle it for reference.
It's important that they're "simple" and intuitive for the players, even if the code under the hood is complex
Game is third person. Mouse is not locked (so it's not shooter).
Click to move or WASD option
I'm considering shooter mode (it solves many problems) but afraid that these "different modes" can overwhelm players

Here's 1 that i found, although minecraft is FPS. I can definitely use some mechanics from here
https://minecraft.gamepedia.com/Tutorials/Dual_wielding

Minecraft Wiki
winged dove
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I think swining left,right,left,right repeating is probably the best idea

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swinging*

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how much shorter range are we talking with the dagger compared to a long sword?

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i don't see it bad if you had to move closer to swing the dagger, and would most people have 2 swords instead of 1 dagger and a longer sword?

chrome barn
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anyone got some hyper casual mobile game ideas? dm

dense talon
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Do people actually just give away their game ideas?

open saddle
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No, lol

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They're worth their weight in gold (to the person who came up with it)

dense talon
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That's what I thought. I would never give away my game ideas without getting involved myself x)

stark stag
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Does anyone have ideas for a game. I am trying to think of something, but I don't know....

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Also if anyone could help me that would be nice too

ancient mortar
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What kind of ideas?

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maybe narrow your focus first

stark stag
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Something that can be played with a controller.

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But I want to focus on graphics, because every other game I try to develop I miss out on the looks

cold onyx
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how do i make an animated skybox? - by this i mean i would like to have a skybox which has moving stars and a moving floor

torpid void
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Maybe someone knows what is the best way to make farming plot and it's stages like in hayday ? should crops and farming plot be seperate objects ?

dim ferry
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Anyone able to check out a game my developer made, that I’m taking over, and let me know someone about the graphics that I’m utterly stuck at?

craggy kindle
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Is it possible to export this from blender to unity somehow? i dont know how to create the same material from that texture

deft patio
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In my skill system, i have a "GetOverride" which gets a different skill depending on the weapon u use
But, gosh, the amount of calls this thing gets. For UI icon, checking cast range, and so on
Anyone have something like this, and how/where do u cache this override?

lilac shoal
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@deft patio maybe you could memoize it somehow?

blazing patrol
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can someone have a look at my code i am making an fps movement script and my jump isnt working anyone have any ideas thank you 🙂

open saddle
deft patio
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@lilac shoal Yeah got caching sorted

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Now i need some comments..

So as i mentioned, i have "variants" when u cast skills
They're:

  1. For non unit target skill (point ground, aim), some skills have the "unit variant". Say if it's normally a straight projectile, if u cast it to a unit, it'll do a homing projectile instead
  2. Weapon variant. Weapon attack generic is basically this. 1 skill hotkey slot for melee, but when changing to bow, it's projectile etc
  3. Directional. Moving towards the opposite when weapon attack, will do parry instead
  4. Right click variant. This is only for weapon skills, to use your off-hand weapon to attack. If press back + right click and press shield, that's how u actually put up ur shield to block

Now, i'm considering adding the last type of variant: right click skill (this means, not for "off hand weapon" usage. This is specifically for non-weapon skills).
But still looking for example skills that might need this

Say i have Drain which drains hp, maybe the right click drains mana/stamina instead?
FrostArrow left = more damage + slow. right = less damage + freeze
Generally if single offensive, left is more damage, right is more debuff

Any more good ideas?

dense talon
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@deft patio The alternative fire is a nice one, but I think it could be tricky to have that mandatory for all spells you create. But then again, don't even know what type of game this is. There are so many ways to create skills in game development, like combined elements, combined skills, skills effecting environments, buffs, de-buff.

And then on top of that it matters how you select the spell itself, if it needs to be fast, pretty or calculated.
Item effects could take part in changing spells/skills and objects could literally change the element of said skills/spells

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I don't know, it's very hard to give advice to this because you can literally do anything when it comes to skills, some games even have a "world wide" damaging spell basically, so there are no limits.

deft patio
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I have the core system ready. It can author limitless complexity already: melee taking into account weapon/passive onHit effects, lingering area of effect that drains hp to the caster, chain reactive skills/projectiles, etc

Im just thinking about the "variants". Bcoz in the end i dont want the game to be a 30 different skills per character.
I want just at most 5-6, but each can be triggered in different ways for different situations

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The main influence is dota. For the skill system itself, AND the variants:
Zeus LightningBolt can target ground as well as hitting unit target,
Tidehunter Gush becomes aim targeted projectile (from a single target unit) after getting aghanim's upgrade,
Tiny Toss, from limited to targetting unit, to be able to target ground after an upgrade, etc

deft patio
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it could be tricky to have that mandatory for all spells you create
It wont be for all skills, only some
Right now there's only rightclick = offhand, for weapon skills. But for non weapon skills(fireball, buff/debuff, AoE), i'll need more ideas

marsh wigeon
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we are still looking for a modeler for a hobby MMORPG project.

Has been in development for 3 months with a 6Man team

dense talon
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A hobby MMORPG?
You guys must be young to have that much time to spare...

marsh wigeon
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We have preprogrammed a lot over the years. The thing that will take the longest for us is modeling and designing the world

humble briar
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so I have a top down melee game
I'm thinking about having procedural levels

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my question is what's a good object to have in a room that the player can interact with?

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like something to help them?

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(I might have health kits)

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but other than that I can't think of anything that will fit

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like explosives or something wouldn't fit my character

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my character is just going to have a sword

oak summit
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I've never done any serious map building before, but now I am going to start a project where I do not know what I should import from blender. What sorts of assets should I import from blender vs. would should I model using unity's tools?

dense talon
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@oak summit Any item that you can't make easily, probably blender.
Unity modeling is not really great, so unless you are trying to make unreal tournament from 99....probably blender.

oak summit
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ok, thank you

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Do you also have any idea on have I can keep things to scale coming from blender to unity?

dense talon
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Set some standard measurements, like how big is a person is. The same type of practice as you would with pixel art.
"The character is 80 pixels tall, so a door should be roughly 100 to fit this human"

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I use a voxel editor for one of my game's and then it's rather easy since everything is in blocks.

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When it comes to 3D you kind of have to go by feeling., especially regarding the small objects, it's more about the proportions of the item than how big it is compared to other items, since you can just scale it.

oak summit
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Cool, thanks for the help!

vast surge
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when makeing a game with levels is it better to use 1 scene for all the game or use diffrent scenes for every level

dense talon
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it's a personal preference IMO @vast surge .
I prefer keeping one scene per type of gameplay. so lets say you got different gamemodes that uses vastly different movement controls, then I would switch scenes, otherwise I would just load the level from prefabs.
Keeping it clean and not much of reloading everything over and over again.

vast surge
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Ok

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Thanks

winged dove
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If it's an open world type game then I would do one scene, if it has levels like mario then I would have multiple scenes

deft patio
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Ok another idea request:
I'm implementing toggle click skills. U know, hold click to active, let go to deactivate

I only have Parry in mind, but really, there must be other skill ideas that falls in this category?
Oh, i'll also have a button toggle, which is a bit different.

Button toggle is like toggling aura, self buffs. It's important that the skill itself is self target, so there's no external dependency.

Click toggle is like Parry, and no other skill is allowed to be used while the click toggle is active

deft patio
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AH!
Lasers!
Of course

lilac shoal
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@deft patio how about grappling gun pulling an enemy?

rustic tide
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Which do you guys usually prefer better for when health reaches 0; game over or level restart?

hot bobcat
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That's not a decision to be made independent... Or you make it before you even design other mechanics

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I like the death mechanic that fits the other mechanics

deft patio
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@lilac shoal
If the grappling is target independent, then yea can work
I just wanna stay away from 2 way interaction for the toggle skills, bcoz if the target escapes and i'm still holding click, that's another part of the behavior

But well, maybe i can manage that too..

cold onyx
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Which do you guys usually prefer better for when health reaches 0; game over or level restart?
@rustic tide I like both lol just add them both but if i had to choose then level restart

cold onyx
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Does anyone want to chill in a discord call with eachother while we are making our own seperate games so that we can like ive eachother tips if one needs them

cold onyx
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@blazing patrol please use code blocks or hatebin. screenshotting code is not cool.

feral rock
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does anybody know where i could buy a 3d model of scp 049

mighty nymph
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Hey guys anyone has a good article about how to design values in a game like calculing how much cost an upgrade of level how much this level up the damage that it brings and how the hp monster increment with level and the rewards of killing him ?

open saddle
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Trail and error really

mighty nymph
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?

open saddle
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What you want are values that correspond to game feel

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The only way to get these values is by testing and trail and error

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Keep changing the values until you get the one that feels best

lilac shoal
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@mighty nymph I remember there were some examples of that using Google spreadsheets in the book by Jeremy Gibson Bond named Introduction to game design, prototyping and development

mighty nymph
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Thanks

north gyro
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hello, how to use a spot light cookie in urp ?

open saddle
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This channel is for game design theory, not for practical implementation @north gyro

north gyro
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oh sry

cold onyx
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do i need to make this whole terrain to paint grass one my small scene?

clever echo
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heyooo folks. I'm trying to turn the concept of "Fail Faster and Follow the Fun" a bit more actionable than just a mantra

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I've been toying with this framework that targets specially the later part, "Follow the Fun", since it's often the most ambiguous one

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what do you guys think?
I pulled from the Theory of Fun book and a bunch of devs interviews for those 4 questions
-Systematic Emergence is the one people seem to sometimes struggle with the meaning, but it's just the idea that your dynamics can influence one another to generate emergent gameplay moments

leaden crag
#

what do you do when you're out of game ideas that you can reasonably make within the time you have and your experience.

spice tundra
#

You could go with the Mario technique: find a single mechanic (for example jumping across rotating platforms) and then see how many different ways you can implement it and how each implementation changes gameplay (like mixing fixed and rotating platforms, multiple rotating platforms, platforms that rotate out-of-sync, platforms with their point of rotation at different areas, platforms that rotate at different speeds, platforms that rotate in different directions, platforms that only rotate when the player is touching them, platforms that only rotate when the player isn’t touching them, platforms that rotate around motionless obstacles, obstacles that rotate around rotating platforms, etc.)

#

Taking this iterative approach also allows for you to scaffold skills (e.g. learn how to deal with one mechanic before introducing a slightly more difficult one). This also gives players a sense of mastery and progression.

#

Remember, this strategy works with all types of games: Portal, Final Fantasy Tactics, Advance Wars, Super Mario Bros, Celeste, Candy Crush and Resident Evil all use structures like this.

cold onyx
#

I find it hard to make anything actionable especially since fun is highly subjective.

#

It sounds nice and flashy but to me it is literally as stated above a mantra that lacks actionable substance.

spice tundra
#

Worry about making something you find fun. Then you know there at least 1 type of person will enjoy it.

#

🤷🏻‍♂️ If there was a concrete rule for producing fun, we wouldn’t have so many theories about it.

cold onyx
#

To be clear Zen my comment was in regards to what hugo mentioned a bit above.

spice tundra
#

Ah, I see. My mistake 🙂 I’ll leave my comment just in case there’s someone who may benefit from it. Sometimes it’s nice to know other people struggle with things we struggle with ourselves.

dense talon
#

@clever echo I mean, the whole point of "Fail fast & follow the fun" is to make iterations of a game or even several new games until you find a hit with your audience. It's not a linear path for me at all. If you add more "fun" in your game, it can actually harm your game too.
A lot of games have a tendency to overcomplicate themselves and in turn just make it more annoying to play, some games are just better off being simple. This also largely depends on your audience.

So involving that chart without already knowing your audience is pointless really. There are so many aspects of what makes a game fun and I would never dare narrow it down to a chart...but you can always try with your team and see what they have to say, it might make sense to them.

In my opinion, "follow the fun" is representing the players action in your game. Study them while they play it, see what they find is funny, listen to what they think could make it more fun and then use that info in the next iteration.

clever echo
#

Thank you for the feedback @dense talon

rugged basin
#

Hey guys, so im making a 2d game (kinda like stardew valley perspective).
When building maps, is it better to draw all the sprite sheets,export into unity and build the map using tile palette, or is it better to draw the maps using something like aesprite and then just add collision/interactable objects in unity

hard fog
#

You can mix. Use layer with tiles for things you need to swap

rugged basin
#

yo that's actually smart

#

thanks @hard fog 🙂

cold onyx
#

hey guys, so when i have my cylinder on a terrain, the bottom part of it falls throught the terrain
it has colliders and everything

spice tundra
#

@cold onyx Do you have a RigidBody attached to it that occupies the exact same size and shape?

weary thicket
#

Do you start it sticking into the terrain?

azure valley
#

Hi guys, interested in hearing your level design workflow - if I'm already comfortable with blender, is there any reason to use probuilder at all? Even to prototype? Considering that importing a .blend file will update on the fly

wild sandal
#

Id be willing to pay someone if they can help me focus and make a design doc

#

paypal

#

I just need to know what I have to do

dense talon
#

@azure valley I think you might find more answers in 3D actually. I personally build all my games using procedural generation.
But the good part about ProBuilder is that it's fast and simple, if you enjoy more advanced features I would stick to Blender.

#

@wild sandal Tried just using Trello for adding tickets and so on?

#

It helps me focus at least to know what I should be working on.

azure valley
#

@dense talon thanks, I ended up finding the 3D room afterwards haha.

cold onyx
gritty olive
#

I'm trying to come up with a mechanic for a side project I want to start, but I'm not sure how to think about this problem. What is the design process you guys use to develop the mechanic in a creative sense?

#

I'm trying to come up with a mechanic for a side project I want to start, but I'm not sure how to think about this problem. What is the design process you guys use to develop the mechanic in a creative sense?
To give more context, I'm trying to make a game for mobile platforms as well pc, it's going to be 3D, and its based on heists, I want to make something like strategy payday (if this makes any sense), but i'm not sure how to make a mechanic that its intuitive to play on mobile and not to blend also

dense talon
#

@gritty olive To become a good mobile games developer takes time and effort since the way people control a mobile phone is vastly different between people compared to how people use a keyboard and mouse. And the way you play games on a mobile phone is usually way more casual compared to PC games. Just a quick glance at the top 50 games in the stores and you will understand the general idea of what games are mostly played. 2D or 3D doesn't really matter too much, it's how you use the controls and how you display the UI that end up being the most important.
It's not an easy subject either since "intuitive" is specific to your target audience, there is no specific secret formula that always work. 😅

#

But I would probably look into stealth games on mobile for a heist game to get some ideas for mechanics. They seem to be the closest to what you wish to make. Payday is technically a stealth game if you 100% a map, but you can for sure end up in tricky situations.

wraith terrace
#

Hiya, I'm looking for the best software to use to design simple characters and background etc to be able to create a pc game if anyone has any recommendations.

hard fog
#

Inkscape for vector drawing, Krita, GIMP, Blender for 3d, are all free.

rugged basin
#

hey guys ,so I drew a simple map in aesprite but when I uploaded to unity I noticed a drop in quality

#

is there a fix for this?

autumn lark
#

Yeah, change the sprite filter mode to point.

rugged basin
#

sprite filter mode? would that be on unity side or aesprite side

autumn lark
#

Unity side

#

Just go to your assets, select this sprite and in the inspector you will have many options you can tweak

rugged basin
#

ahh yea I found it

#

it definitely made the image much sharper and easier to look at but there's still those weird gray lines

autumn lark
#

try removing the compression

#

And make sure your game window inside unity is not zoomed in

rugged basin
#

ur a genius

#

thank you so much 🙂

autumn lark
rugged basin
#

okay 🙂 I'll be sure to post my questions there next time!

deft patio
#

Hi all. I never played any Darksouls but seems many people been telling me my game's going into that direction

Just a question, is there RNG specifically in the combat?
Like, block, crit, evasion chance, damage min-max?
(Not asking about RNG in terms of item drop chance, boss Ai behavior, etc)

autumn lark
#

Blender is very light weight. If your computer can't run it I doubt there is an alternative. I could be wrong, though.

kind folio
#

i think every designer of some sort should always think of the user first

#

and ask this question to themselves who i am making the hardware/software for?

#

what i like is not relevant here

#

its always the user 1st

#

i see so many websites/games/products where they neglect this simple fact

#

unless ur just making the game or software or hardware for urself

#

you can start thinking what i like

#

some psychology books on human and game design books can help this negligent designers you find in plenty.

cold onyx
#

Trying to come up a with a good way to populate my ActionMenu for my inventory. When a player right clicks on an item in the UI, it should open a ActionMenu that has things such as Take, Equip, Drop, etc. The complexity comes in because an item could be in multiple states that each change the options in the ActionMenu. Also items can be of different types and have their own unique actions in the menu.
For example, a 'Backpack' item would have the actions 'Equip' and 'Drop' while stored in the inventory, however when worn it would change to 'Unequip' and 'Drop'. Likewise a 'Food' item would always have the options 'Eat' and 'Drop', or 'Take' and 'Eat' when not in inventory (i.e. storage container or ground)

#

What I'm thinking is give each item their own set of ActionMenu options (e.g. a Backpack would have { Equip, Unequip, Drop }) and then each InventoryState could have their own set of options, then the player will see the intersection of those sets. Hm, I think that's a good idea

sullen bobcat
#

Kind of a noob here.. so I'm trying to make a structure for my 3D level. The structure is made out of logs, I used cylinders in 3ds Max to model the structure, worked well. Now I'm trying to add the materials and am running into issues. I want the outside of the logs to have a bark material and the cut ends to have a.. cut end.. material. I tried to tackle this using UVW unwraps and specifying different materials for each part. This sort of worked however when I import into Unity, the materials don't line up properly. I feel like creating heaps of materials just to texture one single log is definitely not the most efficient way to go about it!

I have tried the Substance Painter approach but I very much struggle with understanding that software. I managed to get the log bark textured but I can't seem to define the scale or rotation of the material so it just looks like crap. If someone could give me some insight here I'd really appreciate it! Perhaps DM me so I don't miss the messages...

cold onyx
#

Hey uhm i need a finish line texture just black and white u know, any tips?

sullen bobcat
cold onyx
#

Ohh

sullen bobcat
#

I get a lot of my textures from here, great little site

cold onyx
#

Tnx!

sullen bobcat
#

some come w/ normals and such too

#

np!

cold onyx
#

Lets see

#

I cant find it, thanks though

#

Cmon shouldn’t it be like really popular, every race game needs a finish

sullen bobcat
#

maybe make something with one of these

cold onyx
#

Lemme check

#

Wait

#

I got one but how do i get it into my game?😂

#

Its my first time

placid rapids
#

@sullen bobcat You'll need to do a UV map for the bark, and for the ends. If you're just using a plain primitive shape, generated by Max, it may already be UV mapped. You could probably even edit the mesh a little bit and still use the generated UVs.
You can put everything on one texture, and use a single material if you want. You'll just have to edit your textures into a single image. Otherwise, you'll want to find out how Max attaches multiple materials to a single object and then assign the materials by face.
If you need to move the texture around or rotate it, you'll need to edit the UVs of the model.

sullen bobcat
#

@cold onyx You'll have to import it into your game. Depends on what you're applying the texture to ofc

cold onyx
#

how, where's the button?

sullen bobcat
#

I might suggest checking out some introductory tutorials...

cold onyx
#

Got it

#

Tnx

sullen bobcat
#

@placid rapids Thanks! I managed to make it work!

spice anchor
#

hey im designing a main menu for my game. i was wondering, how am i able to move this image (Words & Jack) to the front of my panel

#

when i move it onto the panel, it's not visible as it's behind the panel

spice anchor
#

nevermind i did it

vital fractal
#

idk where the best channel to post this in but here it goes:
Help.

dark knoll
cold onyx
#

Hi which may result in the particle system not activating after a scene change even though it is on?

deep plinth
#

basically you gotta stand on this seesaw that both you and the boss can tilt through a Deep Dive (one of Phishy’s moves) or the boss slamming a fist on the platform

#

and upon slapping both fists with your tail you need to hit the thing in the head to actually damage it

cold onyx
#

Fall guys

deep plinth
#

so is anything seesaw or physics related just fall guys now

cold onyx
#

Yes

deep plinth
#

smh it wouldn’t really even be physics based the thing would just tile 45 degrees and you’d slowly fall off if you’re not careful

cold onyx
winged dove
#

I wouldn't be sued by the mortal kombat guys if I called an ability a fatality (it chops the monsters head off) would i?

signal shuttle
#

just go for it and if they send you a threatening letter or email change it

#

@winged dove

deep plinth
#

basically Phishy is in an autoscroller thing of sorts and has to dodge attacks from the Music Monster without the ability to stop, and the only time you can hit the boss is when it flies within proximity or if you slap a certain color of music note in its face

winged dove
#

Good idea :-D

deep plinth
#

huh
I tried drawing a 3D ring donut platform thing for Phishy to run around as the boss is in the middle and attacks, but I seem to be horrible at drawing that

winged dove
#

In my game you can find treasure which you can sell at your house, they sell automatically after a period of time (1 per hour but the speed can be upgraded), do you think this is alright? It's basically a way to earn money slightly quicker but the problem is that you could just leave the game running and achieve the same result without bothering to upgrade the sell speed

#

Other options are to have all the treasure sell automatically after a level, which removes the whole item shop I wanted

#

Upgrading the item shop improves speed, but also the selling price which I guess is another incentive to upgrade it

#

Maybe you need an upgraded shop to sell rare treasure, but then the excitement of finding rare treasure early is lost since you can't sell it and make money

autumn lark
#

Hard to tell you what is better, you need to ask play testers for that type of thing

#

On paper, if the sole purpose of treasure is to work as currency and you don't have any other type of item you can sell on these shops, then it could be better to not have them in the first place (the shops).

#

But on practice it could be a total different beast, I think this type of thing is only you and those who are testing the game with you might know

winged dove
#

👍 thanks

deep plinth
#

I’m trying to go for a Kirby-esque style but I realized he doesn’t seem to fit that

#

While all these cutesy protagonists are all happy and full of expression Phishy’s core design concept is the lack of expression and I both love and hate that

#

so I’m wondering if anyone could come up with something better without breaking the base concept

#

the whole thing about Phishy is how he always has that blank stare and while that opens up some possibilities for being creative it also closes up some others

rugged basin
#

hey guys so I created a scene in my game which looks like this

#

but when I decided to try to build and run it
the application loads up as this

#

Im not sure how this works, can someone help me understand how this works? Shouldn't I be seeing this in the preview mode when working on the game in unity

autumn lark
#

The UI looks different in other resolutions / aspect ratios if you didn't set it up properly, inside Unity try changing the aspect ratio of your game window and you might get the same result

cold onyx
#

hey guys, I want to make a mobile christmas game for next christmas. Do you guys have any cool suggestions?
if you could just DM me with a suggestion or the name of a existing mobile game thats really addicting
would really appriciate it ❤️

dense talon
#

@cold onyx just look at the most popular games on the mobile game stores. <.<;
You can literally also google "The most popular games blabla" and get results.
That is the absolute best way to see the actually most addicting game in the world right now.
The amount of players play a big factor in these questions. 🙂

winged dove
#

If I added an arcade machine into my game with a basic level of space invaders where if the player gets a high score then gets a reward, would that be copyright infringement?

final bone
#

Not sure the right channel to ask this in but it might fit here so, I'm trying to mod an android game and managed to open the assets files and extract them but I don't have any tools to rebuild the assets file or import edits into it

dim copper
#

If I added an arcade machine into my game with a basic level of space invaders where if the player gets a high score then gets a reward, would that be copyright infringement?
@winged dove Don't call it "Space Invaders", and make the sprites look a little different than actual space invaders sprites. Then you should be good.

winged dove
#

i thought that may work, thank you !

rain saddle
#

anyone down to make a game with me im kinda new to unity but i know a little programming

craggy kindle
#

how do i make it that the brick texture is not stretched on the wall with giant scale? "Wrap mode = repeat" looked like a solution to me but it does nothing

#

using HDPR is that matters

#

changing the tiling is not a solution

#

wow , changing UV mapping to triplanar fixed it, no idea what it does though

cold onyx
#

Can Someone help me make a Low Poly Wild West map]

#

I cant pay for one

#

I have all the models I just need to put it together

cold onyx
#

@craggy kindle triplanar is is basically mapping the texture 3 times with planar maps. X Y and Z. after that it blends the 3 with as main texture the best angle. (with the least stretching)

#

the more you know 😄

west surge
#

What can i use to make UI animations?

winged dove
#

Any ideas on how to give more "oomph" when a monster gets hit in a 2d game? Play hit animation, flash red etc

#

How to make the hit feel like a good hit

autumn lark
#

in addition to the things you already mentioned*, you should also make the time scale run slightly slower for a short duration of time

#

Kinda like when you hit someone in smash brothers

#

Not the "KO" moves in smash, I meant any regular hit, the delay is almost unnoticeable but it adds to the experience.

#

and reserve unnoticeable camera shakes to slightly stronger hits too if you can.

orchid nebula
#

Make it explode

gray umbra
#

very dumb question, can a rasberry pi actually run unity and make games?

winged dove
#

Thanks, love the time scale idea! My games a dungeon crawler so you will be hitting a lot of monsters, and very often.... I'll try the time scale idea but it might be slowed down more than it isn't at some points lol

dark knoll
gray umbra
#

ok thank you

#

I have a pc that can easily handle unity just wondering the cheapest pc that can do it, I might try to make my own pc thats in the form of a laptop if that makes sense

cold onyx
#

is there anyway to improve in your opinion

fringe horizon
#

Add some sun rays.

#

idk

winged dove
#

the trees lighting looks odd

#

the trees have pixelated edges too

wise horizon
#

What can i use to make UI animations?
@west surge you use a tweening library.
personally I use leantween at the assetstore.

cold onyx
#

@gray umbra I can help you with that

#

here

#

holdup

gray umbra
#

ok thanks

#

also have a friend that is going to start game development and he was asking some stuff about to make a new pc so I was looking for options that are extremely cheap, but I showed him a few pc's that he could build with a tutorial

west surge
#

If you ever used photoshop there is a "transform" feature where you can stretch out an image, is that possible with leantween or unity? @wise horizon

wise horizon
#

yes. its called scale

west surge
#

Is that a thing?

dark knoll
#

hoo that looks like shader work

#

no easy way to go about it but id be happy to be proven wrong

cold onyx
#

my character for my 2D game right now is just a rectangle, is there a way I can put a sprite/image over it or do I need to make a new gameobject?

dark knoll
#

add component -> sprite renderer

cold onyx
#

oh do I change the sprite renderer?

#

I think I found it

dark knoll
#

nicee

cold onyx
#

how do I set a background image of my game, I need it to go behind all my text and everything

#

its a 2d game

autumn lark
#

put the background in your scene, now select it in your hierarchy -> inspector -> sprite renderer -> additional settings -> change order in layer to a lower number than everything else (like -100 for example)

#

additionally you could just put it in a different sorting layer

fringe horizon
#

How do I add a custom Skybox?

#

nvm figured it out

uncut ocean
#

I want to make a fun game, any level ideas?

cold rover
#

I mean what kind of game specifically @uncut ocean?

dapper bronze
chilly grotto
#

Ay,good morning to all. I want some help with a bakground. I am currently working on a low poly city and i have no idea how to make a background that fits with the city. Any ideas?

cold onyx
#

am i doing this right?

#

?/10

dense talon
#

@cold onyx I would certainly give it a "?/10"
I know too little about it just from this screen.
The UI looks quite cartoony compared to it's surrounding, and it's very big, potentially a phone game I guess?

cold onyx
#

no pc

#

and i is really fine suggestion that is my first game and i want to make it perfect

sharp depot
#

so i have multiple cameras and no idea how to specifically call on any at a time to be the main viewing point

cold onyx
cold onyx
bright meadow
#

@sharp depot have a separate gameObject to handle what the active camera should be. add all the cameras in an array, then use that gameobject to set whatever camera yo uwant to be active.

#

@cold onyx it's aliasing a bit too much

#

i usually keep antialiasing off when i play a game

#

but IMO i'd prefer this main menu scene to have AA

cold onyx
#

What is AA

bright meadow
#

antialiasing

#

FXAA, MSAA

spark river
#

prefer second picture

bright meadow
#

and yeah, i agree

#

the first one could be good

#

but like

#

not with the cell...

#

pattern?

#

i'm not sure of the word

spark river
#

I think first one make me a bit confuse of what the button for

bright meadow
#

it's not confusing for me

#

i just don't understand why the buttons are like that

#

usually in every game i play it's:

  1. singleplayer/campaign

  2. multiplayer

  3. options

  4. quit

#

but here 1 and 2 are inverted

spark river
#

ya, but still feel a bit empty

#

I mean for me, everyone have different idea for it

bright meadow
#

yea definitely

#

n i just don't like that look 4 a PC game anyway

#

for a phone game it's average

narrow sierra
#

anyone wants to make a game with me?

vapid totem
#

magicalfelix

solar juniper
#

Too vague, so inclined to say "yes" 😁

sharp depot
#

thank you @bright meadow

sage flicker
#

hello everyone! I'm developing a project and I am trying to determine if unity will be the right tool to use for my purposes. I don't know C# yet, but I know Python, and I'm currently learning C for embedded projects on Arduino.

I'm trying to build a mockup for a Design I'm working on. I'm hoping that within unity I can:

1. script movement of many copies of a model 
2. script interaction between volumes and models 
3. render cast lighting from multiple sources in realtime

any advice? 🙂

spark river
#

definitely can do it

agile cosmos
#

Anyone have good articles for crafty level design tips?

cold onyx
#

Hello

#

I am making an endless car racing game

#

The kind of achievement i am thinking is distance travelled,with every 10^x units there will be a badge,starting with 1m,10m,100m,1km etc.

#

Other achievement like Near Miss,Destroy blocks etc will also be there

quaint schooner
#

some of you might care

#

hes leaving game development

#

as a whole

wise spade
#

a great teacher! What games did he create?

echo spade
#

Good, so tired of waiting for him to follow up on tutorials he said he would make and never did! >.<

spark shard
#

Someone can help me make a Main Menu?

mild spear
#

@spark shard what you struggling with

#

Do you need a script or design for it ?

spark shard
#

@mild spear I need both but I donk know how gui works

dense vale
#

Hey guys! Can unity make RTS game? and where is the source that I can learn it for free?

fierce isle
#

I've found the tutorials at learn.unity.com really useful. I don't think they have one specifically for RTS, but I suspect the tower defense tutorial would have a lot of the concepts you would need. There are also a lot of free tutorials on YouTube you could search around for; I found this one for RTS with a simple Google search, though I can't vouch for its quality. https://www.youtube.com/watch?v=EnRf-Y-ZkJo

Hey guys! First tutorial using the new format. I've been on a wicked RTS kick lately. So I decided that we're going to make one. Today we're going to talk about what an RTS is, take a look at the Unity Game Engine Editor, and setting up our project. Let me know what you think!...

▶ Play video
pseudo lichen
#

If I have two objects instantiate at the same time(Lets just call them objectA and objectB). Can object B run a script with?

private objectAController objectA;

void Awake()
{
    object A = FindObjectOfType<objectAController>();  
}
open saddle
#

@pseudo lichen yes

#

Although I'd question why you need to

pseudo lichen
#

if they spawn at the same time, there's no issue finding one?

sullen bobcat
#

Not sure if this is the right channel for this..

I'm attempting to create a ring around a planet. I tried using a plane gameobject and a material with rendering mode set to Cutout, using a detail mask to cut out the ring texture. That part worked however the plane was only 1 sided. I switched to a cube, applied the Cutout material. When I set the cube's height (Y axis) scale to 0 the material no longer has any lighting and appears completely black. If I set the height to say, 0.01, the lighting works and I can see the ring however it has a very tiny edge that also appears at certain angles. Is there any way around this? Am I "noobing" here? Maybe if I make the ring as a giant sprite instead?

cold onyx
#

@sullen bobcat try using a plane, duplicating it and inverting the normals, or even just flipping the plane upside down. I'm not sure if there will be z-fighting but its worth a shot

sullen bobcat
#

I read about that method on a forum post (somebody having the same issue) It wasn't recommended for that reason among others.. for this purpose it may just work. Thx

#

Huh, using the Sprites/Diffuse shader actually works decently with a plane... apparently

cold onyx
#

If I have two objects instantiate at the same time(Lets just call them objectA and objectB). Can object B run a script with?

private objectAController objectA;

void Awake()
{
    object A = FindObjectOfType<objectAController>();  
}

@pseudo lichen Awake is called once when all objects have been given identifiers but scripts are not yet enabled. => Yes.

vagrant oak
#

is this java?

wheat widget
#

C# I think

somber jolt
#

if i want a server to be 120 ticks, what would be the fixed timestamp in unity?

winged dove
#

My games going to have weapon mods, a fire mod will set them on fire briefly and an ice mod will freeze them.... What do you think should happen if you put both mods on the same weapon?

#

It could do some type of water damage since fire would melt ice but I have no idea what it would be

autumn turret
#

I am making a game about rats fighting squids. There are two types of rats one with sword that covers the area just in front of him from head to toe the other one has a gun that shoots out fast small projectiles. The squids have two types, one with a massive whip like a attack that has the distance of half the map I'm making the other squid has a gun shoots SLIGHTLY slower bullets but much larger ones. How do balance the game so that squids are not overpowerd?

winged dove
#

Half the map attack range is quite large

autumn turret
#

Well i dont want his range to be too short sinc ethen he is just a rat so i need another way to balance him. I might make the range a bit shorter

zealous harness
#

i know a lot of a game's design comes from photoshop but is there a alternative for photoshop if you don't have it?

autumn lark
cold rover
#

@winged dove maybe make the weapon have a smoke effect, like when it's melted and evaporated, which blinds enemies

winged dove
#

@cold rover nice idea 🙂 i can't think of how exactly it would work, it could surround only them with smoke/steam, blinding them and causing damage since steam is hot maybe?

cold rover
#

Yeah I guess

#

or it could create an area of steam that stays only in one spot around where the enemy is

winged dove
#

it's going to be an 'on hit' effect so will be happening very often, that would be a lot of steam 😆

lilac shoal
#

@winged dove I love how Magicka does this thing - there are a lot of interesting combinations

winged dove
#

ya, it was fun playing magicka multiplayer with all the different combos and effects

potent mason
#

So ive googled this everywhere and tried everything listed (everything that was given was from 2013 or something) however, how can i assign R2 on the ps4 controller to positive vertical axis and L2 to negative?

west flame
#

As far as I know you just go in the input manager, vertical, and then set joystick button x as positive, and the other one as negative, you will need to test out which number of joystick button it is though, except if triggers aren't part of the joystick button stuff, but basically everything is

shrewd summit
#

i know a lot of a game's design comes from photoshop but is there a alternative for photoshop if you don't have it?
@zealous harness I use krita https://krita.org/en/

spark nexus
#

Heyo! We just started working on a tamagotchi style game, where you take care of a robot, feed it, train it, wash it, upgrade it, all that stuff

#

And we wanted to have it so that you can battle using your tamagotchi creature against a friend of yours, over local network

#

What kind of combat system do you think would be the best for this kind of situation?​ There might be cases where it's not very balanced and there probably should be ways of turning a situation around, even if you are weaker than your opponent​. Or winning using skill and strategy over pure stats​

fierce isle
#

What are the stakes of the combat? Is there some sort of game-mechanical reward, or is it just a bragging-rights situation?

gray fable
#

Is there any one here that has experience in making Danmakus (Bullet Hell) games? I'm in urgent need of guidance.

spark nexus
#

@fierce isle The way it works is that you'll be preparing for combat with taking care of the robot. Kind of casual stuff you do on the toilet or while waiting. And the combat is supposed to be real combat and nice just some throwaway casual stuff. The health transfers over to the taking care part, so if you die and want to fight multiple times you'll have to stock up on medicines and food during the preparation. The reward is a positive feedback loop, you'll receive something from the defeated player as well as the game giving you free bonus stuff on top. That's stuff like upgrades, different paints to paint the robot with, swappable parts for arms, legs and torso, etc

#

And you can trade parts with other players over local network or bluetooth too.

#

There will be no dedicated servers though, so everything is decentralized and just running on the devices and between them using local networks.

cold onyx
#

where do i get good tree models and graphics?

spark nexus
cold onyx
#

ok

lucid cipher
flint tundra
#

quick question does anyone know why when I paint the terrain with a texture it leaves a white border like this?

acoustic marsh
#

It's in the texture possibky

flint tundra
#

as in the texture i chose to use?

#

@acoustic marsh That was the problem thanks👍🏾

acoustic marsh
#

Np

compact flicker
#

I have been trying for 3 hours to get tilemaps working but no matter what the palette wont load as a game object

young moon
#

Hey, i've got a mobile game where i stack objects on the screen.I want my camera to move up when objects reach the specific height.How can i do it?I've tried few different ways but they didnt work out well.Thanks

dense talon
#

I mean, depends how you measure what height the objects are on.
@young moon
If it's literally a y value you read off then you can just increase the cams y value with the same standard height value for one object.
Just have a method that returns the block with the highest y value.

young moon
#

Each of my objects has bones in them so i thought about getting highest bone position and then move up

#

and i've did it but

#

I couldnt figure out the function to calculate the value of moving the camera up

#

Becouse my objects cant go above the specific offset from one place to them becouse they will break

#

Idk if you understand what i mean @dense talon

dense talon
#

you have a standard position of the camera, right? like the amount it's off the ground at the start without any objects?

#

So whenever you add or remove an object from the stack, you calculate the distance between the ground and the object at the top of the pile to get the amount of units you need to raise your camera

young moon
#

Yes i have the standard position of my camera

#

And do you know what can i make to make the camera move up smoothly?

#

Cos when i will just add values to my camera position y it will just "jump" from one place to another

dense talon
#

you can use math lerp to make it smoothly move there or another option is to use "Cinemachine"

#

it's a plugin to make camera interactions easier

young moon
#

thx @dense talon

odd skiff
#

Is there a way to specifically remove collision between two objects and nothing else?

autumn lark
#

Yes, you put each object in their own physics layer and then go to edit -> settings -> physics and scroll down. There you will find a matrix where you can specify what layers can interact with what.

oak knot
#

hi

odd skiff
#

thx

winged dove
#

For a dungeon crawler game, what do you guys think about being able to see monsters through walls vs only seeing them in the same room?

#

In your experiences, what have other games done?

muted crater
#

I think this is the right place, but I took a look at the Brackeys' tutorial on game design. For some reason my player character goes through other objects at high velocities.

winged dove
#

You need to set the collision detection to continuous on the Rigidbody

muted crater
#

Thank you

dense talon
#

@winged dove I really don't care either way, it depends on the game mechanics.
If it's 3D, I don't really like seeing enemies through walls, but if it's 2D and tactical, then I can deal with both not seeing what is in my vision and seeing everything.
Both variants and fun IMO. But if you are intentionally making a harder game, I for sure would hide the enemies that are not within sight.

winged dove
#

There would be a performance boost if I didn't hide them since I wouldn't need to raycast, and it would seem strange seeing light sources but no enemies... Though from memory that's what diablo 2 did, I remember seeing the light source from champions hehe

#

I'll stick with always seeing the enemy 😊

#

Thanks

mystic stratus
#

I was thinking of finally getting down and making a game in the general direction of a fast paced 3D TPS - Bullet hell, but I can't seem to find solid examples of ones. Mothergunship was a pretty decent example, but its first person (not a huge difference, but I can't get the right feel off of it), Witch Thief was another I found which fit the criteria, but I didn't exactly like the game in itself.
If any games fitting this criteria come up to mind, please mention them, thanks!

autumn turret
#

Im making a game where u take the same amoint of damage u receive. How can i make it more skill based and how do i have an effective way of healing the player. If i heal the player more than they take damage then its too easy but if i dont the player dies.

opaque smelt
#

I have a question, I'm fairly new to unity with less than 6 months for school project purposes. May I know if it's possible to have a live player counter inside it when exporting to WebGL where it's accessed by many people?

mental minnow
#

Hi

#

Where can i download gdd of old games?

#

Dont say "google", cause i already digged all i could and found some fake ones... and an unreleasd aaa one

#

( gdd , as GameDesignDocument )

dense talon
#

I don't think a lot of people releases their GDD's to the public...
Because all of them are most likely not well thought out since so many things change during development.

#

And GDD's vary so much between the type of games you wish to make too.

fierce isle
#
muted crater
#

On the Game Over tutorial by Brackeys in the GameDev course for beginners I'm getting this error declaring a float:
Severity Code Description Project File Line Suppression State Error CS1003 Syntax error, ',' expected Assembly-CSharp D:\Users\dogsl\Cube 3D Platformer\Assets\GameManager.cs 9 Active

This is my code:
public float RestartDelay 1f;

dark knoll
#

public float RestartDelay = 1f;

muted crater
#

Thank you!

wispy bane
#

Any roguelikes connoisseurs in here?

#

I'm at the stage where I need to code an Item Randomization feature, and I'm stumped at how to do those "Unknown Potions" that can be identified and each subsequent potions of the same type are then known

#

Can someone point me in a direction? How you would approach that problem?

cold onyx
#

where do i get good tree models and graphics?
@cold onyx What's your prefered 3d application ? If it's blender there's plenty of free addons that procedurally generate trees. I myself uses one named mtrees which helps you make full tree models with nodes

cold onyx
dense talon
#

Tried moving the light? @cold onyx

cold onyx
#

Yeah I have.

#

Still a bit weird though.

dense talon
#

I mean, that side is clearly in the shadows.

cold onyx
#

Yes. But if I move the light and rotate it the rest of it turns all grey.

dense talon
#

The floor?

cold onyx
#

Yeah/

#

. *

dense talon
#

Maybe you are too far away with the light.

cold onyx
#

Lemme play about with it.

dense talon
#

You know you can change the material of the things to not get affected by light as much and so on.

cold onyx
#

How exactly?

dense talon
#

just play around with different materials and settings until you find what you like the best

cold onyx
#

Okay.

#

I'm choosing to do this for school so I am trying to get it done. Thanks!

cold onyx
#

if im say, making a map of a pirate ship, would it be better to model the entire ship then put it in Unity and add interactables into it? or make the ship with primitive shapes all with colliders in unity

winged dove
#

I would do the former

#

Is it just a 2d image? Be much easier to just add colliders over the top where you need to

#

Or you can even split the sprite up into different sections

cold onyx
#

it would be 3D, but since i know nothing of blender im just using ProBuilder now

lone frigate
#

Blender has alot of tools , that you can use that will make the process easier to do

#

@cold onyx

#

I find it much easeier to use and get more stuff done

prime igloo
#

Could someone help me get started on my game?

lone frigate
#

what game ?

prime igloo
#

Uhhh 2d

lone frigate
#

like what is it about

prime igloo
#

I'm new soo yeah

#

I don't know anything yet lmao

winged dove
#

@prime igloo don't ask the same question in every you are in

lone frigate
#

start very small

winged dove
#

in every channel*

icy sparrow
#

Neat.

prime igloo
#

@prime igloo don't ask the same question in every you are in
@winged dove
Uff sorry

#

I'm hyped

lone frigate
#

OOF

icy sparrow
#

Yo.

#

Are there any good websites for planning a game?

lone frigate
#

Trello

icy sparrow
#

Like a notepad thing but with a decent UI.

winged dove
#

@prime igloo you should get started on the Unity tutorials on the main website

icy sparrow
#

Bet.

prime igloo
#

@prime igloo you should get started on the Unity tutorials on the main website
@winged dove
Okay, thanks :DDDDD

icy sparrow
#

Does Trello Gold do much?

#

Is it worth it?

lone frigate
#

I dont think so

dense talon
#

There is less of a risk of clipping if you import the entire ship base into unity, but do keep in mind that big and complex objects might take a long while to render. So don't make it too complex. But I really don't know the limitations nowadays, so I would try doing it in one model and be prepared to redo the entire thing ^^; depends what type of style you go for and graphical settings @cold onyx

short ice
#

I enjoy using blendr for ragdoll physics games

prime moss
#

In unity i have set my boundries for -10 and 10. My player is in the 0 coorinates but when i press play he just teleportes to the right side around 9 coord

dense talon
#

Are you moving your character using code or is it just the unity physics?

prime moss
#

im setting the code

#

visual studio

cold onyx
#

There is less of a risk of clipping if you import the entire ship base into unity, but do keep in mind that big and complex objects might take a long while to render. So don't make it too complex. But I really don't know the limitations nowadays, so I would try doing it in one model and be prepared to redo the entire thing ^^; depends what type of style you go for and graphical settings @cold onyx
@dense talon thanks!

prime moss
#

@dense talon do you know that the issue could be?

full cloak
#

Is it a good idea to start a 1-2 year long project when you have around 10 months of Unity experience?

dense talon
#

@full cloak Trust your heart, I have burnt myself plenty of time scoping too big and then getting depressed when I realize I need like a team of 5 to ever get it done. :)
@prime moss Way too little information to go by, nobody would know if you fling your character using code at start, what kind of settings in unity you use or if your character is litterally a UI object adjusting itself after the screen, I've seen some crazy shit people have made in unity, can't make any assumptions nowadays x)

full cloak
#

@dense talon ok, thanks. I guess i'll start off small, with a kind of demo, then, if all works out, i'll expand it into something bigger

prime moss
#

anyway i could show you?

dense talon
#

Show code using hatebin that affects your character and consider looking into the settings of your character, there is a lot of things that can mess you up, like certain colliders pushing away from each other, materials making your character slide, if your character is on a moving object...etc.

#

The best way to find a problem like this is to debug your code and see what actually moves him, if it's not the code, there are some settings or the way you made your character interact with the map

prime moss
#

this shits confusing

dense talon
#

Well yeah, people really underestimate programming, just because it has UI like Photoshop, doesn't mean that you don't have to use some serious programming to get things to work xD

prime moss
#

im just trynna pass highschool haha

dense talon
#

People getting into unity development without any background in programming is gonna have a bad time, just saying.

#

Why the heck is the highscool teaching game development?

prime moss
#

the pizza throwing stuff

#

at animals

dense talon
#

...what?

full cloak
#

hahaha im so confused

prime moss
#

unity has a class they teach and my class are taking those lessons and unity has a pizza throwing at animals lesson

dense talon
#

I never had programming in highschool, I learnt like useful stuff like managing my economy and shit, what is this pizza throwing animal test?!

full cloak
#

My god you learn Unity at school?! That's amazing man

prime moss
#

its a math credit haha

dense talon
#

I don't know, I think this is the reason why we are plummeting in just normal survival things...

#

I met a person in the US that believe that chocolate milk comes from brown cows, I mean, just WTF.
Anyways, if unity has a tutorial for this you should really just follow it, bit by bit.

#

Very detailed.

#

Making a game from scratch is not super easy, yes if you are experienced you can get a game running in a couple of minutes and even make fallguys single player in like a day...but if you have no experience in development, it can be rough to understand the flow and all the bugs that pop up

full cloak
#

That's true, it's a very steep learning curve

#

There are some super good, free and in depth tutorials out there, though.

dense talon
#

yep, plenty, unity learn also has some good basic ones to get started

prime moss
#

welp im find it out by 3:00 today

edgy rampart
#

Dont know if this is a good channel to ask in , but does anyone have name suggestions for my game? Its a VR Very physics based Sandbox kind of game

prime moss
#

@dense talon sorry for that @ but can i screen share and can you help me ive been trying to find the problem but i cant...

hollow quiver
#

hi
i have two objects A and B both have different scripts attached to them and i want to access a var from the scripts of object A in the script of object B how do i do that #iamAnoob'

cold onyx
#

hi
i have two objects A and B both have different scripts attached to them and i want to access a var from the scripts of object A in the script of object B how do i do that #iamAnoob'
@hollow quiver public variables

#

Such as

public Rigidbody rb;
#

If I understand what you're saying correctly.

hot quiver
#

Hi,
Is there a way to import a maze into the scene procedurally
I have 6 maze models i want to import them into the scene and offset them so that they make a bigger maze
Can anyone help me with this
I dont have any experince in the software or programming and am just a student attempting to make a game
i think this is a good way for me to learn the software

cold onyx
#

@hot quiver, take a look at that.

hot quiver
#

thank you ill see

cold onyx
#

But change it from a city to a maze model.

#

If you have any more questions feel free to ask! 😄

hot quiver
#

thank you alot :) @cold onyx

cold onyx
#

🙂

hot quiver
#

i have modeled the maze parts in blender
in the tutorial it says to use the prefab files
i dont think .blend files would work in this case
and the code is uhm pretty old and doesnt work with the latest version

gusty ice
#

Hey, I need help with someting, I have made a low-poly model for my unity game (i exported on fbx format), but when I put it on unity it has a kind of smoothing. Pls help

lone frigate
#

hey , where can I get some people to test out my level design for my game?

cold onyx
#

Im looking for developers
Dm me what your good at and I'll also give more details in dms

bleak fern
#

How do you guys go about level design? I'm trying to make an underwater city, so I'm not dealing with terrain. Should I go with segmented props in Blender and reconstruct in Unity or the whole level in Blender and import into Unity?

winged dove
#

@bleak fern depends on the game i guess but i wouldn't do the whole level in blender, would be good to build props and put it all together in unity so things can be adjustable easily within unity

fringe lichen
#

Do you plan on using the terrain tool? You can use a sand texture and makes hills and different shapes and tuck your game objects or rocks into hill sides and such.

bleak fern
#

I'm referring to the actual city items, for instance the floor, the walls, etc.

#

It would be a bit tedious to have to use different sized floors, walls, etc. when they all have the same texture. Is there a tool for dynamically sized building blocks?

#

@bleak fern depends on the game i guess but i wouldn't do the whole level in blender, would be good to build props and put it all together in unity so things can be adjustable easily within unity
@winged dove Alright, I'll try this. Thanks

raw verge
#

Does anyone have a good tutorial on making your first 3D game?

cold onyx
#

@raw verge I would look into brackeys or SpeedTutor

#

they'll give you the basics of C# and Unity, and they're easy to understand

raw verge
#

@cold onyx Thanks!

foggy holly
#

i am making an fps but dont know where to start. can someone give me some pointers?

pastel harness
#
Unity Learn

The FPS Microgame Template is a 3D First Person Shooter game that you can mod and customize. Complete the Creative Mods to build on the project and make it more your own, while learning the basics of Unity. Viewing from the Learn tab in the Unity Hub? Click Download Project > ...

foggy holly
#

yes but i want it to be multiplayer

#

and youtube tut would be handy

bleak fern
#

In this video we set up our Player and begin moving him around.

● Download cool Weapons: http://devassets.com/assets/modern-weapons/

● Developer Forum: http://forum.brackeys.com/
● Download project (GitHub): http://bit.ly/1JOvQ61

············································...

▶ Play video
foggy holly
#

@placid heath i need something compatible and uNet has been deprecated

bleak fern
#

Oh, bother

harsh isle
#

hey ..
there is an ANR ..
What is the solution.. help me
ANR "Input dispatching timed out (Waiting to send non-key event because the touched window has not finished processing certain input events that were delivered to it over 500.0ms ago. Wait queue length: 4. Wait queue head age: 5604.6ms.) com.unity3d.player.UnityPlayerActivity"

brittle quail
#

Hey all, I am reverse engineering Idle Miner Tycoon. I have a working equation for the price on Mineshaft Levels (Price=BaseCost×1.15('#Owned)), the curve looks good when I plug this in. However, I can't figure out how they price the next mineshafts. Does anyone have any idea?

wild sandal
#

Does anyone know where I can get some free or cheap ready made unityprops for a project I wanna start on?

#

Like, just prefabs, basic enviromental stuff for now so i can make an arena

autumn lark
#

The assets store should have a lot of free model packs like that

#

And you could look at the pro builder as well if you wanna put something together rather quickly

shut knoll
#

Anyone here have experience with the graphics editor Krita?

#

Would it be a good starting application for basic game art versus Photoshop?

half mica
#

@shut knoll yeah all the basic tools are there, it sometimes crashes and has some display errors with different vectors overlapping on the same layer, but a restart fixes it.

shut knoll
#

Alright cool!

quaint schooner
#

Hi, i'm making a game for my college course, all i need to know is, when is a game considered age rated above PEGI 15, we're required to keep it portpholio friendly but my game contains some drug related content, would that warrant an above 15 classification?

dense talon
#

Why would you ever create a drug related game for a college course?

#

Short answer, yes, it's PEGI 16 and above

jagged sedge
#

choose

molten basalt
#

I don't think anyone's going to download a random text file.

#

Maybe share the content via: hatebin for code or other external means.

vital fractal
#

-.-

#

fine

molten basalt
#

And then share the link here for suggestions.

vital fractal
#

deleted the message since a picture is more clear

young moon
#

Hey, why i can use method from other script in my update but i cant use it in any function becouse there is an object reference not set error?

quaint schooner
#

@dense talon its not about drugs but there is a hint to them in forms of a booster of sorts

dense talon
#

@quaint schooner If you never mention any form of addiction and that it's instead like a booster buff or something, then you don't need to, but if it is implied that it's like....let's say fallout is a good example, the drugs in fallout that has negative side effects and such, then most likely you will need to PEGI-16 that stuff

quaint schooner
#

hm alright

#

thanks

#

i think a pegi 16 is the equivalent of a EOCS Restricted i so be fine.

cold onyx
#

Hello,
I am trying to design racetracks for a aracade racing game.
Any resources on how to design good racetracks ?

terse ravine
#

if it were me @cold onyx i would just look at pics of actual racetracks as referance

analog lily
noble vine
#

Hey guys, currently working on a 2d boss fighting game, its for a college project, was wondering if anyone had any ideas on where I could include a data structure such as a stack, queue, tree or graph? If further info is needed, ill gladly provide.

dark knoll
#
  • queue for object pooling, especially bullets
  • stack for storing a list of targets (pop when target's defeated)
  • tree for dialogue
noble vine
#

ah ok great thank you

#

ill for sure use the stack and queue but how would the tree for dialogue work?

dark knoll
#

oh wait true come to think of it it wouldn't be a tree in the sense that you'd use it when you need faster search operations

#

it's just that dialogue is often stored as a tree with branches at each player choice, so conversations are done via node traversal

noble vine
#

ohh right i see, ok thank you again youve been very helpful

dark knoll
#

happy to help!

mental sable
#

Can anyone help me brain storm?? I really wanna take part in this game jam with the theme 'Chain Reaction' but I'm really struggling to think of anything I wish to try and do!

dense talon
#

Bubble pop!

mental sable
#

bubble pop?

dense talon
#

Like bubble witch saga, it was the first that came into my mind when I heard "chain reaction"

royal agate
dense talon
#

@royal agate I have a feeling you have to make that image by hand and then map the values of your key binds to the texts.

royal agate
#

hand?

@royal agate I have a feeling you have to make that image by hand and then map the values of your key binds to the texts.
@dense talon

dense talon
#

Well, make it yourself. The art.

royal agate
#

ah

#

sad

cold onyx
#

Is there resource from where i can understand how to build touch friendly UI ?

hallow basin
#

I think i may have bugged my unity game window

#

For some reason it focuses on Blender models

#

even when i launch the game

#

Importing completely different models doesnt help

#

pls help

trim totem
#

Dear friends.
After watching Ian Schreiber GDC Talk:
https://www.youtube.com/watch?v=tR-9oXiytsk&t=1541s

I would love to that his course, actually. however, my money worthless compared to dollars (less than 5 times actually)

So, I would love to find his book or some material similar from his course syllabus. Anyone knows some material that fits this?

GDC

In this 2016 GDC session, game designer and educator Ian Schreiber presents a summary of his college-level course in game balance, examining the major topics covered in the syllabus and a set of assignments that can be used to further build balance skills by putting the theory...

▶ Play video
trim totem
#

it about how create game balance spreetsheets, balance resources, etc

royal agate
cold onyx
#

Its in some other language

royal agate
#

french

opal spire
#

I think it’s great, but you should have wrote in English or atleast translated first, for non French people.

royal agate
#

😦

dense talon
#

😂 How does this come as a surprise when you post it on a server where most if not all chat rooms are spoken in English?
Sure, there are some people who speak French on the server, but there are only a few that actually care about the theory of game design on the server.

cold onyx
#

I tried but I forgot most of my french lessons 😅

deft patio
#

It's a third person with hybrid movement (WASD or Click Move)

I want a context menu when pressing right click

RMB down, then up = Click Move
RMB down, then drag = rotate camera
RMB down, then LMB = alternate skill action

Good idea?

cold onyx
#

In which context? What kind of game? In an adventure game it wouldn´t do as much "damage" as in an arpg where a misclick could throw you back considerably. I would exclude this -> RMB down, then up = Click Move. Not a very good idea to have too many different aspects tied to this button and you might want to move the camera while moving

deft patio
#

You can still rotate camera while moving.
The ClickMove is on RMB up, so if u drag then the Up wont trigger ClickMove anymore

#

It's a slow-mid pace action MORPG/Moba

#

I felt the need to have the alternate skill click in situations like using the offhand weapon attack if dual wielding, or alternate effect for skills (useful to save hotkey space instead of having 2 different skills for slightly different effect)

deft patio
#

Hmm, i might not do the "RMB then LMB for secondary skill" thing

It's probably too weird..

What if i RMB on a unit, in a certain screen position, then that unit moves away?
Or i'm walking somewhere, then RMB on a spot. if i release RMB, will i do ClickMove on where i RMB down the first time, or on where it is on release?
Im now considering, ctrl or alt + LMB for the skill variant.
Its just much simpler

On another side note, i never really like this whole:
left click = primary action = main hand = right hand
right click = secondary action = offhand = left hand

If both main/offhand is accessed from LMB, then it also avoids this confusion

Right click can solely be for dota style control (click move or attack unit)
Hold right click on unit = show context menu. move mouse = choose menu (sims menu)
Hold right click drag on NON unit = rotate cam

cold onyx
#

i would keep it as simple as possible. If it can be broken then someone will break it. This means: If it´s not really needed keep things that are used often apart. Especially if you plan for a combat focused game. In adventure style gaming with slow pacing it´s forgiveable to misclick but you don´t want that in combat.

deft patio
#

Hmm
Ill simplify the question:
In my game, right click is already for ClickMove
Left click is for attack/skills

Whats my option for something like "secondary attack"?
Ctrl/alt/shift left click? Is this too weird?

cold onyx
#

Hi there, currently writing my GDD and I would like to hear some input from you guys. It´s WIP

spark river
#

hold 1 or 2 or 3 for different skill?

deft patio
#

Alternate skill is like right/left hand swing tho
So either are meant to be quickly accessible

dense talon
#

@deft patio Diablo uses skills at the location of the mouse pointer but you instead click 1,2,3 etc. Just instantly fire it just as if you clicked any mouse button.

#

Also, could be good to let people choose the key binds for these since some people prefer using QWER instead.

deft patio
#

Im sticking with "click to actually shoot the skill" bcoz i have setup several ways to override skill usage
-Toggle hold click for holding parry
-Directional WASD + click. So, W + click is stab. If i have to press W + 1, feels kinda awkward
-And also for tooltip. If i press 2 and it straight away casts StormGust on the mouse cursor, i can't know how big the radius and who will get hit. Same with EarthSpike, i'd like to know the ground normal direction that will result on the spike angle
-And last, click spammage. If my skill is all the way in 8, i'd rather select that once and spam shoot it with click
What u're saying is still something worth considering tho. GW2 is one of the reference, and they too use 12345 to activate(except still, for their ground targetted i think. It still requires a click to actually release)

dense talon
#

I mean, you can look at any mmorpg, it's always best to let the players choose how to activate their skills since your way of activating them might not fit their ways, especially important to consider if you want to port it to console.

#

Just have action slots that people can bind to whatever combination of keys they want, I prefer to use 1234QERFC + shift + ctrl combinations for example. and I can fit...about...30ish skills that way comfortably.

deft patio
#

For the hotkey rebinding, sure
But im talking about the click to actually shoot thing. This is crucial for the points i mentioned above

#

Gw2 and Moba actually does have an option for "Quick cast", which is the skipping the click part of the cast process
Im still considering the implications of having that option...

dense talon
#

you can always let the skill clicks override the mouse left click for example.

#

I always use quick cast myself the second I get used to the controls, unless if it is a very tactical turn based game like Divinity for example.

deft patio
#

you can always let the skill clicks override the mouse left click for example.
@dense talon
This part shouldn't be too hard to code. Im kinda wondering if Quickcast is on, then what does LMB used for?

What i have currently is like this:
When i press the skill hotkey, i also enter that skill's "stance".
Before i can enter the stance, the skill must also have charges. This is also for combo purpose
Eg:
Press 2 = reload anim. Then enters the "DemonSlash" stance, 3 charges
Click 3x = release all the combo hits. Finishing the charges will auto reload it again.
Press 2 when charge is not max = reloads it again

#

With what i have now, and to compensate to accomodate the Quickcast option, i was also already considering to have R as the reload hotkey, and not call Reload when pressing the hotkey
Pressing the hotkey again can then be the Quick cast function

dense talon
#

It's the same thing I mentioned above, in LoL for example if you don't have quick cast, you press left click to confirm your firing of the spell, but if you have quick cast on, left click is basic attack unless you press another skill, then that skill will just fire in the direction or location of the mouse

#

you could use the same button as far as the fire mechanic goes

#

But hey, you game might not be suited for quick casting if it's too complex of a combat system, only some skills might even be suited for it

#

but some LoL characters have that stance thing too, like Xerath I think he's called, his ultimate makes him basically into a turret and then you can press the ultimate button(or left click I forget) to fire 2-3 more hits or abort the action

#

You could always have the skills auto recharging unless you want to make it a painful ordeal to reload

#

I would aim for making the game fun, whatever is the more fun I would go for 😄

deft patio
#

You could always have the skills auto recharging unless you want to make it a painful ordeal to reload
@dense talon
This is on the way. Basically itll always try to reload when that skill is on stance, unless u click again to interrupt the reload, then the combo continues

dense talon
#

yeah, either when too much time has passed, aborted the stance or out of charges

deft patio
#

Going back to the first question, i want a utility/alternate skill cast
Assuming i only allow players to bind hotkey without ctrl/shift etc, i'm thinking of having this "utility variant" be Ctrl click (or if quick cast, then Ctrl + the hotkey)
Do u approve? =D
@dense talon

dense talon
#

I always prefer it being shift, especially kids have a hard time with ctrl + numbers for example.

deft patio
#

Yep, this variant cast modifier button can be binded

dense talon
#

yeah, then it should be fine, like a bind to the modifier

deft patio
#

Alright. Im just researching if people find it weird to have to go Ctrl click/hotkey for the alternate cast. But i guess its ok

#

Thanks for the quickcast chat too, really cleared other things as well

dense talon
#

people who are playing MMORPG's are for sure not surprised by this, it's like the standard in the old games like tera, WoW and FF14 for example.

deft patio
#

The quick cast? Or the alternate cast button?

dense talon
#

alternative button cast, since you are always juggling over 20+ spells, it's basically a must to use the alternative modifier like shift or ctrl

deft patio
#

Yeah thats the intention

#

But maybe i havent played those MORPG's..

#

Except for Ragnarok, but that's only a "force cast" offensive to ally or support to enemy

dense talon
#

Diablo forced you to only use a few buttons, the same happen with GW2, which is not bad at all IMO, but that limits the players flexibility to make builds.

#

but you can enrich that using other methods.

deft patio
#

Such as?

#

I have a mixed feeling about GW2's hotkey/skill set system..

dense talon
#

Like gems manipulating the skills as diablo/PoE does, or talent tree's that changes how the skills work, or different reactions when two skills are used in combination and so on

deft patio
#

I also got the first 2
Used in combination is like one after another combo i guess?

#

I think i got enough "variation" tho. Aight, just need to make the controls tight n make it fun

lilac warren
#

does a mid poly battle royale game sound like a huge expensive project? just asking

#

honestly i could find a way to do it myself and just make it a fuly free game with credits that can be earned by winning

dense talon
#

@lilac warren If you care about server performance, network stability and anti cheat systems, then yes.

grand sequoia
#

hello together i am currently developing a game with blender models and the unity engine. i am not able to use my shadernote textures in unity. can someone explain me how it works?

latent swallow
cold onyx
#

Can you guys please flood me with good tips & materials on how to scale and compose objects in a scene (so that objects are proportional to each other)? Especially for non-photorealistic graphics?

kind folio
#

lets discuss this topic

#

what u think?

dense talon
#

It's an old design, would not call it "outdated" though.

#

It's what made the old console games very hard for example, just look at Battletoads and such games. The reason most games don't do that anymore since most gamers nowadays is spoiled brats used to being pampered with unlimited lives. I was actually happy to see the 99 lives challenge in Mario Maker. Made it more fun IMO.
And in some game modes, having lives just doesn't make sense, but for platforms I think it's still a valid way to design a game when you want a hard cap saying "if you are not at least this good, you won't clear this game"

kind folio
#

spoiled brat thing effecting everywhere

#

🤣

dense talon
#

Lives nowadays in Mario is basically just fluffy nonsense in the normal game, I think it might even have a traditional meaning to them, since you get lives EVERYWHERE in those games, so it's not even a challenge to keep them at 99 all the time.

#

if you however design a game with limited availability for getting extra lives, then it's a different feeling.

kind folio
#

lives and action platformer

mystic stratus
#

gamers nowadays is spoiled brats used to being pampered with unlimited lives.
a t t a c k :(

dense talon
#

Like a roguelike where you have a chance to get one extra life in a run would mean a good amount for the player

kind folio
#

sorry its true

#

these days mostly spoiled brats at work games anywhere u go

mystic stratus
#

I agree tbh 🤣

kind folio
#

in my workplace lot of them got fired

#

due to that fact

#

anyways just keep to design

dense talon
#

But I think this is slightly at fault of the game devs being greedy and catering to the majority instead of their super fans

kind folio
#

action platformers like this

dense talon
#

yeah, and like salt and sanctuary, but these games make dying punishing in different ways

kind folio
#

how about having achievement system and giving scores according how many tries you took to complete that level

#

or loosing the armours and items u get if u loose live?

dense talon
#

Salt & Sanctuary is like a difficult platformer, and with few saves, but if you die, you lose all the exp since that last save, which I actually like a lot

kind folio
#

at the same time

#

there shld be reward

#

if i try 100 times same thing

#

it gets little boring won't it?

#

brings to the topic of rewards and loss in game design

dense talon
#

I don't think there should be a reward to someone failing 100 times at something xD
There could be such a reward for playing a game mode several times though.

#

Achievement hunters will hate you if you put in an achievement to a player for dying 100 times for example, it's just a dumb achievement that punishes good players

kind folio
#

talking about achievements this system was not there

#

when it was implemented in games

#

good implementation though

#

i think platformers can have some good achievement system

#

for replayability

dense talon
#

Yes, that is fine, for example, different endings to the game and such.

#

Or using one talent tree instead of another and so on.

#

I just like rewarding good behavior and punishing bad, it's like raising kids.

kind folio
#

yeah i know

#

but atm kids are pampered so much

#

if u punish them for doing something bad

#

ur a bad person

#

🤷🏽

#

i mean wth ima reward my kid for doing bad stuff

dense talon
#

I dunno about you, but I ain't rewarding my kids if they are doing bad, don't care what other thinks.
It's very easy to punish a kid, literally removing their access to any kind of games and a kid goes into depression, which is a good way to make them avoid doing badly. "oh, so you think painting on the wall is a good practice? well, it rewards you with 1 week of no Nintendo Switch"

cold onyx
#

Hello guys, How do you normally approach game design and development? I mean what are your steps as soon as you got an idea?

dense talon
#

@cold onyx I write down a bunch of buzzwords I've thought of while thinking of the game, and then I start coding.
If I had the team however I would work very differently, but I enjoy the solitude.
Since I work with software development it's very relaxing just working alone for me.

But some things that helps when planning a bigger project in groups especially is to have a shared Trello board. It's very important and people really don't use this enough.

#

Have one board for the broader roadmaps and ideas and another board for actual development tickets and one board for art for example.

cold onyx
#

Hello

#

I am trying to find the map for game mechanic,it had pictures

#

But i am not able to

cold onyx
#

@cold onyx I write down a bunch of buzzwords I've thought of while thinking of the game, and then I start coding.
If I had the team however I would work very differently, but I enjoy the solitude.
Since I work with software development it's very relaxing just working alone for me.

But some things that helps when planning a bigger project in groups especially is to have a shared Trello board. It's very important and people really don't use this enough.
@dense talon I'm alone too. In real life I'm a project manager and I can handle group work but I can't handle working alone even If I want too. Making a game is my dream so I'm working towards it. Are there some kind of project management practices for games? Don't know

dense talon
#

@cold onyx some people really enjoy working up a game design document at first to help them know what to focus on. But if this is you first game I would probably start that process small and make some simple games at first. In the beginning I started off with trying to make multiplayer games completely alone with a server and everything, and this can really put a blocker on your creativity because it just takes so much time. I would make some quick projects and get comfortable with unity and the whole idea of creating a change will become easier and easier.

sleek iris
#

took me like 7 mins

#

using Snaps Prototype | Office asset

#

very good

leaden fulcrum
#

Hey, looking for a 3d artists to possibly create some models for a game I am making, it's unpaid so keep that in mind. PM me for more info, many thanks in advance.

sleek iris
#

if u need gun models ill give ye some

leaden fulcrum
#

no sorry its environment models I am after

#

thanks anyway

jolly ether
#

btw i did not make it it is lazypupz

cold onyx
#

Hi, anyone read the GDD I posted some post earlier and had some critique or did it just drown in the flood?

dense talon
#

@cold onyx I'll have a look

#

Okay, some thing I noticed that seems odd is that you talked about the 3 day cycle in the game concept description, but don't mention anything of it in the core gameplay section, seems to be a very important aspect of the game.

#

You also seem to put a lot of restrictions to the weapons, which I personally don't think would be enjoyable. But hey, if it works well with other game mechanics, it might still be fun.

cold onyx
#

@dense talon thanks! Will correct that. Still balancing the weapon restrictions. I try to give it a survival horroresque feeling and give a heavier emphathis on each enemy encounter but maybe it´s too restrictive.

kind folio
#

enemies already patrolling vs spawning in 2D platformer

#

which one u prefer?

sleek iris
#

anyone know any assest packages that are good for environmental work?

cold onyx
#

Guys what do you think is the best combat system for mobile rpgs? Skill based combat (so less action and more timed skill shots) or a More Action combat?

drowsy yacht
#

i think it's a matter of preference. I personally like skill based combat since the tactile feedback of controls on mobile is subpar

cold onyx
#

I hate rpg on phones, they all look same with different graphics

#

😂

#

And stories are also kinda similar

tacit burrow
#

Mobile rpgs usually SUCK

cold onyx
#

There are very bad ones...but people like them. That's why I'm making one. I would like to create a slight better one 😄

calm girder
#

@tacit burrow raid shadow legends

cold onyx
#

Noone shows that its an rpg,they show cinematics,characters...last 2 sec they show its an rpg

tacit burrow
#

I felt really hurt when some of my favorite youtubers got sponsored by it

calm girder
#

i mean

#

easy money

#

for youtubers

tacit burrow
#

like bruh this game is shit. Nobody likes it, it isn't fun to play

cold onyx
#

like bruh this game is shit. Nobody likes it, it isn't fun to play
@tacit burrow Are you sure about that?

tacit burrow
#

i mean it isn't as bad as those "RANDOM KEY" sites or G2A

calm girder
#

oh god G2A is dogshit

#

excuse my language

tacit burrow
#

i actually used it once because SO MANY youtubers said good things about it

#

only for the game to be gone from the account after a month

cold onyx
#

I played one,it was so bad i kinda hated rpg since then

#

Dude anyone designing racing games here ?

#

I need some help

calm girder
#

I've messed around with some templates

cold onyx
#

I need that template lol

north jetty
#

hye guys do you think having a list of classes for every warrior that I got is a good way to store and update info from them?

cold onyx
#

It depends...I used to go with that pattern until I discovered scriptable objects

#

Now I store everything there...and scripts just handle the functionalities.

north jetty
#

but you have a fixed number of warriors right?

#

and u got an SCobject for each one?

cold onyx
#

What do you mean by warriors? You mean different playable characters?

#

In any case i used scriptableobject and created an EnemyType SCobject. Inside there I put all the data I need to personalize enemies.

#

Then each enemy just have a script that derives from an interface and which has a EnemyType variable to it. Each of every enemy

north jetty
#

yes diferent playable ccharacters

cold onyx
#

But as I always say... if the thing you make works...go for it

north jetty
#

I just feel that what I am doing it over complicating what could be simpler and I dont know

calm girder
#

@cold onyx the standard assets has a car controller

#

and there is a kart racing template

#

I've opened up but didn't bother looking around

cold onyx
#

I meant game design template

jaunty meteor
#

I have a maze game idea. I have players start as runners and solve the maze by finding their way to certain tasks (basically trying to solve their way through in the direction of the task). After they are done with their tasks (might be 2-4 tasks etc), they are turned into hunter. Hunters try to kill runners, cant kill other hunters, and their incentive to do so stems from how I define and reward the winners.

Basically, the game finishes when everyone is a hunter. Upon finishing, Everyone receives a base reward and a certain amount of currency is distributed among the hunters. That certain amount of currency does not depend on how many hunters there were. If there was only one hunter, they get all the reward from this pool, if there were two, it is shared between them etc. So as a hunter, you want to kill all the runners so that the pool of reward gets awarded to only you. To give incentive to the individual hunters to kill runners, they get rewarded additional for each runner kill.

How can I make this more interesting? Are these mechanics good enough?

winged dove
#

What are the rewards?

#

Might be difficult to balance once one or 2 people win a couple times and overpower the others?

jaunty meteor
#

Reward is currency to purchase cosmetic effects. Nothing you can buy will change your odds of beating others.

late fiber
#

Idk if this is the right place to ask, but do anybody know of any free materials or assets for terrain like the ground, mountain textures, etc?

dense talon
#

@jaunty meteor Make some form of fight back mechanic for the runners?
Mazes are usually really bad to play in normally since a lot of it becomes luck based if it's a new maze every game.
Traps for runners and hunters alike, uhm....sensors that alert people where they are

#

what else... moving walls

lapis reef
#

Hey guys, has anyone got a workflow video for a house creation in blender for creating a game like resident evil 7, I mean I don't exactly know how to go about creating the indoors of that house, in blender if possible

cold onyx
lapis reef
#

@cold onyx that's just creating a room, how would I go about creating a whole house which is connected to a full terrain, I mean, you can enter and exit the house without the use of loading screens

cold onyx
lapis reef
#

yoo thanks man @cold onyx

cold onyx
#

👍

cold onyx
#

How should I handle levels, mobs and itemization in an RPG?

#

I think it is hard to actually balance everything

#

does any of you have some kind of paper/articles regarding this?

faint copper
#

That sounds like too broad a question to me. Maybe you can break it down a little bit further? There's literally tons of literature regarding every single aspect you posted... I'd assume that it boils down to the question: what game are you actually making?

  1. For an MMO (and RPGs that behave like one) there's plenty of material for WoW (just because I have played it for a very long time, I assume, there's comparable material for a lot of other games). And many, many pages about what is called "theorycrafting". WoWhead gives a list of class discord servers: https://www.wowhead.com/discord-servers
  2. For an isometric RPG with a full party, these video serias about Durlag's Tower in Baldur's Gate 1 might catch your interest: https://www.youtube.com/watch?v=XWgc20zbRXk
  3. For a general approach to "balancing" (and what it actually is), you can just search the internet. I On my opinion this is perfectly valid (especially as a starting point), because ideas are evolving much quicker than books are published. And to many of the ideas behind "balancing" there are very interesting discussions with a whole lot of perspectives, e.g.: https://www.reddit.com/r/gamedesign/comments/2clxl7/what_is_the_math_behind_game_balance/

I'd say, you're right when stating that "it is hard to actually balance everything". That is one of the essential parts for a lot of games, if not a factor of success (Hearthstone for example wouldn't have been so successful if the "balancing" had been very bad - because it wouldn't have been fun to play then).

At the end of the day, I'd go with Jesse Schell and say: "It's all about player experience". Your "balancing" doesn't have to be perfect, if the players enjoy playing your game - it might help, though...

Learn how game designers make dungeons by looking at one of the greatest teaching examples in gaming history: Durlag's Tower from Baldur's Gate. Grab the game and play along: http://bit.ly/2c8wgeX
Subscribe for more game design on Extra Credits! http://bit.ly/SubToEC (---More ...

▶ Play video
cold onyx
#

@faint copper thanks a lot for your message. I usually don't expect people to answer my questions but maybe you are right and I was to broad. I'm making a mobile RPG with a leveling system. The balancing that I need to do is between zones-storylines-player and levels

#

I've an Idea on how to make it but I would like to read some literature regarding this subject. I will read what you linked...thanks again

dense talon
#

Game balancing in RPG's are difficult, since players also like certain games because they are imbalanced as long as it's difficult to become that stupidly strong. Kind of like Path of Exile, it's an insanely complex talent tree and gearing system, but it rewards players that put time in it by making them stupid strong if done right.

#

WoW classic is a little of the same, that game is not balanced at all, which has easily been proven by this remake of it.
(Like running 30+ warriors in a raid since it's just higher clearing speed)
But people enjoy it.

near ridge
#

🤔 Now's a fundamental downside for having that much muscle heads in a dungeon at once.

dense talon
#

what?

trail gate
#

i am looking for anyone who wants to join a team for making a game! we need coders, graphic designers!! dm me plz

full ginkgo
#

I am very new to game development and im making bosses can someone @ me for good advice to make a really good boss

pulsar sonnet
cold onyx
#

How to find the best packages for the game you want to create? For asthetics for instance. I want a mix of realism and old school

dense talon
#

@cold onyx I'm assuming you are talking about asset bundles and you can't create them yourself.
The best way is to hire an artist that creates something unique you want.
But if you want something cheaper you go to a search engine of your choice and blast away on the internet until you find something that suits you, make sure it's legal to use for free, otherwise you buy it.
Unity assets store has some assets you can buy directly in unity too.

cold onyx
#

gta 3 at its core is one of the most simple games it has 2 mechanics movement on foot and movement in a vehicle

frank jolt
#

hey maybe not the best place to ask this, but i'll try anyway. Does anyone have any ideas for obstacles in a level like this? preferably ones i only really need a collider for and no additional scripting. Its a kids room kinda thing

#

currently just have a swing, tube and book shelf.

cold onyx
#

Alright, I just had an epic game idea

#

Game where you smack things with your book and scream obscure literature references at enemies.

dense talon
#

@frank jolt You can literally add any kind of toy in that room and call it an obstacle. A pile of clothes are very common in those kind of rooms too

frank jolt
#

yeah ive been trying to find toys that kinda...make sense? or are actually complicated enough to jump on, over, thru, etc? but i like the clothes idea

cold onyx
#

clothes could be hyper-physical, like they bend and move up and down and side to side depending on your position, how you land on them, what movement buttons you press

near socket
#

Okay, got a question for you guys.

If you were to gauge a players fear level through movement (mouse and keyboard input frequency), would you say when someone scared they tend to move MORE or LESS?

I know it's a bit situational, but overall what would you guys say?

slow sage
#

it's kinda weird because like.. very scared they might freeze up, but a good jump scare and they'll shake

dense talon
#

@near socket Yeah, I feel like that is the wrong way to measure if someone is afraid, I mean, some people literally let go of the keyboard and mouse if they are scared and some twitch and fling the mouse, and some turn around and start running away in the game.

You would have to inform the player of this mechanic so they are aware of how the game mechanic works, otherwise it would be annoying to play not knowing how to act in response to the spookems.

near socket
#

Good points, definitely. It's so variable it's tough. I appreciate your Input though @slow sage & @dense talon

dense talon
#

Fear and emotions in general is very difficult to measure in games, but if you want that kind of feature you could have it that "sudden movements may cause the ghosts to notice you" for example. but that would probably have to be explained to the player.

#

Doesn't amnesia do something like that? But I think that is based on sound...

near socket
#

Yeah that's definitely true, and tbh I'm not sure. To make a long story short, we have a horror game, but I'm looking to create some sort of side "dynamic spooky" system, and I'm trying to lean away from random timers or triggers. These tiny little scares I hook into it would have almost nothing to do with the game or primary antagonist. Just a secondary layer of small "spooks"

#

"was that object always there?" "Did they just fall?" "What was that new noise I just heard?" Type stuff

slender turret
#

hey, im looking for someone to help me with my game, i wont be able to pay, but i can split any money the games gets with you.

glad crystal
#

is there some sort of pack with different type of objects like wood planks and stone slabs and stuff like that to use to build whatever you can with

dense talon
#

@glad crystal It seems like you didn't try to look in the asset store 😄

winged dove
#

What are some good ways to show the player that an item is interactable? (2d top down game)

#

So far I've thought of... Text above item "press e to open chest".
Orange outline around item
An interact icon above item

kind folio
#

which method is better for an action platformer?

#

Is making the player attack and fill the gauge bar is better

#

Is making the player have a energy bar or mana bar or something like that and make it constant and say he has hundred mana and or hundred energy

#

I was thinking which one was better

covert otter
#

Hey

#

Im just a beginner and i made my first game today

#

Tell me what you think

cold onyx
#

Don't know if it this is the correct place. But what do you think of actual copying pieces from other games?

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I find myself in this situation because my own game is very inspired from at least two distinct titles and I find myself many times basically copying the way they are doing things

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also in UI etc.

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Do you think it is correct?

dense talon
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@cold onyx There is nothing wrong about this unless you are blatantly breaking copyright laws by placing their name in the game or something.
It's extremely hard not to do a game mechanic someone else has not already done somewhere.
The fan base of that game might turn on you, but that's about it, there is nothing wrong or right about this, it's just fact that everything we humans create are inspired by something.

kind folio
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@dense talon what you think about energy bars and specials?

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which system engages player more and they get more fun

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fill up bar by attack like those fighting games

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or have predetermined energy bar which increase with progression?

cold onyx
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@cold onyx There is nothing wrong about this unless you are blatantly breaking copyright laws by placing their name in the game or something.
It's extremely hard not to do a game mechanic someone else has not already done somewhere.
The fan base of that game might turn on you, but that's about it, there is nothing wrong or right about this, it's just fact that everything we humans create are inspired by something.
@dense talon I guess you are right :), thanks for the message

kind folio
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yes everything human create is based on nature

cold onyx
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or have predetermined energy bar which increase with progression?
@kind folio for my RPG i'm going to let the player choose when to use the Special Attack

kind folio
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or something that we see at some point

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example in streets of rage

dense talon
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@kind folio I think that the two concepts of energy that doesn't recharge vs energy building up like rage meters in WoW for example engages players in a different way for sure.

kind folio
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u can do specials whenever it seems

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i was making a action platformer

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thinking about the game design when making special moves

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in my reference there was this game

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and few others

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yes that is good point