#archived-game-design
1 messages · Page 34 of 1
Overwatch for example have very powerful ultimates in it, but those are only enabled when you have either played for a good while or killed a lot of players.
This forces players to be more intense and active in the game.
Meanwhile a mana bar with a slight regen or even no regen is more of a tactical use situation.
You have to manage what mana you have left and can obtain, which gives the game a completely different feel to it
thinking what would fit an action platformer
not sure
was thinking rage
or manage mana/resource can work too
i want to avoid potions xD
Action platformers both fit IMO, it depends if you want a high intense one with longer fights, then I would have the building up rage bar.
But if you want the player to explore and find/manage mana pots and such, then a mana bar would be more fitting.
You could also use a timed energy bar of course instead of mana, that fills up passively over time.
I play a lot of games.
@kind folio are you planning to deliver on mobile or pc?
does not matter
concentrate on gaem design
and making 1st
then u can worry all those
with new input system its easy as abc
I don't know I think it matters a lot. Audience is very different in each platform
Alternatively you could use "charges" instead of energy, they are usually easier to grasp how much you can actually use a skill, but if you want the resource to be flexible, then mana/energy is probably the best way to display it.
m thinking having charges
and refil over time
so player thinks carefully when to use
@cold onyx That depends on the country though, people in east asia basically run full on MMORPG's on their phones while people in the US does more casual gaming on phones normally.
yes we always on the move
m from asia
rn living in canada
but when i go m always on phone
we literally make all the things on mobile
art n etc xD
I'm from Sweden, living in the US right now.
Swedes mainly only play casual games on phones but uses a bunch of apps and governmental services all on phones.
So a bit of a mix between the two extremes.
Tried using some American gov sites on a phone, but that was just a terrible experience.
if there was a game engine on phone
we gonna make games on mobile lol
well laptops works
anyways making charge wld be cool
going to try that
I make mainly mobile phones since my wife and I enjoy idlers and casual games, and it's easy money x)
you mean mobile phone games
what is a good game design for idle tycoon type games
i see people like idle games
tap tap to defeat bosses
or mine away to make gold
or gym management game
I think one of the better and most straightforward games in the idle genre is "Tap Titans 2" or "AdVenture Communist", they got the basics down.
Will look
Not too much of a fan of the tycoon games, they try to add that shit when it's like one button you press in the bottom to increase everything in many cases, it's so boring.
Time Clicker is pretty cool visually.
Anyways back to making combat system for my 2D action platformer
Just prototyping and learning new systems atm
Well, I need to get back to making money for the company.
👍
@dense talon ufree again?
making random combo vs controlled combo which one suits good
random combo is make a list of attack animations of punch
and with one button press it randomly does one attack from a list of attacks that u have assigned to the random function
or instead have low punch kick etc
Or just press the same button
and make combos with different button inputs
High kick, drop kick, double punch, grab and throw
Use Dan the man as an example for controlled combos
yeah all with single button or different
@kind folio I think this is more of a personal visual preference, depends if the animations actually have a different hitbox too, if they do, I prefer it to be controlled.
If it is the same hitbox and just different way of showing it, then it doesn't matter to me.
Idk if this is the right channel but
I'm a beginner that just started with game development, while improving my programming skills I also want to work on design since I want to make my own assets.
So my question is: Is it worth paying €12 a month if you are a complete beginner? (I earn €28 a month from pocket money).
how can I avoid stuff like this? (the top of this wall looks really bad because of the material )
I want it to be the same as the rest of the wall
answer to my own question: UV mapping
@kind folio controlled combo for sure, i think the player would want to know what's going to happen when he presses the combo button
@unkempt crypt what are you paying for exactly...?
so instead one button smash
pressing 3-4 keys is a better solution
and check which key i spressed and makes different combo=different score points
fun little game
i think you can change the material
@unkempt crypt what are you paying for exactly...?
@winged dove Adobe photoshop
i guess it depends on the game you want to make
oh please use krita or paint.net, managing adobe licenses is nightmarish
both export to .psd so you'll still be able to rig 2d charas
oh please use krita or paint.net, managing adobe licenses is nightmarish
@dark knoll is it better than adobe ps?
there's lots of articles comparing ps and its alternatives so you can search them up
but it'd definitely recommend starting out with something free before spending money on adobe
since those two can probably make anything that ps can
tablet*
@unkempt crypt i like krita as digital painting software more than adobe
it has more tools to make game art
like tiles
and all that
oh this year ps released after long eons pattern tool too
oh ok ty
should I buy a drawing tablet?
you should if u want to make artwork
idk when to buy one
my birthday is in Jan
depends wha tu want
a drawing tablet
$349.00?
I searched drawing table from amazon review
#497872469911404564 is also acceptable to discuss hardware in.
ok
I need to decide the name of my game and I don't know what to choose
I have to because I'm literally posting my "devlogs" everywhere but without a link to a page or website I'm loosing potential audience
You should at least post what's it about. Best name should be tied in into the lore of the game.
Sorry, some times i use discord as self thoughts lol. Well you are a scout and the game is about your tale and quest
Scoutquest, bam
Eheh maybe
SCOUT! (And the quest to find a log for the campfire)
oh...that's not the quest of the game?
you should probably say what the quest is to help people think of names 😉
Maybe something more easy to the eyes a tad bit simpler maybe🤔
Uh so i was not looking at my keyboard and i press space on accident and this is all i see how do i fix it?
Shift+space ?
Shift + Space Fullscreens the Windows selected in Editor, If Game Scene, Scene View, Hierarchy, Inspector, etc.
For Game Design channel here: As for Game Design Docs, I recommend creating Table of Contents for organization.
Hello Would you mind to explain me how works game objects hierarchy, please?
I have two game objects. The first is a regular object, the second is a prefabricate. They change each other. After changing the second in the prefabricate, the first object started to work incorrectly, at the time of conversion (the value of the z position changes and it hides under the second object) why?
help
i need some advice if i should make my game 2d or 3d 3d would make it so fun but it will be harder to code while 2d will be fun and easy but limited so which one 2d or 3d?
What's the purpose of the game? Can you give a brief outline?
2d is 3d with 0 for z axis...
What works make 3d harder? What limit will 2d give?
Care to share details?
3d will make me have to add more tings (Cuz i wanna) and in 2d der will be a limitztion for some rotation(i tink)
its like scrap machanic
where u build stuff
and place blocks
What's the purpose of the project for you? Is it for learning purposes or to release a quality product to the public?
i just wanna make it for fun and learning but i plan to monetize it in the future
@graceful parrot If you ultimately want 3D for future project, might as well learn to code 3D from scratch.
I created a character for a game thats in development!
"It's very empty and very roomy - 10/10, would unsuccessfully look for a door or window again." - A friend of mine
does anyone have tips on having roadblocks with game development?
ive hit a point in my game where im not really sure what to do next
@rose granite I mean, this depends what kind of roadblock it is... Like one of my project I hit a wall realizing that I would need to have a team of like 5 people with different skills to pull off the project, another one was just me being lazy and the current one is just me being slow at drawing sprites.
You could potentially have a writers block or family hindering you from working, I mean, there are so many roadblocks x)
A tower defence tcg, where cards are either towers or enemies
@ancient umbra I really enjoy massive boss battle games :D
Like complex big boss fights that get progressively more complex the more the game progresses and later on even evolves the previous bosses you fought, much like how Monster Hunter deals with their evolutions.
It would be a fun project I imagine.
The tricky part is always content with boss battlers though @ancient umbra
If you figure out a solution to that, it would be cool.
would you buy his camel merch?
Anyone know how I can make this scene look more cinematic?
I'm trying to make it look like a sunset
(not really that good at designing)
Step 1: Add a Sun that is setting
Hello everyone! Does anybody have good suggestions for free software for flowcharts with drag and drop capabilities? I can't seem to find a decent one on my own. I want to start planning and laying out my game design and I'm looking for a decent (and free) tool to visualize my game. Preferably one that allows for team collaboration.
Thank you, I didn't know about Jamboard, and I'm temped to check everything else out in the Google programs list. Pretty handy!
Hey everyone I have completed a small game but I need someone whose good with VFX and ui too make the effects looks good it will be a collaboration. Feel free to DM me this is the game https://youtu.be/hqE6WiI5E
so im making a doom clone / tutorial series.. im asking around whether i should use 3d models / or billboard textures like the old engine??
i would say billboard to be loyal to original games feeling
I've been studying unity for about the past month, I'm working on a Mario clone right now actually but I've been thinking about the long term.
My role in game development isn't fit to the "guy programming everything", I'm more of the designer/creative director person. How do I actually assemble a team of people to work on a game? Other than just hiring them of course
Few of my friends do game programming
@solar stream yup thats the general concensus
i didnt wanna haveta tho.. seems like more work 😛
yeah but worth it
I've been studying unity for about the past month, I'm working on a Mario clone right now actually but I've been thinking about the long term.
My role in game development isn't fit to the "guy programming everything", I'm more of the designer/creative director person. How do I actually assemble a team of people to work on a game? Other than just hiring them of course
@cold onyx find friends with skills, if you cant, you can ask in discord servers.
best way I've found to get people to work on your game for free is to offer your skills on their projects
and be very clear about what you need them to do
e.g. "I need someone to make a 2D platformer character controller, in return I can offer 30 hours of level design on your project over the next few months"
(2D platformer controllers are really difficult to get right 😛)
basically, if you're not offering anything, people aren't going to join your team! And rev share is the promise of potential payment in the future, maybe - it doesn't count 😉 it is a nice bonus alongside something else, but I don't think I've ever seen anyone actually take up a rev share offer, where rev share was the only compensation
@gentle quail that makes sense thank you.
I don't have an expert knowledge in programming (I have enough to make say, tetris or a Mario clone) so I will have to hone my skills
Im working on a new game idea called Inside man anyone wanna help me
Hey everyone I've recently had an idea about making a monster catching game for VR systems. It's just a small concept presently and I don't know enough about unity to make it presently, but I'm hoping I can find some assistance here with coding or at least have some discussions about refining the idea
what should i call my game
No Name Game @forest coral Names can be hard to come up with during development. I usually come up with names during mid-prototype stage after proof of concept and rough prototype fleshed out
how does the calibration work in unity im trying to get my friend to join?
like were in the same organization but i don't know how to create a project for calibration
@brittle vigil that works. Though sometimes I come up with the name first (it pops into my head for one reason or another), and then build a game design to fit that name.
for some reason i cant change the name of a game once i originally create it
what is your game about? got screenshots that would help in brainstorming a name for it?
I've got a bit of a problem, I'm trying to make it so you can morph a model into another one (with the same vertex count) except I don't want to do it as a whole like one blend shape into another, I'm trying to split the model into sections that it can get partial deformation.. is there a better way than blend shapes?
aiming for android platform
not what it's for in this case, but for example crashing a car and the front gets damaged on the right side
If you dont need much detail, you could rig it
Though, you can add as many shape keys as you want to a model
And each one of them will only affect the zone you specified them to affect
I read it's hard on the CPU with more shape keys, I would probably bring the device on its knees x.x
I want it to be able to run on the Oculus Quest 2 (Qualcomm Snapdragon XR2)
also I don't think rigging would produce good results, the difference between the two shapes is pretty large
Then I know no other way
Besides, yknow, making a gameobject for each zone of the model and every different state it could be in and instantiate them whenever necesary but thats quite the hussle xD
I'm trying to make it look like a sunset
@craggy zinc
dunno if you are still looking for replies but
make your light way more orange, use a sunset sky background not a noon one, and make your lamp a sun type lamp, not a diffused studio light type thing with super blurry shadows (that type of lamp fits an overcast day lighting, which is what yours reads as).
as for more cinematic in general; make your composition more interesting, a symmetric flat landscape with a zoomed out house in the middle isnt much to look at. and introduce some foreground element for depth (trees, grass, just something to create depth to the image)
you can look at a kelvin scale to get an idea for colors too
What would be your first thoughts and ideas if you hear about a MULTIPLAYER ROUNDBASED HORROGAME where you can get progress and a learning ai to learn how to scare the player the best?
Would love to hear some thoughts on that
Turn based horror sounds like it removes a lot of what makes a horror scary.
Depends on whether the horrors are turn based.
The game can by turn based, but the stuff that scares people can just happen at any time.
I guess "Missionbased" would be a better description for what I mean than Roundbased 😅
yeah, there are too many variables, would not know.
To me, the only thing spooking me would reaction based stuff like the ones in dead by daylight and things that suck me in to the gameplay, usually first person games
Thanks for your input. :D
Can a survival game work without building? I've sorted out most things in my survival game and just realised I don't have the slighrst clue how to do building
yeah
It can work. Depending on what the content and goal of your survival game would be
it's like a game where you have to survive on a planet worrying about oxygen, food, events in your base, etc
I feel like it's essential to a survival game to have building
i guess you could do something nomadic like living from your backpack? But there'd be a lot of unanswered questions like what happens when you die or where you'd respawn.
well there is a base i've built for them to live inside of, while inside oxygen doesn't deterioate
but I just feel like.. if there's nothing like building , even builidng a ship would be amazing but not something i have any idea how to let the player do
Hey, me and my friend NightFormula858 are creating a 3D terraria styled videogame on UNITY and having trouble with making 3D models. Could anyone help create 3D models for us for free? Reply on this message so I can send you a friend request! Thanks, CodeUniverse012.
Im making a 2d game and I have different attacks. each attack has a different cooldown and does different damage, want to know best way to decide which attack the player wants to use (or unique way)
well you have a few options
Its a fast paced pvp game
different buttons, button and direction combinations, holding a button, and holding a button + direction combinations
some games will mix it up by having a different style or weapon swaps that work differently
This is what I was thinking
You hit keys 1-4, and whichever you have selected is the one your using
1-4 are pretty easy to hit
Yeah, its supposed to be a faced paced combat system
maybe you should just prototype it and see if it works for you
Alright
3D terraria, so minecraft?
It's not minecraft, they use sprites to draw the voxels
Who likes mesh gen anyway
just use a sprite for every face
every single one
You could "hide" spare parts for the broken vessel (just an example) all over the planet. The player first has to find them (minigame?), then has to manage to get there (i.e. survive) and finally manage to get it home to the base. You could also force them to leave the base for incidents or resource management. There's plenty of ways you can create an immersive survival game on your planet without a "classic" construction approach...
The question for me is: what is your goal? What the players'? Why do I start playing the game in the first place, and why do I keep playing? Waht do I as a player want to achieve? If you allow a personal thought: I'd always line out the player experience I'd like to get (play with their emotions, make them enjoy a success and then fear to lose everything for example) and then find a way to achieve that. My experience is that building a game around mechanics will more often fail than succeed.
For a start you can use Unity's free Prototyping assets. Trust me: it'll take you much further, if you concentrate on defining your mechanics and make them work (and by that I mean: find your player experience, then find fitting mechanics, then implement). First, you won't get distracted as easily, and second, you'll learn to focus. Changing the props isn't that hard in the end (well, to be honest, it might be, if you intend to also add a bunch of fluff). But as I said: for a start, I'd recommend concentrating on actually creating a game - and if it's your first game (sounds to me like that, I apologize, if i read wrong here), think about participating in a jam or two (or three or...). Invaluable experience!
Addendum: there's also plenty of free stuff (and good deals) in the asset store, but also on the web, just keep your eyes open (e.g. opengameart.org). If you insist on having custom assets, you'll either have to invest, learn modeling yourself, or find additional team members...
[EDIT] You should also have a look at @gentle quail 's series of posts targeting a similar question: #archived-game-design message
@faint copper thanks for the comment this has given me some thinking
Hi all. Im looking for a reference for a flapping bird 3d angel wing controllee kinda thing
Google returns flappy bird which is NOT what i want..
I can probably manage the technical part. But just looking for the design aspect
Like im thinking, from the ground, hold space to charge up.
SpaceUp to flap up off the ground
Then from then on, if no button's pressed, the auto flap is on to retain elevation. If just looking straight, then the wings will keep spread out for a slower descend (the auto flap will flap less frequently)
Same controls in flight, hold to stop flap and charge, spaceUp to flap
Direction is towards camera (this is 3rd person)
So facing upwards n space Up = upward lift
Hold space means falling for that time. Hold space while looking down is actually diving fast downwards
SpaceUp while looking down is flap downwards
I'm thinking of implementing a gear system into my game but I don't want it to alter sprites. anyone got good ideas what type of gear I can use other than a magical ring or necklace?
@deft patio Hmmm, sounds complicated to me. Can we see what you describe? Anywhere? How is view direction controlled? With mouse (sounds like you only care for mouse + kb atm)? How is movement controlled on the ground? WSAD? Is movement on the ground possible at all? What purpose do the mouse buttons serve during flight? And movement controls? Could it be more intuitive to use forward and backward key for up and down? Or are they used to control other aspects during flight? What's the game all about?
Keep in mind that you'll want controls to feel natural and intuitive for your players. Often times, it is not a good idea to look at isolated parts of a game, because you might end up with a great system - that doesn't fit the game at all (experienced this more than once).
@tawdry estuary Why are you thinking of implementing a gear system? Do you think it's cool? Or do you think you'll need another level of complexity (because, you know, gear must also be balanced)? Did your players request such a system? What's your game all about? What or whom do you want to gear?
I assume, by "I don't want it to alter sprites" you mean that you don't want a system that changes gear you would feel the need to display? I.e. a dress vs full plate? Why do think this would require an updated sprite? Can't you use the system of your choice without the need to change sprite appearance?
I, personally, don't know your game, so with the little information you gave us it's nearly impossible (at least for me) to answer your question in a suitable way (I think). But, to give you a start: In my experience, introducing a new system without need or demand is mostly not the best of all ideas (not to say that is the case here, just mentioning).
But if you really want or need a gearing system (speaking of equipment here, are we?), you might take a step back and look at your game as a whole. What are the circumstances the players find themselves in? What do they do to advance in the game, to play the game? What could be helpful? Do you want to be "safe" (then go with classic systems like head, chest, legs, feet etc)? Or do you feel like trying something new or at least unusual to a certain degree (then you might find youself in a situation where your players play a forest and gearing up means dropping leaves in the right direction to make it more dense, such as intruders have a hard time getting to the heart)? Or you use sth that other use as support mechanics (e.g. sockets in items) and build this up to a fully fledged system (e.g. a magic lute where the player can substitute single components like the corpus or the strings, with each string creating effects depending on its quality and the used material)...
wow easy there xD I'm making my first game in unity and I thought it would be a fun challenge to create a gear system simmilair to games I play. mostly mmo rpg's.
I enjoy the feeling of working towards a perfect piece of gear. though since I am quite new to pixel art and unity I don't think I can create such items onto a sprite.
I didn't put that much thought behind it xD
thats the key to success ;p
I guess jewelry would work well with sockets if they are magical gems
alot of game have premade character like archer warrior mage and then gear up with whatever they want without changing apearance
Does anyone know what some of the most in-demand jobs are related to game dev? I was thinking of pursuing a career in technical animation or visual effects. I just want to focus on something to build a portfolio.
@faint copper anyhow to answer your question,
I do think a gear system is cool and enjoyable. though I wasn't certain what kind of sprites I should make. I will probably use your socket idea since it sounds very customisable :D thanks
@ruby holly wrong chat, but quantity wise there's a lot of jobs for generalist freelance artists
Sorry, I looked through the channels and didn't know which one to ask in
The game is typical action 3rd person
Mouse click during flight is still skills n attacks
Normally on ground is wasd
I cant show the flying bcoz i dont have it made yet
So the flying should be as auto as possible, but i want the idea of flap to as a form of evasion. Theres dash/roll when on ground with shift, so i guests that can be used too. Forgot about that
hi im think of making levels for my game only thing is theer an easway to do it? like tile maps but u can place sprites?
okay I need help - I suck at coming up with elevator pitches. I have this thing: #archived-works-in-progress message
generally speaking, PolyFury is a minimalist shmup in which you shoot regular polygons until they explode. Movement is constrained to a ring, it is really juicy, and it has a ton of accessibility options.
the issue is that I don't know how to write this in a way that makes people want to pick it up and play it 😉
fair 😂 though you shouldn't really compare your game to other successful games. It basically puts that game in your head - so people are disappointed when it isn't specifically that
here's a first-pass:
Polyfury challenges you to test your reflexes against an intense barrage of bullets in a circular arena. Everyone's invited to take on this highly accessible #shmup. Be warned though: shoot, or catch your breath, you can only choose one.
hello everyone how are you doing?
hi anyone know how to create an inventory system?
Not sure if this is the right channel but:
Anyone have any thoughts on using Video vs an image sequence + audio clip?
Is either more performant?
Let's make the UI for our Inventory!
● Sebastian's Channel: https://www.youtube.com/user/Cercopithecan
● Download the assets: http://bit.ly/2u4rcEX
● Download the source code: http://bit.ly/2uecCew
♥ Support Brackeys on Patreon: http://patreon.com/brackeys/
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When leaving an attacking animation, for a split second, unity displays the original front facing sprite from the sprite renderer before moving to the appropriate idle animation. Any clue on how to prevent this?
Probably want to try the animation channel instead of game-design
anyone know what would be a good way to do top down tank damage? Right now what i have is a thing that just deals damage, but i want to implement something thats similar to the way war thunder does damage, do you guys think this is a good idea?
So I've got this Unity asset as a first-person all in one controller but I can't get it to attach to any game objects. I've tried attaching it to capsules, fully meshed and rigged dummies, etc. and no matter what I do, the camera either rolls around on the floor like I just died in source engine or I can run and jump around but it's just the camera. Anyone know how to fix this?
I am making a survey on games. I have made a form for surveg. Please everyone fill it up. 👇https://forms.gle/zfwUk9BXKV4zorsU9
Filled it out
Thanks
is there any way to transition from 3d to 2d? and vice versa
I filled it out
I'm trying to make a level (or at least a decent mockup while I learn blender) for vrchat using blender, and I'm to a point where I would like to get some volumetric fog or lighting or something in there to look similar to this:
Is this something that is done in unity, or can I add in the fog and tweak it with blender?
I , I'm all new in creating game with Unity so it's maybe a question often asked but I don't found answer
Do you know why this little line are in the water and how to fix it ?
yeah
I need feedback, I want to make this game using arrow keys from a frontal view like this.
Where movement is based on arrow key input
or ill put the camera in isometric view and you control the blue cube by clicking the available arrows
yeah it work
ty
it's juste a game for learn with tuto
i just follow what's on video
but it wasn't whit sufisant explication of the function and kayword used in the script
but i have a game idea that i want to create who can be good and pretty easy for a gameplay wich can be fun
sry
been trying to rework my old levels as there not interesting enough, what do people think
baackground
as you can see i fall heavily into my art so i thinking i need to work with that some how
I went on a drawing spree trying to come up with a game idea to work with. I was thinking of a chill game where you photograph moments happening in the town but I wanted to reach out to see if anyone can come up with other ideas I'm not seeing by looking at what I drew up.
I was also thinking of an "I Spy..." sort of game
What is your game about?
I'm seeing it has portals, water that fill up containers and your background has creature's eye in point 'A' or a cavity in the rock.
So I have a question relating to control schemes and combat in particular action-adventure games. I've been wondering why hasn't the use of thumbstick hasn't been used in combat yet (except perhaps For Honor)? Also, what are some ways of brainstorming unique combat?
I haven't played For Honor but do you mean moving the stick to attack with your weapon as opposed to just aiming?
If so then I don't know what the reason is but a factor must be the input it provides. I watched a video recently where they use thumbstick input as the main mechanic and it's very interesting.
In this microtalk from GDC 2015, QWOP creator Bennett Foddy talks about the physics engine of the pole vaulting and ball kicking input schemes in his fiendish multiplayer game Super Pole Riders.
For honor uses a direction based combat that quite literally shows you which direction both you and your opponent is aiming towards. But yeah I'm referring to attacking through your thumbstick.
The player finds himself lost in a cave and had to find a way to defeat a evil poltergeist called Tom Baxtor, kill Tom win the game
Tom it like the emd boss
I am making a survey on games. I have made a form for survey. People who haven't fill it up yet please fill up it 👇
https://forms.gle/zfwUk9BXKV4zorsU9
Your original question is a very general one and difficult to answer without further information. We had a prototype once that used left thumbstick for attacking (landscape mode, mobile devices). It turned out that this was very hard to use, because the thumb always got in the way or hid part of the combat, thus rendering it hard for the players to enjoy it. Additionally, players said that it felt much too "hectic". All in all, feedback was devastating and we abandoned that prototype (unfortunately, I cannot present footage here, sry).
Sorry I'm referring to games like Dark souls, Legend of Zelda, basically how I've only seen action adventure games use buttons for attacks like a light and heavy attack on Dark souls on a standard controller (like a PS4 controller or XB1 controller) and wonder why they never use the thumb stick. Is it because it's never used in other games so it's a risk? Or is there no solid way of working with it attack wise?
Does anyone know the basics of the movement and camera in a first person game
Ik you parent the camera to the head, but how do you make it move the camera with the mouse?
Probably, you have to remember - a lot of decisions in designing any game that intends on catering to its target market, have naturally factored into decision making "mitigation of risk". There is always a risk that design features that introduce unique characteristics won't be intuitive or well received by the end user. There is always adoption of 'best practice' or 'best known' because we already know that it works. loptrinho points out fairly that the prototype with a newer control mechanism got in the way of the game experience. I can almost guarantee that this certainly was not something they intended, but became a feature of annoyance for anyone used to a more standard controller way of playing a game. So my observation so far would be that thumb stick isn't used because on the balance of all available control styles, it's just never been the better option than simply using buttons. That's not to say it isn't a valid point, it's probably just because it hasn't found the right design (or 'designer'!) as of yet.
Hmm that is true. But has almost no game, including indie, attempted it at all? I know that For Honor does it in some way, and I know loptrinho said that their prototype didn't work, but they also had said that they used mobile instead of a standard controller. If anyone knows any games that use this type of control scheme in some way through the use of the thumb stick, I'd definitely like to try it out and learn how they did it in their design.
how many people would play a horror casino game? kinda like bendy and the ink machine. becuase im making one lol.
i have parented my root bone of the gun with both hands but they seem to not follow each other
last time i added a child of constraint the gun kind of followed the hands but it was in different positions
(Blender)
hey anyone want a command line font?
i made a free-to-use sprite sheet bitmap (included in .bmp and .png form)
bitmap:
png form
idk if this is the right channel for this, but idk what other channel it would go in so I'm gonna put it here. I'm making a group chat of newer game devs that can make games together, help each other improve, and just chill and be friends. DM me if you're interested :)
Probably general, or introductions?
idk. i think this is fine. i may be wrong, but this seems good
Hi. So im working on a RPG skill system
There's 4 targetting: Unit, Self, Point, Aim
The system's about modular actions put together. E.g Gives self buff at StartCast, then Leap forward and damage everyone around. All the parts are just components put together. Actions so far: Damage, Buff, Knockback, Shield, Projectile, Steal, Aoe, Modifier, Melee, Parry, Dispel
Game is 3rd person, mouse click
Anyways im currently on ActionTeleport. So this can be for Dota's rikimaru/PA blink strike, QoP blink, all of that
Now i'm just wondering given the modularity, what should be the options for this?
Im mainly considering if the Action should have the option to either teleport the caster OR the targets, and if the targets, in which direction?
- tele to target unit. BlinkStrike
X or, tele the target somewhere. To where? Up? In front of the caster?
Self:
- self to up/back/forward. Ninja like
- or, get targets around and..tele them up/outwards? Or to around the caster?
Aim:
- self to aim pos
- get target raycast, tele to targetPos (like archer's knockback, send them to max cast range)
Point:
- self to aim pos
- area targets to targetPos, or outwards, or up```
I Made Minecraft in 24 Hours Can you comment? https://www.youtube.com/watch?v=dNePETUuY8k
Bu videoda; unity oyun motoru nu kullanarak 1 günde yani 24 saatte minecraft yaptım ve çok güzel oldu. Peki neden unreal engine oyun motoru yerine unity i seçtin diye soracak olursanız, çünkü unity ile 3d oyun yapımı bana daha basit geliyor. Eğer ki çok isterseniz unreal engine ile de minecraft veya sizin isteğinize göre başka bir oyunu yapabili...
@lusty wigeon Excessively repeated characters are treated like spam.
It was your extremely extended ellipse that triggered it.
gotcha
What is a breadcrumb method in level design
Hi all. Making a very element oriented rpg / pvp
Instead of players as humans controlling various elements, u ARE an elemental spirit.
Now, this one's an easy question:
What color/style should i go for for the damage numbers ?
2 options i'm thinking of:
-
Every color is the damage's element. So, fire is red text, water is blue, light white, etc
If it heals, there's a + sign to it ( +25 )
Critical, there's a ! ( 25! )
Blocked, strikethrough, etc
Cons: there'll be mana and stamina, and i'm not sure what the color code should be for those -
White is normal damage, red is critical, green is +hp, blue is + (or - ?) mana, yellow is stamina
Perhaps will also use a + or - sign
Elemental damage will have a small icon next to the number
Is there any way to convert some high poly assets to low poly, without comprising a lot of quality?
@lean parcel It's called baking
Since I saw some blender tutorials,
You create a lower poly version of the mesh and you can bake the details of the higher poly into it
Mhmmm
I believe Blender has the capability to do that with a couple clicks of a button
I experimented with it a little bit, and it worked. I am relatively new to methods of compression. However I lost you when you told to bake the details of the higher poly version into the lower one.
So essentially what it is
Is you take the low poly mesh
load it up
In a 3D View editor, select a mesh and enter UV/Face Select mode.
Unwrap the Low Poly mesh object.
In a UV/Image Editor, either create a new image or open an existing one. ...
In the Bake panel at the bottom of the Render menu, bake your desired type of image (Full Render, etc.).
This is part 5 of the high poly to low poly series in which I show you how to bake normal maps with Blender Cycles.
See my social profiles here
G+: https://plus.google.com/+JayAnAm
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Facebook: https://www.facebook.com/jayanamgames
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How do I use the following asset, the rectangle that covers each sprite covers too much of other objects
I am not sure if this is the right channel, but I am making a 2d bullet hell game and I was wondering if there are any common ways (aside from object pooling) to optimize performance, namely when many bullets are onscreen
(please reply with ping on!)
@manic roost
Particle based bullets works well
I had a lot of trouble with collisions when I tried to use particles
They didn’t really register
Hmm, I wonder if it's possible to open the sprite sheet in an editing tool, select the sprites themselves, and space them out more. Or somehow assign each sprite to a block in a grid, then adjust the grid spacing/optimize it.
@trail jolt an overall suggestion, you might be able to cut out the super large sections and make their own sprite sheets. Like a sprite sheet for the two large chunks, one for the walls, and another for each of those finger looking things. That way when Unity splices it into sprites it can use similarly sized rectangles 🙂
I'm having trouble condensing a game idea into a short "hook".
As an example, how would you describe the game "Among Us" in a hook format?
How did the origin creators of the game made the game using that? It's jsut seems like a lot of work to cut every object to make a new spritesheet
Hey! So I've recently started playing Outward and I really like the style of the game. Since I wanted to improve my level design skills anyways I thought maybe I could do a level that has a similar style to Outward.
And this is where I need some help. I don't know what it exactly is but I couldn't manage to get the same look. Here is the reference that I'm using from Outward
and this is my game so far. I was trying to make the grass look similar (with the color/shadows and the overall style) but I don't know if I'm using the PBR textures wrong or if it's my post process but I really need help figuring out how to actually achieve something similar
Hmm did they use Unity? 😃
So I have been told 🤷
does anyone know how to make a note reading system
Hi all, does anyone have a good short GDD-type template for a prototype?
@glossy pendant how much do you know about textures?
Not that much. By now I know the basics I would say and I've learned that using stochastic texture clusters does help a lot to get rid of the tiling effect @terse ravine
@glossy pendant are you using bump/ normal/ ao maps or anything of that effect?
define short
I am using a normal map but no bump or AO @terse ravine
Hello. what camera is being used for this game? perspective or orthographic
player looks like perspective, the cornes looks orthographic.
I can imagine that it is perspective but they rotated the level objects to look ortographic and adjusted the player to look more perspective based @rose lion
But I'm not sure though
Yes I think the same
orthographic
theres no perspective warp
from this distance the player would look about the same between the two types of projections @rose lion
but there is no means to do that except modelling in purpose (boundaries and other scene stuff)
right?
Could just be sprites.
I need some help with game design
I have a functioning game, but i just need something to fill up the background with.
Maybe some moving objects, etc
maybe some stones like grand canyon in this blocky stile with the right colours
@fluid sapphire
hmmm can u draw with paint an example of what u mean @fickle rock
yeah ill try but not today its late so yeah see ya tommorow @fluid sapphire
or wait i have half an hour so lets try
hmm interesting
Hi do you know any good free software to make game flow diagrams?
@pulsar sonnet This doesn't seem to have anything to do with game design?
Questions and discussion
👍
Sorry!
Is this a good main menu?
maybe
I tried to keep it simple but i think that something is missing but i dont know what
Background need to be animated maybe 
The white is really bad
I have a question about level design, do people just make the whole game on one scene? Or do they split it up? Asking for 2d games
Anyone know any game design tutors? Ive taken basic programming classes, self-teaching unity, but I want to see if there are design systems/methods I could learn & improve?
Hello. I want to build kinda platform. But in runtime, these colorfull spots will be changed via code. I do not know what to do, with 3d program or what?
I mean, you can not select "material Id as though in Maya". so, it is interesting I do knot know how to make
Any Dota expert here?
https://dota2.gamepedia.com/Invisibility
Im having trouble understanding between FadeTime and FadeDelay..
Invisibility is a status effect which makes units and heroes not appear on their opponent's screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit's model appear transparent, but clearly visible still for allies. If it is an allied hero, its dot on the minimap also turns into a ring for the dur...
I've been looking into trying game dev again, I had an idea of a survival game for a while now, and I decided to expand it. Would the following be a good idea?
The game which I still haven't decided the name on would be a rogue-like survival game
It would have the twist of having predefined puzzles that spawn randomly which allow you to unlock extra terrain and structures for more resources, these puzzles would also have the limitation of what terrain they are on as well as the enemies native to that terrain
yeah
Hey, can anyone help me with a prefab issue. I'm pretty new
what happened?
we can't help unless people explain the issue.
^
Hey guys! How good do you think a realistic game would be for mobile?
Like imagine AAA graphics
but for a mobile
anyone creative?
I have a game but need help for nice background
atm I have these pillars moving up and down
nothing really special
but I dont know what fits here
tag me if u got a nice idea
Not a creative, but I would probably try brighter colors.
How do you do a “server” network in unity? I come from an engine where there are clients then 1 server. Things done on the server replicate to all clients but not vise versa. So in unity would you just get a setup with very good internet and make it the “server client” where all replication is handled?
@cold onyx Talking about game networking? Ask in #archived-networking.
@fringe dragon It seems a bit twitchy and low gravity.
Like it has massive suspension, but doesn't use them to keep the tires on the ground.
Feels like the vehicle choice could as well have been a hovercraft with all the rocket movement that is done.
Hard to tell more without feeling the controls though, that is what is important when playing a game to me, it should feel great to play.
Rocket league for example, it doesn't have a complex map or anything, but it just feels great to play because of the amount of detail they have added in the movement of the vehicle.
@dense talon ok thanks
is anybody able to make a outline of large 2d submarine because i need it like this but alot more detailed and quite large
you paying?
i can do it but i need time (for free) @topaz mortar
Has anyone made a stylized 3d game using only unity assets?
Hey, Im a freelancer that creates unity 2d games and program them. Im 16 and hopin to make a living off game dev and tryin to start now. Dm me if you are interested. I have many different packages too. I can make any 2d game or make any c# script for unity
Devlog #2 - Why did we choose a block focused design? https://youtu.be/zRMAbG3rHpQ
Spellblaster is a 1-2 player co-op action game, inspired by retro classics. It features multiple stages to navigate, monsters to destroy, puzzles to solve, and plenty of boss fights to challenge players.
In this video, I talk about the origins of the concept of the game, and how my inspirations helped inform the level design.
If you'd like to...
In an rpg, for crafting skill, i got a dilemma..
CraftAbc - Skill brings up craft window
Craft skills are passives? And "craft" window is just a hotkey, then loads all craftables from all the passives?
Or.. each craft is a skill, and loads only that skill's craftables?
I guess the former "saves hotkey"
But the latter means u dont need to load all the other bunch of craftable options
@deft patio Any of these doesn't really matters when it comes to crafting, it all comes down to how you design the UI and display it and how flexible you design the back-end.
Also the type of game matters.
Do you want the player to focus on all the crafting skills or just a few?
It's mostly about what you want in the end, there are always people who are going to tell you that the grass is greener on the other side.
Its an morpg
Im now leaning towards the 2nd, means each craft skill has to be pressed. Then it can be targetted, to self or other player. If cast on other player, that player will open the craft window with the recipes
Im aiming for a lot of "player service", and this is 1 of them. Along with item identifier and repair
In terms of saving hotkey tho, if i make it a 2 step thing (open window, choose craft type), would that be too much of a step? Considering i also want some quick craft hotkey e.g mid battle craft arrow/potions
Definitely need some daydreaming time..
I just had this idea, why don't you replace the white by a brick wall? It will feel less empty
Is anyone interested in doing some concept sketches for a sci fi game that will be modelled?
Currently working on a cute little space game and need some concept artists
im not good but i can try so dont rely on me too much but ill try
I'm having trouble coming up with a game mode for my game that I can easily see if it works well or not
its multiplayer and already has basic game modes like team deathmatch but I want to try other game modes on it, but I dont want to waste too much time developing and testing game modes that wont work out
do any of yall have any advice?
does anyone have any idea as to why trees look pixelated in unity ? I'm using a stylized asset pack
okay not pixellated but more like the low quality feel u get as LOD increases
what is your opinion about using other people assets in your game
i don't like it because its probably not gonna be a unique style but its not a good idea to custom build everything when ur in a small team and you have deadlines and stuff so might as well leverage the unity asset store whenever u can
but you can make it look similar
For me it depends on the skills I have. When I feel comfortable creating what I need I do but it takes time I should probably be spending in prototyping mechanics.
hey, im thinking of working on a fun local multiplayer game but I have no ideas
does anybody have any ideas I can start with?
@final axle you could remake Joust
You know how games like rust and ark have those grid building systems
where it uses an invisible square grid to decide where things get placed?
yeah that but with triangles
instead of squares
since im making a survival game set on planets with faux gravity
ive been thinking of a way to make this grid basically cover the entire sphere
then i realized an icosphere might be perfect
Hi, kind of a economics/business question here..
If a player can provide a "crafting service", and crafting has a chance to fail.. and the customer's the one providing the materials
Does the crafter only charge crafting fee when it succeeds?
@deft patio there is no right answer to that, but a third option would be to have the players decide that stuff before rolling for the crafting. Like, on the interface they put in a price and either player can contribute materials and choose whether the payme mbv t is for the result or for the attempt, both need to hit accept to proceed?
I dont wanna make such option to not make it complicated
This is for the auto vend part, where the crafter can go afk/offline mode
Kinda opting for "take customer's payment only if succeed", else a crafter with low stat can just make big bucks
But then again.. i do want a certain level of "scamming" to be possible to make it interesting...
random question: is it possible to use two versioning systems with unity at the same time?
like in a way where each stores different aspects of the project and unity takes both to work with?
Like using perforce with github? I think it is possible but very easily could break stuff. Why would one do that?🤔
how to extend this in both sides
@tiny jetty Don't cross-post, please. Also it's an #📲┃ui-ux question. You can set overflow and wrapping mode on the text element.
kinda, the reason is because I want to have assets like 3d models, textures, animations etc all backed up separately from the actual game so that way our modeling folks can update it without the need to import it into unity
hi
!mute 784800007416446977 1d Spam. Ignoring warnings.
BitBuilds#9533 was muted
Wait what why was he muted for saying hi lol
@daring loom If you really want to know the context you can ask a moderator instead of misusing a channel. People are capable of cleaning up after themselves even when they are muted. In this case they were advised to use this channel instead only to proceed spamming in it.
my b
hi guys, anyone knows any 2d adventure games like Ori and the blind forest and those kind of games, but where the main character doesn't have any explicit attacks ?
@hard fog Was that answer for me? I don't really understand 😒
What do you do if your game just isnt fun for some people or some people dont like it, but other people like it? How do you get the people that dont like it, to like it more?
It often doesn't turn out great when you try to please everyone. Do one thing well.
well im not trying to please everyone but i am trying to please a specific audience but not all of them like it, a lot dont
@fringe dragon The only thing you can do it try to understand why they don't like it, and "fix" it.
- Fixing it could be finding the middle ground between the 2, although it's dangerous; you want to find a place where both sides will like it, but you might end up in a place where both won't like it
- It could also be adding an option like a difficulty mode
Might be more options, depending on what the actual "problem" is
That's assuming you are not trying to please everyone and still do "your" thing.
yeah
@hard fog I'm not familiar with those games so I'll look them up, ty!
The names are "Kingdom", "Inside", "Little Nightmares" - and the video you posted? what it's name?
i dont want to please everyone but i want to basically do what you said and fix the reasons why people dont like it
though it seems hard to fix those reasons sometimes when it seems that might change the whole game basically, and then I start wondering if thats actually the problem or the player just thinks thats the problem
if it changes your whole game, then you're trying to please the wrong people. That's the thing.
Either way this seems to go down a more philosophical discussion. If you'll tell us the actual problem, we might be able to help more
@hard fog Those aren't really the kind of games I'm talking about. I wouldn't call them adventure, and I don't think they call them self that way either.
I'm talking about games like Mario, or ori and the blind forest but without any attacks.
There are enemies, and you can kill them, but you don't explicitly have any attacks.
Not that great of a difference, you are just introducing puzzles that would kill enemies for you. Oddworld series would be the closest thing. (Although you also can throw grenades instead of stones in some places, however they also can activate other murder puzzles)
@hard fog Yes and no. Mario for example kill enemies by jumping on them.
Ori and the blind forest can also use dash and other physics abilities.
So these are not technically puzzles, just not explicit attacks.
I also tried to look at puzzle games, but most of them are very level based unlike the "world-base" game I'd like to make.
And I'll look up Oddworld - thx again!
ok
well so im making a multiplayer robot shooter game but i want people who play FPS games, to play it
but not everyone who plays FPS likes the game, a lot dont for various reasons like the movement is different
and so i want to make the game so that it is fun for fps players too, I like fps games so i think they could like it too for the same reasons or similar
or at least a lot of them could
Not really clear from what you're saying, but the only problem you've written is the movement is different.
Depending on how different it is, and what is the actual problem you have various options:
- Enable both options. It could either be a technical way such as a checkbox in options, or a feature way such an item that changes the way you move.
- "Deal with it". That is, understand you have a new movement and some people will like it and some will not.
- Advertise better/more (and wait). Sometimes it takes time to get used to new things, and media does it's thing. If people will like it, it will grow and other people will be more likely to give it a try
If you really wanna go deep into the problem, you could also check and see where the actual problem is;
That is, do people don't like it at all, or do they just need time to get used to it but they're not giving it a chance? ..
Can someone help me to export a material I made in blender? I tried 2 ways but both didn't work(normal export as fbx and unpacking files)
or if you have a good tutorial you can send it to me
can anyone teach me
how to make ragdolls in unity
by using the blender 3d models that i have made
Let's set up Ragdoll Physics in Unity!
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thankyou
np hope it helps
how do you know if your game is mobile ready
When i play the game i see i get around 80 fps but im not sure how to judge if thats good or bad ( i have a 1050 laptop)
Anybody here has experience with roguelikes?
I'm wondering how to approach unidentified items.
How do I make sure that a color and description isn't used twice by different unidentified items?
@spice igloo you install it on a phone and try it.
i see
how do you pick the art style of the characters based on the environment?
That's a hard question. I based my environment style on my characters.
And I largely took inspiration from my artist friend's style.
yea even im not sure lol
ah i started with environment and im like oh no - what about my characters
I guess I'll rely on color palette and the tone and feel of the environment
its a very stylized environment anyway
yea its that kinda environment master phil - why'd you delete it haha xd
Sorry discord deleted the message with the pictures 😅
Why, it 'detected' smut?
I got that happening with one of the monsters from my game, discord bot thinks it is porn.
please suggest me a course to learn game design
I have an universe idea, but the final game is kind of big, so I wanna start the universe with a small game, so basically there is company called "Busters Inc.", and it give a license with some special things, but to receive it you need to pass a test, and the dificcult of the test says how much "stars" (your rank basically), the game would be for phones, and its about working/being the owner of one of it test centres, i have two ideas:
1 - A tycoon game, where you get money after people do your exam, and you have to buy land, new diferrent tests, and new examiners. While trying to do it easy enough for people dont just dont go do it, but hard enough for get a good rank after doing your test. also trying to make the "ticket for enter" in the right price.
2 - You do the final interview, see the people stats/curriculum and say if they become Busters or not
so which one is the best
@cobalt scarab 1 is better in my opinion because 1 will keep players interested in the game
What's a good game idea for my first project?
What is the best way to have a clear motivating vision for the game I am working on? I have been working on it for like 9 months and I feel I don’t have a clear, inspiring vision for the game, which I want
@vagrant canyon Classic arcade games are pretty good starting points. Basically any game that has a scope similar to Flappy Bird.
It might feel like these games are too simple to be interesting or anything to learn from, but you'll face a lot of things you weren't aware of at the time.
A lot of Flash games are becoming natively unplayable on the web, so you might find some cool but simple concepts on Flashpoint https://bluemaxima.org/flashpoint/
thanks, im trying to think of a cool but simple game idea
Guys, my game is really different from one punch man in graphic, model, and stuff like that, but the player can kill everything in one slash, if i name a game (for android) "One Slash Man" will i get something like copyright strike or ban or something like that ?
Prolly not, but more than that, it sounds a lot unprofessional and copy-cat -ish. Generally, if I come across some game called One Slash Man, I wouldn't download it. Put something more catchy
@boreal gust if anything it would be a trademark issue, not copyright.
Ok thanks for the answer :)
Could a 4-player 3D fighting game be possible in Unity?
Something like Wu-Tang: Shaolin Style?
Ok I have priorities for my game
Priority one - respawn system
Priority 2 - grappling mechanic
Game Dev Unlocked, look it up
Yes.
How well does unity do strategy games
Anyone who's worked oj generating foliage models in games?
There are tree and grass brushes in the terrain tools
@open plover yeah but I am working on a shader to do that. So wanted to know how it is done in games. Do they really care much about vertices or textures?
How do I make a game that can stand out and survive
does anyone here good with colors know how you decide/find these really eye catching shades of colors like this
or finding good complementary colors to other colors
I like it is it 2d or 3D
Anybody here have some ideas on how to clutter up my medieval stealth games map? Here's some gameplay:
https://www.reddit.com/r/Unity3D/comments/kry5zq/rescuing_a_prisoner_in_my_stealth_project_720p/
just simple props or ways to make it feel tighter and easier to hide in
@gloomy cave small houses forming a natural maze along with fences, peddler stalls maybe
i think the most important map access barriers should be lit/unlit areas
@somber lodge there are sites like https://coolors.co/ that can help greatly to get going on a palette
does anyone know of a source or databank for military vehicles preferably from many nations and of a wide timeline in standardized format?
google it
So my item (equipment, summonable pet, etc) can have dynamic data (durability, itemExp, summonExp)
I also have a craft and "buy shop" vending system. Buy shop are like, the player customer can sell their items to another player vendor who requests the item
Currently tho, these 2 systems dont let u choose which item gets "thrown" to the craft recipe/buy list. I do this for simplicity. Instead of the player having to drag drop each individual ingredient, the recipe just tells u if u can craft it and auto gathers the ingredients from ur inventory
My Item.Equals doesn't check for durability/itemExp etc, bcoz if it does, then a slight exp difference will disqualify the auto fill ingredient
But the problem is of course, if i have 2 rapiers, i dont want to use the high level rapier for craft when the level 0 one works. For the sake of simplicity mentioned above, i can also just have the "auto fill" search for the lowest exp/level
Now the question is, what if the player WANTS to discard the high level rapier, and keep the lower level?
I can ensure that the game doesn't value low level items in any way, but still, should i still give the option to the player to choose whichever item to use for craft, and by doing that, removing the "auto simplicity" mechanics the game provides?
Having options is always nice. If it makes sense for the game to play with low level items (for different challenges, for example, some Cataclysm: Dark Days Ahead players have runs with all sort of self imposed handicaps) then having auto selection in addition to manual one will enrich gameplay. It's sometimes neat knowing that you have an options even if you don't use them.
Just add a swap button, where you can change between "similar" items and let go go to the next lowest item with every klick. Problem solved!?
Coolness. I'll see what i can do about it
@vagrant canyon I guess you probably made it, but you can try making whirlybird. On your phone (if you have an android) open google play games, scroll to "Offline games" and try playing Whirlybird. Quite fun, but you don't need to add the tilting mechanic so just make it so you left and right by pressing keys.
Ok
Hey guys i have a HUGE problem - I added a cinemachine camera into the scene and when I play the game and move the camera EVERYTHING flickers and sometimes the objects keep disappearing and coming
I tried messing with the clipping planes and all that but I have no clue why this is happening
Anybody know why?
@spice igloo Did you missclick #🎥┃cinemachine?
Looking for some game writers, DM me if you can help out.
hello
how do i make my game popular
Make a good game
Hey all, not quite sure where to ask this lol, but. Quick question, mainly theoretical for now. Is unity capable of creating models within the engine via scripting? I'm trying to make a city with procedurally generated buildings, and I'd like the buildings to be comprised of randomly selected pieces depending on the type of building (For example, sky scraper --> Pretty bland ; Apartment building with a restaurant on the first and second floor --> each piece is unique). Those pieces would be stacked on top of each other until they reach the correct height. I know how to do all of that, but I was wondering if it would be possible to have each of those "pieces" semi-randomly generated (There would be a base that is constant, but randomly have things added on, like balconies, different sized windows, etc.) sorry this is kinda long and maybe confusing
basically, is unity capable of generating it's own models through scripting?
Like this?
https://assetstore.unity.com/packages/templates/systems/ubuild-in-game-modular-building-system-75709
The prefabs system can be used and then with code, can be arranged/stacked/augmented with extra pieces. The model pieces/parts will have to be modelled outside of Unity tho
Or, u can also model inside unity with Probuilder too. It's inferior compared to real 3d package tho
Hi all, so a bit continuing my last episode
I'm making a street vending (noun: vendor) system, like the mess in the screen shot basically
I got the Sell/Buy shop system working, and the last piece is the VendCraft, where the vendor provides the crafting skills for other players to use.
The customers provide the material, and fee (set by the vendor), fill in the ingredient slots, click Craft, then wait for the bar to complete, get craft result
Now... Wait for the bar to complete is the part i'm having a bit of dilemma
The game emphasizes on reputation, trust, and scamming is made possible through various means
I'm thinking of making the detailed steps like so:
- Customer open shop, selects craft
- Choose what to craft, fill in ingredients
- Click Craft! The bar starts. I want to make the craft time super long for certain items, could even be days
4a. Now, customer can keep the vending window open, and the materials and fee will be taken when the bar completes
4b. Or! Customer can close the vending window, and this would make the ingredients to be "given" to the vendor
5b. Then the customer can continue shopping elsewhere, or come back in a few days, and pick it up when it completes, pays the fee, get the item
The other extra detail is, to provide the option for the vendor to provide (some of) the materials. Naturally they'd cost more than if the customer were to provide it
And another detail is to put in "down payment"
So my question is, even with these "little details", how should i make the system/interface not complicated?
And at the same time, how to make the scam/trust risk somewhat balanced?
Depending on the fee, value of the materials, etc, what should i do if the vendor just chooses to disconnect and run away with the materials?
And the ultimate question, should i make the vend craft super simple and "limited" in features (ignore all the "details" i mentioned above), and for the more sophisticated ones, just go for the traditional "deal with it with manual trade, agreement, take some screenshot" etc?
Sorry level 99 wall of text
whatever you make try to make it flexible so you can test stuff out and iterate, no need to plan ahead so far and detailed before anything is made/working
Design models in unity is better or design in blender and move to unity is better?
btw, why when I am putting my canvas prefab to the scene I cant click on the buttons?
(pls tag me when u response)
@deft patio you could make actual permanent shops instead of stalls, shops would be expensive to buy/rent in the first place, and gaining the reputation in area would be more important to keep business going and paying rent/tax for it. that'd address the problem with players just giving stuff to main char and disappearing to the next town. the original idea is awful for everyone except scammers so you'd be making a toxic system just for the sake of it, the most likely result is that nobody would want to use random shops, so the economy would just boil down to who's your guild's crafting alt char.
@jagged girder placing items in unity for occlusion culling, making actual items in blender
@late maple that's called procedural generation, yeah it's possible but complicated
I'm going to start work on a wave based survival game soon and I won't go into too much detail about how the game will work but I'd like it to have an enjoyable flow to the movement, such as parkour. Just wondering if anyone has input into any cool mechanics? I feel that wall running/mantling are relatively standard now and not very unique so if you have any input please dm or @ me thanks 🙂
@uneven dawn Those look nice! I suggest having more than one variation of that plain brick wall, people will notice if that repeats a lot.
hey guys im having some problem with my textures
the texture is going crazy
oice
I need some good names for what to call my status effects..
Current name - Description :
- Break (dota term) - Passive skill bonus and event triggers dont work
- ?? - Passive bonus and event triggers from equipments dont work
- Clumsy? - Cant use items
- Rooted (dota) - Cant move
- Grounded? - Cant jump
But btw, is #2 kinda imbalanced? Basically the target's armor will just drop to 0 pretty much..
from a player perspective, I would say to change "break" to "armor shattered" or a variation that mentions armor, unless you explain what each status does to the player, i doubt they would know what "break" does
Break is for disabling passive skill's bonus
oh, i see
The equipment version is #2, which i dont have any idea for a name yet
But yeah they'll be explained
well if they do the same thing but are just variations, i could say to use "break" for basic. and "something break" for the variation
I guess SpiritBreak and ArmorBreak
yeah that sounds pretty good, i would use "equipment break" for items, "armor break" for armor, and "spirit break" for abilities
But yeah, EquipmentBreak sounds really imba tho...
If im gonna have this, i should balance a unit's strength that comes from either
- passives (can be SpiritBreak'd) or
- equips (can be ArmorBreak'd), or
- pure stats (can't disable this)
- buffs (can be one time dispelled)
- hmm, from where else.
I guess if a unit is so debuffed to that point, all he gotta rely on is the raw bonus from active skills (assuming they dont sum the strength from stats that comes too much from passives/equips etc..)
Or for balance, armor break shouldn't reduce the armor's stat bonus.
So, only disables the armor's "event trigger"
Yeah... maybe i'l do that. Since there's already durability for the armor stat bonus effectiveness
I have a question about TBS games. I'm making a small strategy game project similar to polytopia, and I was wondering what the main pros and cons of a tile system vs a free movement system(like total war) are for strategy games
hello i need help
hello can someone help me how to use the trail render
Hi i need help figuring out what u need help with
Tangled sounds like rooted which i have, which is for disabling movement
Encumber..hmm never heard that word before
Yeah, sounds right tho
Pondering between BreakSpirit/Armor/Weapon, or distinct words for each
The game is about spirits tho.. so i like the BreakSpirit there somewhat
I like the distinct words more
But maybe theres a word for... Low spirited?
Despirited? Unspiritful? Bleh
U just attach the component to an object, then the trail will poop out as the object moves around
what is game_design
Design of games
@deft patio Discombobulated.
Decombob-b-b-b-breaker!-ed
Screen status effect
When is this good, and when is this too much?
I initially thought of just implementing this for (some) buffs. Poison, fire, etc
But in games of course there are other things that can trigger this. Getting hit, actively doing certain skills, swimming and getting wet(altho this will also be a status effect..)
Attached pic is the effect of the Blind status, from Ragnarok
Oh man i'm nearing close to wrapping up my demo of a complete ActiveSkill system solution, able to make whatever obscure, chainable, overrideable and so on behaviors
But now when it comes to actually make stuff with it, the designer in me is feeling kinda "meh.."
So i guess i'll be in this channel for a while..
good morning
i want to get response when the cursor is hovering over a GameObject, how do i achieve this?
if the object has a collider you can do a raycast every frame and check if it hits that collider
you can cast the screen point to a ray
so guys i was told to check here even though this is more on the scripting side of things, im trying to condense some code for an if else statement that is very long so its less repetitive can someone help?
Idk who sent u here but that fits #archived-code-general more
If u have a question just post the code tho
Hi Guys I need some help
guys plz help
I need a suggestion
So In my game there are multiple levels/missions. So when the player will finish the Mission so what I should do in the UI to take him to the next level. Any loading screen or what should I do?
Make a new scene and make an ending screen and on build settings but the scene after all the others in the scene order.
@cold onyx You can handle this however you want, it depends on how your levels are built/loaded.
I personally do a lot of roguelite stuff, so I generate a lot of levels with templates, so there is no need for me to have more than a splashscreen on the first scene to hide the elements loading in.
Ok Thanks
is there any way i can make timescale=0.5 not affect ui animations?
edit: i got it
How would y'all go about handling houses with interiors if you don't want to use scenes. I haven't started with this at all, I'm just speculating because it's a question I've had for a while.
When you interact with a door, you would be teleported into the interior, but I'm wondering what would be the best practice for this? Generate a prefab of the interior and teleport the player into that?
What if it's multi-player and there is multiple interiors that each player can be in simultaneously?
What would be the a solution for this? I understand this is loaded question so I'm not looking for specifics just a small pointer so that I know what I'm going for before I start working on this.
Not sure what you mean but I think loading someone into the prefab maybe under the level at like -20 would be good if that’s what you mean
I wonder what kind of feature should i add to my game, i wanted to let players build ships, as they love building things, like in MC. Mc has more unlimited building feature though
I guess ill try to make the ship become a transport, a weapon and a shelter for player. Maybe that would attract players. For example minecraft buildings could only shelter you, and not even do that well cus mobs didnt bother attacking your shelter. But in my game they would attack
Sorry, spam from #💻┃code-beginner :
https://youtu.be/yEP9KWeHwXQ?t=413
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Here's how to break your game down into a vertical slice prototype for playtesting. This framework can be used for your Unity game or Unreal game to find the fun fast!
Subscribe for more game design and game development tutorials!
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Graphics:
Mario Gameplay: https://www.youtube.com/watch?v=ia8bhFoqk...
@cold onyx sounds interesting. What's the theme of your game currently? What kinds of ships?
like space ships/air ships
hi guys, I'm making a game where my character is a small ball-like, and I'm having trouble thinking on attack-ideas. That is, what can be it's primary attack?
e.g. For rayman it's the fist (since he's humanoid and got arms), for Ori (and the blind forest) it's a small energy orb.
Anyone got any ideas?
@glass flax well, what is the character?
Letting the player build their means of transportation and survival in one sounds fun and a lot more if it's in space.
thats true thanks for advice man
@limpid sandal what do you mean by "what is" ? It's a small-ball like, like I said
How can i remove the White backround in Krita?
Ah, let me clarify @glass flax
In order to help you out more I was thinking well, what or who is this ball? Is it just a ball is it bouncy, heavy, did it fly out onto the neighbor's yard. Or is it a slimy ball that's also a bacteria which has to absorb other balls.
If you give your character an identity it will help you move forward with the mechanics around that character's behavior.
Or the other way around, if you already have an interesting mechanic you should work on that and later think about who or what the ball is to help the people playing your game be interested in its story or mechanics.
Yes, there are some fun games with bland themes like those mobile games with shapes and colors. That's all they need because they're just fun to play.
Basically I was trying to see what the theme of your game was to help you come up with ideas for combat related to that theme.
You should ask in #archived-art-asset-showcase
k
I think it's more active and it's more suitable there
@limpid sandal oh ok you're right, I should have provided more context:
In "story-wise" the ball is more like a vertex, made from a factory of vertices. Since it's fantasy and has no grasp in our world so I can't really tell you if it's heavy/bouncy.
The game it self is a 2d adventure, and the closest I can tell you is that it's bouncy, but not too much. That is,
you can move, you can jump, you can "charge" (the ball will spin in place, and once released will move forward in the direction he's facing).
if that helps you enough so you can help me (;p) ?
Do you have an image of it?
@limpid sandal Sorry for the delay, I don't notice if I'm not mentioned. Please do so if you can.
I'll get you a picture in a second, hold it's really just an orange ball/sphere/dot for now.
Do you want to implement only melee attacks or ranged attacks too?
I'm thinking you could shoot out white circles like the ones surrounding your character
Or a gradient charging up and concentrating in the middle to shoot a laser out from the center of the circle
You could add an accessory to your character and make that be the weapon. Like Mario's hat in Odyssey
I'm thinking mostly ranged actually. But might be just because I'm having difficulty thinking about a melee attack
mm I can try and play with this idea. Possibly with size and filled/empty, we'll see.
not a big fan of lasers as a weapon tbh. If it's a ranged weapon i prefer it to be something that "leaves" the character, likes a fireball or w/e, rather than something that stays, like a gun.
just saw it, not a big fan of it either. I think hat is the only accessory I can add to him, and I don't like him using the hat as an attack.
Great ideas btw, ty ^^
how big is the unity camera in pixel art? i want to make my photo the exact size
@obtuse swan You can set the resolution to whatever you need.
I think your question is more suitable for #archived-art-asset-showcase though.
Or try #💻┃unity-talk if you need help with setting up the camera’s resolution.
Hi, how can I use this material for that? pls i am a beginner and it doesn't work ...
https://youtu.be/FWlEF2kh_Eg
@elfin sedge Sorry I don’t understand your question. Try #💻┃unity-talk
ok
need some ideas for i horror game, i have a standard idea where your on holiday in a cabin but ur not alone...
A hoard of infected zombies can be hear from a distance and several shrieks can be heard and the goal of the game is to take as many resources as possible and craft items like guns or knives to defend the cabin
That ok?
Or is it too bland
I cannot paint details, im choosing add detail mesh but nothing happens when trying to paint
anyone?
never really studied game design specifically aside from getting tidbits from unity + programming... finally decided to go through this book and it's been amazing https://www.amazon.com/Challenges-Games-Designers-Non-Digital-Exercises/dp/1542453313
I need some references/moodboards for "visuals to indicate status effect"
U kno, like Silence is 3 dots ... And poison/curse is usually a skull
I got them all done (just placeholders), but kinda blank for the last 2:
BreakSpirit - passive effects dont work
BreakArmor - armor effects dont work
Any ideas?
jagged line down the middle of a chestplate is what i immediately think of for break armor
for break spirit you could either solidify the concept by having a jagged line down something else, or do something different like a worn out/sweating emoji-ish face
or, if you also have buffs of the same stats, maybe use a down or up arrow along with another icon, depending on if it's a buff or debuff
"Something downwards" is probably a good start for BreakSpirit hmm
Forgot to mention, this is for my "screen effects"
Altho the "unit effect" will have to be similar feeling
Here's a reel of them. Some of it are stacked just to go over all of them quickly
(all placeholders..)
ah ok
what happens if you have multiple status effects at once? do you get 5 visual effects blast your screen all at once?
The one shown in the vid are all 10 intensity. Normally the "de/buff" charge is just 1-5
And yes if u're against say 10 people specialize in debuffing, then u'll probably have 4-5 different SE with stack 10 and it gets intense and visually obstructing, but that's the point
oh okay
well as long as you can tell everything you have on you id say
maybe have the screen effect + debuff icons in the top corner? 🤷♂️
Icon on top corner will be there (in the vid it's just a 😫 icon haha)
Yeah just gotta be distinct
Just gonna settle with these for now, for BreakArmor/Spirit
I hope people can tell which one's which just from the visuals
Aaaand back to coding!
I'm working on adding a time bonus to my game and I'm having a hard time figuring out how to calculate the amount of points the player should get for each minute, second, and millisecond. I was thinking I would just multiply the minutes by 10, seconds by 1, and then milliseconds with 0.1 I even have an excel sheet ready to test the calculations for me lol 😅
So, I was wondering if anyone has any advice or thoughts on how many points I should assign to each unit of time. Also I'm fine if the scores are in the 10,000's or even 100,000's since I'm leaning towards that anyway
My rpg won't have a "skill tree".
Skills will still need some skill requirements and "proficiency" in the 3 branch to learn (Paper/Scissors/Rock), but the requirements are "either/or".
U can learn "FireEnchantWeapon" from learning "FireBall" and "Rock branch mastery 3", or simply "Paper branch mastery 5", for example
And the biggest difference is, since there's no "defined" skill tree for a class, u just explore the world and find out about a skill that can be learned, and that gets added to "what u can learn"
Any game that's kinda like this?
Any comments?
And my biggest concern currently is not about how to implement it, but... design wise, how the hell am i gonna "lay it out" on the Skill UI window?
A mod has suggested for me to post my message here, so:
I've managed to create a decent random terrain generator based on chunk loading and I'm wondering if I've done anything that is considered as a really bad practise
here is the folder in my github repo with relevant scripts
Hey guys I was told to come here to check some logic
I want to check it before I write it so I dont go down a bad path
I want to check it with another person
Tell me if this is a good channel and if someone can hrlp
@reef rover if it's code post it in #💻┃code-beginner or #archived-code-general
can someone help me
with what?
nevermind
alr
guys where do you write your game design docs?
Google Docs
you can still use confluence for free
if your team/project is small enough
maybe even JIRA too...
haven't looked into it
personally game dev is a hobby I use to escape from JIRA/Confluence at work so I wouldn't use them myself haha
So I've decided I want to make a mobile game
Problem is, I have no idea where to start
I'm going to be implementing some sort of "gems" that will occasionally be spit out of something, pushed on a conveyor belt for a period of time, then eventually dumped into something to gain money. Would it be possible (probably way more efficient) to use particles for this? I would need to make them:
- have some arbitrary value I can add to them when they're created that I can "get" when they touch the input money-thing
- Tell them to move left/right when they land on a conveyor tile, and fall down if they're pushed off a tile onto empty space
- probably have them delete if they fall off a conveyor onto nothing (ground, i.e. not the input money thing)
I just wonder if it would be inefficient to have like 100s of actual GameObjects for the gems, since the idea is to have a fair number of miners set up dumping various gems worth money or resources onto conveyors that all eventually get loaded up into the mother ship
Would it be possible to maybe whip out the Shader Graph particle equivalent since these can be calculated on the GPU? Or no because you can't make them interact with colliders, right?
I'm doing something similar right now and I'm just using Graphics.DrawMeshInstanced
My game involves a large number of items being pushed around on conveyor belts
not sure how you'd accomplish it with particles or VFX graph
I have a issue with the unity loader
when I click on the project in unity hub after like three seconds the loader crashes
Hello. I have a theoretical concept for a turn based classical style jrpg battling system, but I have found a question I'm not sure how to answer and I thought it would be a good idea to post it here for discussion and hear some thoughts.
There are a few main stats for every creature that can battle, be it a party member or a monster. The most important ones are STRENGTH, DEFENSE, DEXTERITY, and MAGIC MIGHT. Strength and dexterity are opposed by defense (and I am still thinking if MAGICAL DEFENSE should be another stat to track, but otherwise Magic Might is also opposed by defense).
The idea is that if the character makes a melee attack (club, greatsword, hammer) they use their STR to calculate damage. If they use a ranged attack (arrow, dart, crossbow bolt) it uses DEX instead. However I was considering if magic should be entirely dependant the MAGIC MIGHT stat, or if DEX/STR should play a role in the formula
For example, a magical spell considered to be ranged, may ask for both dexterity and magic might to be effective, but a magical melee spell like a flaming sword may ask for str and magic might
I don't know what the best theoretical approach to this would be. Do I make the damage formula for magic spells sometimes dependent on dex or str? Should I just leave Magic Might as the one stat the player needs to focus to raise in order to be an effective magic user?
I'm not sure if adding the depth is worth in that case.
The easier the better, can expand it later
Complex stats sustems and stuff like that r especially hard to implement, interconnect and balance. Im sure many people are responsible for this in league of legends and similar games
For now try to make one stat work for one thing then mb expand it later to two if needed
@obtuse talon
i shot an ak-47 and ppsh-41 today
both in full auto
and holy shit games overdramatize recoil so much
please stop making ak guns spring into orbit when you fire them in whatever game you may be making
Question tho
was your ak today in 7.62
or 5.56
because there is a large recoil difference in those cartridges
the newer AKs are generally 5.56x39 vs the originals which were 7.62x39
you're thinking of 5.45x39, no such thing as 5.56x39
sorry yes typo
but also there are a lot of AK-like guns in the US chambered in 5.56 NATO
not assuming you're in the US or anything
yeah but there's also belt fed .22 lr LMGs
indeed
(they exist, but not really)
ak-47 is 7.62x39
Indeed, but a lot of people refer to AK-74 also as AK-47 colloquially
so that's all you had to say
well there's more to it than realism
guns with stupid recoil dont exist
theres lots of ways around that
(i meant automatic rifles)
for example, the ak-47 may not have that much recoil, but an m4a1 will have even less
so lowering the general recoil in all guns can derive focus from recoil control and bring light on the more important aspects of gunplay
I like more the first one
First one feels more natural, so that one.
perfect! thanks a ton
@somber lodge It depends on the atmosphere you are going for. If you are going for a more at home feel, then the top one. Honestly, if you were to change the tree and brush colors to match/ fit with the green shade, I think that the bottom one could be used as a more Lost woods vibe. it all depends if you want to feel either at home in Nature or lost in Nature.
hey was wondering whjat talent and etc i should make for a shapeshifter class
was thinking protector of forest and such
who can shapeshift to different animals to do things
There was this game I played a loooong time ago when I was researching a college I thought I wanted to attend when I grew up, and I want to make something somewhat like it... https://www.youtube.com/watch?v=kU1p-4_NH-U
http://www.DigiPen.edu | DigiPen Institute of Technology
Dig-N-Rig is a 2D, futuristic, mining simulator that combines resource management with creative building mechanics.
Download the game for free at:
https://www.digipen.edu/?id=1170&proj=24629
DigiPen Institute of Technology is a world-renowned leader in education and research in computer...
I'm very surprised but they still have it on its website lol
But it's a (I think randomly generated) mining sidescroller with conveyor belts
I'm actually quite happy to see it still is there lol, nostalgia woot!
The question comes down to the same sort of thing. I'll look into your Graphics.DrawMeshInstanced, thanks for that recommendation o/
Also if you're doing the same idea as me, this just kinda popped up in my head and you'll probably end up doing better than me so hopefully you don't feel competitively threatened xD
My game is more like Factorio/Satisfactory than like Dig-N-Rig
I need some mentions of unique consumable/items/equipment/weapons
For equipments, can have active/toggle component too
Ill start a bit:
Ragnarok muramasa. 2hand sword. +Aspd, +30% crit chance, but chance to curse the user. Curse makes ur luk to 0, very slow movespeed, and a reaper following close to u
Warcraft/dota: a lot... But.. aegis - when having this in inventory, and dies, auto reincarnate in 5sec
Mask of madness, fast aspd mspd, but silences
If anyone got a link to such list, or if theres a tv trope page for that. That'll be supercool
I'm having a 2d collider issue in a game I'm making. Should I be asking about it in here or beginner code?
sorry unsure where to post, but is there anywhere you can get help with playtesting in this server?
2d collider question could be either #⚛️┃physics , #💻┃unity-talk or #💻┃code-beginner honestly
yo... I know a guy that helped make this, thats crazy.
https://hallife2isagreatgame.itch.io/fast-thinkin2 entered a game jam if the start mouse doesn't work jut keep smahing it and it'll eventually work
Hey everyone, weird question - I've noticed most languages in games keep western numerals for any numbers mixed in with the localized words (for example Chinese and Japanese don't convert numerals to their local characters). But I was wondering if there are any languages that actually use their local numeric characters in game?
@shadow jewel It is funny to call the Arabic numerals used by English western since they come from Asia and came to Europe via Africa.
Anyway, many Arab countries like Egypt use a different set of numerals(Eastern Arabic)
China has two different types of local numerals, which are used across Asia. Often side by side with Arabic numerals. Though I think they imported 'zero'
this
do all unity store assets dont work with hdrp or what? i tried all the hdrp shaders on several materials, still everythings purple what do i do!!
@weary thicket Yeah I agree it's funny calling them western (was debating what to write there), but it is common and removes ambiguity related to Eastern Arabic so I went with that.
I loaded up some games and tested what they have done, using Fortnite as an example Arabic seemed to be the only language that replaced the "western" numerals. Aside from locale formatting differences all other languages kept them as is. I wasn't sure if things like damage numbers would usually use local numerals in Asian languages, but it seems not.
@azure yarrow most new assets day what renderer they are fot. Older ones don't because there was only the default back then.
Hi. I have a large asset that is about 5 gb. I only use a fraction of this asset in my game currently. How would i go on importing only the asset parts i need?
There is no option for this from unity is it?
What kind of asset is it?
also this fits more in #💻┃unity-talk
This channel is more for conceptual design stuff
I have a question
Is there a setting where you can make the decals
Kina like
Be multiple decals?
lemme find a pic
Kinda like this
Since the decal im using is just one unit
So do i have to make multiple units?
if you mean the texture, then yes, you can tile texture.
Any default material supports tiling. You only need an object with correctly setup UV maps, like default plane.
mk
I am making a first person dungeon exploring RPG where you tap forward and go to a new room to explore in a dungeon.
What exactly are the pros and cons of generating a dungeon fully before you enter it, or during the runtime of exploring the dungeon?
So like, I have a Dungeon with 10 rooms. I can do this.
[Generate [10] Random Rooms & Positions of necessary rooms (bosses)] -> Explore Dungeon
or
[Generate 1 Room] -> Explore 1 Room -> [Generate next Room once player completes current Room] -> ...
Option1: Long initial load, quick switching rooms, everything is pre-set, can save a bit of time (if you set the same part of room 1/2/3/4 at once, instead of when generating each room),
Option2: medium loads every switch, can be customized with difficulty/layout/etc based on performance,
Are what I thought of quickly, but I know there're others
I mean a big advantage for me (atleast for right now) is you never walk back/end up in the same location in this dungeon else than maybe premade rooms and I just plan to pop it forward. It sounds like Option 1 wouldn't be too awful since my games not too big asset wise.
I could have the fully made room with random rooms, and if I need to replace the next room because a trigger is hit, I can just pop the next room from the list and place the premade one on it.
BOKU WA DOCTA
Heyy,
I'm making my first game and I'm working with a growing team - what would be the best way to lay down some sort of design doc/ art direction for everybody to follow ? Because every artist has their own creative pipe dreams and there needs to be something for people to stick to for the game to be consistent.
Sorry if this is a dumb question but can someone point me towards how to organise design teams?
i have a question
So in my unity project
I put a gun in the main camera
And when i move
It morphs the gun
It just scales it
You should go over some ground principles that every single artists agree's upon. For example, it helps a lot for a game if the resolution is set so everyone knows what type of scale should be used, especially important in low pixel art games.
The art direction is something that will be a problem if they are not professional and do not have the ability to adapt to each others art, it's possible to mix art styles for sure between static images and actual playable levels and so on, but this will be a discussion with the team.
This should not come from above and just get slammed on to the artists, it's something they need to discuss about with the project lead to make sure everyone is aligned, and only after that you can place it down on a paper.
But things like general theme and style should preferably be lining up with the story writing too if there is one.
How you write the document is not really important, but it should be easily understood.
And one thing to take into consideration would be to have a space for the art that is done or being worked on to be stored so people know what is being made, much like a ticket system like Trello or JIRA.
in a forest exploration game do you guys think little hints of past manmade things like a stone pillar or a broken wooden fence would ruin the untouched feeling of the forest or would it enhance it?
Manmade objects wouldn't evoke "untouched" to me
true, i think i phrased that wrong i meant would it be better or worse visually
@somber lodge Depends on what you would want to go for, do you want the experience to be that you enter a new land that has never been touched by people, or do you wish to enter a land that potentially have had/has people living there?
I am working on a small personal project - It is a game really similar to Islanders where you try to use adjacency bonuses, trade and Stellaris-style buldings that convert excess resources to maximize production. I have a lot of the basic coding mechanics done, and I am now moving on to the game design aspect. One question I have been thinking about is how many types of resources the game should have.
The benefits of having less resource types is that it would be easier to implement, and for the player easier to manage. On the other hand, having more resources could create more interesting dynamics with trade and manufacturing that might make the game fun to play.
What do you guys suggest?
thank you so much
Hey guys i was just wondering whats the tile texture that dani uses for karlson?
Dani who?
At least do you have any tile texture recommendations?
Not realistic ones tho
Just smooth plastic
Are we talking 2D or 3D tiles and are you after retro pixel art or smooth vector art? @tulip crow
You could just use 3D models with materials, would probably look best
Do you need them to look like lego or do you want them with way more detail?
if it's a 3D game, then I would just use 3D models in the tilemap really and add a material to the object
but if it's a 2D game and you need to simulate depth in the picture, then you might need to search a lot of textures and images
So it isnt stretchted otut
yeah, repeated textures is a thing
How do i enable it
Open the image in inspector set the Texture type to Texture instead of sprite and in Wrap Mode set to REPEAT
wrap mode repeat is the key.
I have another question
Is there a way to make the lines glow in this
Lemme send
The grid thing
No clue, have not used that library before.
Mk
the grid? you mean getting a window reflection?
yeah, no clue, but making lines light up should not be a difficult task, but since it's an asset, it's harder to help out, you never know what they have limited you to.
how long should an attack collision be detected for?
for an action game at 60 fps
I'm new to game development and am trying to write some variant of a game design document. I've searched around and found some released docs from Deux Ex and others. I've also been pointed to The Art of Game Design A Book of Lenses by Peter Schell. Does anybody have any recommendations?
so im starting work with me and a group of people and i want to make a tile game, but where could i design a tile atlas without the use of photoshop since i dont really have the moneyh for that
@plucky jackal maybe Krita?
nvm got free photoshop
hey looking to fund a game app looking for a game dev team
Share your opinions please: fall damage in a platformer game (Of the "the faster you fall the more it hurts" kind) - sin against the genre's entire point of existence, or a normal thing to have in a game of such genre?
Not a normal thing - but not a sin either
i have a question
How do i make materials
Duplicate so they arent like squashed or sized out
I am not sure if this is in the wrong channel but
does having more materials on a asset cost performance compared to baking and getting colour id maps
so that you only need 1 material sorry if I am not wording this right I only just really learnt what baking is haha
but say this model I made a while ago I am testing id maps on it
so what I mean is if I use only 1 material on an asset instead of 20 would it safe performance or does it just safe space, keep the folders cleaner ?
ignore the model and bad texturing that was just an example
I would like to know that as well ^ hope someone replies
how long should an attack collision be detected for?
for an action game at 60 fps
This question is super vague.
Yes it saves performance. Each separate material requires a separate draw call and runs a separate shader on the GPU
But this isn't really the right channel for that question
alright cheers
I came to this channel bc I thought designing a asset and making it game ready would have something to do with designing games haha
Hey guys. Looking for people who who like to help us build community created maps for the VR FPS Alvo. Ping me if you are interested. Thanks!
I'm really struggling with coming up with a way to properly handle dialogue with NPCs. I'm not sure if this falls under game design, but I'm looking for any advice regarding handling multiple choice NPC dialogue. I currently have a system where there are two arrays, one for npc and pc, and they go from 0,0,1,1,2,2. However, I want to give the player the option to choose between two paths, and I don't really know how to do that.
Should I just create more arrays that the dialogue manager branches off into? Or is there a more efficient way to handle it?
Give each piece of dialogue an array that references other pieces of dialogue (the next dialogue that shows for each choice). This works best if they are ScriptableObjects though
Then you can reference them rather than duplicating them
Right now I have dialogue attached to npc scritable objects
So if you make dialogue "sentences" into their own ScriptableObject you can do something like this:
[CreateAssetMenu(..)]
public class DialogueSentence : ScriptableObject {
public string text;
public DialogueOption[] options;
}
[Serializable]
public class DialogueOption {
public string text;
public DialogueSentence nextDialogue;
}```
that way if the dialogue "sentence" has a choice, you can link them together like this. That way when the player picks an option - you know which sentence to show next
you can chain things together in any arbitrary way you want then. Even make loops and such
how long should an attack collision be detected for?
for an action game at 60 fps
a basic melee attack
@humble briar What are you trying to do?
do a melee attack
And there would still be a separate dialogue manager handling transitions between dialogue sentences?
Is there a tutorial where this code came from? Sorry I just want to get a better understanding of how it works so I can adapt it to fit my purpose.
Yeah you would still need a dialogue manager script to orchestrate things. It didn't come from a tutorial, just the top of my head
What's the purpose of adding the class DialogueOption? Just to make the options list serializable in case it's something that changes and updates during gameplay?
i have a question
How do i make materials
Duplicate so they arent like squashed or sized out
I didn't really know where to ask this so I hope I can ask here.
I have worked on a few solo projects but have recently started on a group dev project with some friends on Unity. However, we have no idea how to go about organizing things. We are using GitHub to send our main game file back and forth but things are just getting messing and confusing.
Can someone please give me a general rundown of how we should manage things. What is the standard? Who should be holding the main game file, how should we go about merging/combining new aspects of the game, etc. Any and all help is appreciated. ❤️ 🙂
Working in a team should never two people be working on the same files, or stuff depending on those files while on the same branch. You can manage by splitting up workspace working on scene copies instead, creating separate branches for each person and/or instead of everyone pushing directly to the main branch create PR requests, then one person can go over them and merge, while checking for conflicts.
Could manage experimental scripts with namespaces as well if you are on the same branch.
And the only time 2 people should work on the same asset is if 1 of em work on it and the other do screenshare in realtime or smthing
The DialogueOptions are to tie some text to the options. So let's say you have a dialogue that was like:
"Will you save the kitten?"
You can have options like:
"Yes I will save the kitten"
"No I am a heartless bastard"
And each of those options will lead to a particular next piece of dialogue
So DialogueOption pairs the text of the choice to the next piece of dialogue to go to when you pick that choice
Casual-Retro-PacMan-Arcade Game Wip: PacManBoltChompManUnityWebGL (youliketoPlay++ClickCounter🙂 https://cdn.discordapp.com/attachments/805842188411732023/807409327245623336/PacManBoltChompManUnityWebGL-animation.gif
Can somebody tell me how to get baked lighting?
how long should an attack collision be detected for?
for an action game at 60 fps
a basic melee attack
just experiment with it
How do i carve out a cube?
1 way is with plugins like blender.org , create a cube, than select edge and split in separate objects , do you need fbx, i make it for you , and you could help us where to go from connect.unity.com ( domain host community )
blender split cube faces in seperate objects
fbx in unity, movable edge
Blender Export FBx of split Cube that was shown in unity
Thx!
how long should an attack collision be detected for?
for an action game at 60 fps
a basic melee attack
Could be any, really
U have a slow giant swinging a big hammer, the attack collision can be active for the whole time the hammer swings downwards, until it hits the ground, which may be as long as 5 seconds who knows
For me, i have 2 types of attack frame detection. First is the collider approach, the other is the raycast along the swing arc. For attacks that has hit frame less than 0.5sec, i fallback to the raycast approach bcoz the collider way tends to "miss" if it's too fast
alright thanks
Does anybody know what material Dani used for his Karlson 3D maps?
The material for the walls and stuff
well show the work ur past work and etc then only people going to be interested @topaz mortar
hello is there a free program to design games in general with which you can own everything / a lot?
PS: I'm new to all of that
Own everything, what is everything?